S901001.cs 2.2 KB

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  1. using Fort23.Core;
  2. using GameLogic.Combat.CombatTool;
  3. using GameLogic.Combat.Hero;
  4. using UnityEngine;
  5. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  6. namespace GameLogic.Combat.Skill.MagicSkill
  7. {
  8. /// <summary>
  9. /// 法宝技能
  10. /// </summary>
  11. public class S901001 : MagicSkillBasic
  12. {
  13. private CombatHeroEntity target;
  14. protected override void ProMagicUseSkill()
  15. {
  16. StraightLineShow straightLineShow = new StraightLineShow();
  17. straightLineShow.Init(this);
  18. CombatHeroEntity[] allHero =
  19. CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
  20. if (allHero == null || allHero.Length <= 0)
  21. {
  22. SkillPlayFinish();
  23. return;
  24. }
  25. target = allHero[0];
  26. straightLineShow.SetTarget(allHero[0], Finish);
  27. SetMagicAttShowBasic(straightLineShow);
  28. }
  29. private void Finish()
  30. {
  31. Debug.Log("法宝对敌人照成伤害");
  32. ILifetCycleHitPoint lifetCycleHitPoint = target.GetMainHotPoin<ILifetCycleHitPoint>();
  33. if (lifetCycleHitPoint == null)
  34. {
  35. return;
  36. }
  37. BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);
  38. cBetterList.Add(lifetCycleHitPoint);
  39. ActivationTimeLineData("gongji", currTarget: cBetterList);
  40. SkillPlayFinish();
  41. HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
  42. harmReturnInfo.source = CombatHeroEntity;
  43. harmReturnInfo.target = target.GetMainHotPoin<CombatHeroHitPoint>();
  44. harmReturnInfo.att = 200;
  45. harmReturnInfo.attType = AttType.Normal;
  46. harmReturnInfo.harmType = HarmType.Default;
  47. harmReturnInfo.triggerData = triggerData;
  48. target.HeroHurt(harmReturnInfo);
  49. // CombatCalculateTool.Instance.Harm(CombatHeroEntity, lifetCycleHitPoint as CombatHeroHitPoint, 200, AttType.Normal, triggerData,
  50. // HarmType.Default);
  51. }
  52. }
  53. }