S1201.cs 2.6 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Common.Utility.CombatTimer;
  3. using GameLogic.Combat.Buff;
  4. using GameLogic.Combat.CombatTool;
  5. using GameLogic.Combat.Hero;
  6. using UnityEngine;
  7. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  8. namespace GameLogic.Combat.Skill
  9. {
  10. /// <summary>
  11. /// 碧落幽冥劲:发出多道寒气冰锥,对敌人照成伤害,每到冰锥对敌人施加1层寒气
  12. /// </summary>
  13. public class S1201 : SkillBasic
  14. {
  15. private int currCount;
  16. protected override void ProUseSkill()
  17. {
  18. ActivationTimeLineData("1201");
  19. ballisticsCount = (int)effectValue[0];
  20. for (int i = 0; i < effectValue[0]; i++)
  21. {
  22. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  23. .GetThis<CombatHeroEntity>()
  24. .GetMainHotPoin<CombatHeroHitPoint>();
  25. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  26. currTarget.Add(combatHeroHitPoint);
  27. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  28. ActivationTimeLineData("1201_fashe", currTarget: currTarget,
  29. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  30. }
  31. // currCount = 0;
  32. }
  33. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  34. TriggerData triggerData)
  35. {
  36. }
  37. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  38. ITimelineFxLogic timelineFxLogic,
  39. TriggerData triggerData, ISkillFeatures skillFeatures)
  40. {
  41. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  42. effectValue[1]);
  43. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  44. AttType.Skill, triggerData,
  45. wuXingType, skillFeatures,
  46. HarmType.Default);
  47. if (harmReturnInfo.isHitHero)
  48. {
  49. int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  50. if (odds <= effectValue[2])
  51. {
  52. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1, this);
  53. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  54. }
  55. }
  56. }
  57. }
  58. }