S40001.cs 1.5 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.CombatTool;
  3. using GameLogic.Combat.Hero;
  4. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  5. namespace GameLogic.Combat.Skill
  6. {
  7. /// <summary>
  8. /// 弓箭发射多个见
  9. /// </summary>
  10. public class S40001 : SkillBasic
  11. {
  12. private float _harm;
  13. protected override void ProInitSkill()
  14. {
  15. _harm = SelfSkillConfig.effectValue[0];
  16. }
  17. protected override void ProUseSkill()
  18. {
  19. ActivationTimeLineData("sk1");
  20. }
  21. protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  22. TimeLineEventLogicBasic timeLineEventLogicBasic)
  23. {
  24. if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
  25. {
  26. return null;
  27. }
  28. return new[] { CombatHeroEntity.CombatAIBasic.currFocusTarget.GetThis<CombatHeroEntity>()
  29. .GetMainHotPoin<ILifetCycleHitPoint>() };
  30. }
  31. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  32. ITimelineFxLogic timelineFxLogic,
  33. TriggerData triggerData)
  34. {
  35. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  36. _harm);
  37. HarmReturnInfo harmReturnInfo = Harm(CombatHeroEntity, targetEntity,
  38. v, AttType.Skill, triggerData);
  39. }
  40. }
  41. }