S20001.cs 1.6 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. /// 牧师加血
  9. /// </summary>
  10. public class S20001 : SkillBasic
  11. {
  12. protected float recoverValue;
  13. protected override void ProInitSkillConfig()
  14. {
  15. recoverValue = 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.GetMainHotPoin<ILifetCycleHitPoint>() };
  29. return CombatController.currActiveCombat.CombatHeroController.GetHeroHitPoint(CombatHeroEntity.IsEnemy);
  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. recoverValue);
  37. HarmReturnInfo harmReturnInfo = Recover(CombatHeroEntity, targetEntity,
  38. v, AttType.Normal, HarmType.Default);
  39. }
  40. }
  41. }