| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using Common.Utility.CombatTimer;using GameLogic.Combat.Buff;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill{    /// <summary>    /// 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    /// </summary>    public class S1201: SkillBasic    {        private int currCount;        protected override void ProUseSkill()        {            ActivationTimeLineData("bingzhui");            for (int i = 0; i < effectValue[0]; i++)            {                CombatHeroHitPoint combatHeroHitPoint=    CombatHeroEntity.CombatAIBasic.currFocusTarget.GetThis<CombatHeroEntity>()                    .GetMainHotPoin<CombatHeroHitPoint>();                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();                currTarget.Add(combatHeroHitPoint);                SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));                ActivationTimeLineData("bingzhui_fashe",currTarget:currTarget,customizePos:new Vector3[]{specialDotInfo.GetWorlPos()},indexCount:i);            }            // currCount = 0;        }        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,            TriggerData triggerData)        {        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData)        {            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,                effectValue[1]);            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,                wuXingType,                HarmType.Default);            int odds = CombatCalculateTool.Instance.GetOdd(0, 100);            if (odds <= effectValue[2])            {                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);                targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);            }        }    }}
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