| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172 | using Fort23.Core;using GameLogic.Combat.Buff;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill.MagicSkill{    /// <summary>    /// 对敌人照成伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{0}秒    /// </summary>    public class S3101: MagicSkillBasic    {        private CombatHeroEntity target;        protected override void ProMagicUseSkill()        {            // StraightLineShow straightLineShow = new StraightLineShow();            // straightLineShow.Init(this);            CombatHeroEntity[] allHero =                CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);            if (allHero == null || allHero.Length <= 0)            {                SkillPlayFinish();                return;            }            target = allHero[0];            MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(allHero[0], Finish);            SetMagicAttShowBasic(magicAttShowBasic);        }        protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)        {            ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];            lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();            return lifetCycleHitPoints;        }        private void Finish()        {            BuffInfo buffInfo = BuffInfo.GetBuffInfo(10091, effectValue[0], 1);            target.BuffControl.AddBuff(CombatHeroEntity, buffInfo);            // Debug.Log("法宝对敌人照成伤害");            // ILifetCycleHitPoint lifetCycleHitPoint = target.GetMainHotPoin<ILifetCycleHitPoint>();            // if (lifetCycleHitPoint == null)            // {            //     return;            // }            //            // BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);            // cBetterList.Add(lifetCycleHitPoint);            // ActivationTimeLineData("gongji", currTarget: cBetterList);            // SkillPlayFinish();            //            // HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();            // harmReturnInfo.source = CombatHeroEntity;            // harmReturnInfo.target = target.GetMainHotPoin<CombatHeroHitPoint>();            // harmReturnInfo.att = 200;            // harmReturnInfo.attType = AttType.Normal;            // harmReturnInfo.harmType = HarmType.Default;            // harmReturnInfo.triggerData = triggerData;            // target.HeroHurt(harmReturnInfo);            // CombatCalculateTool.Instance.Harm(CombatHeroEntity, lifetCycleHitPoint as CombatHeroHitPoint, 200, AttType.Normal, triggerData,            //     HarmType.Default);        }    }}
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