| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using GameLogic.Combat.Buff;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill{    /// <summary>    /// 飞出{0}道巨龙,对敌人照成{1}火系伤害    /// 如果敌人处于灼痛中对敌人照成胆摄,眩晕敌人2秒    /// 飞龙数量+1,并对敌人施加1层灼烧    ///飞龙命中目标后引发天雷,对敌人额外照成100%伤害    /// </summary>    public class S1402 : SkillBasic    {        private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1 };        protected override void ProUseSkill()        {            this.AddTriggerCallBack("lieyanjian_zd", ProDefaultTimeLineTrigger_ZD);            ActivationTimeLineData("lieyanjian");        }        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,            TriggerData triggerData)        {        }        protected void ProDefaultTimeLineTrigger_ZD(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);            b_1010 b1010 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1010>();            if (b1010 != null)            {                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10061, 1);//眩晕敌人                targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);            }            //            //     BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);            //     targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);            //            //            // if (SelfSkillConfig.level >= 5) //每个烈焰剑将会对敌人照成爆燃,爆燃额外受到100%伤害            // {            //     long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(            //         CombatHeroEntity.CurrCombatHeroInfo.attack.Value,            //         effectValue[3]);            //     CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v2, AttType.Skill, triggerData,            //         wuXingType,            //         HarmType.Default);            // }        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData)        {            for (int i = 0; i < effectValue[0]; i++)            {                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget                    .GetThis<CombatHeroEntity>()                    .GetMainHotPoin<CombatHeroHitPoint>();                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>(1);                currTarget.Add(combatHeroHitPoint);                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + zdPosIndex[i]);                ActivationTimeLineData("lieyanjian_zd", currTarget: currTarget,                    customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);            }        }    }}
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