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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- using UnityEngine;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
- namespace GameLogic.Combat.Skill
- {
- /// <summary>
- /// 战士的旋风斩
- /// </summary>
- public class S10001 : SkillBasic
- {
- protected float _harm;
- protected override void ProInitSkill()
- {
- _harm = 200;
- }
- protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
- TimeLineEventLogicBasic timeLineEventLogicBasic)
- {
- ILifetCycleHitPoint[] allHero = new ILifetCycleHitPoint[_enterAlertTarget.Count];
- for (int i = 0; i < _enterAlertTarget.Count; i++)
- {
- allHero[i] = _enterAlertTarget[i].GetMainHotPoin<ILifetCycleHitPoint>();
- }
- return allHero;
- }
- protected override void ProUseSkill()
- {
- ActivationTimeLineData("sk1");
- }
- protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
- ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData)
- {
- long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
- _harm);
- HarmReturnInfo harmReturnInfo = Harm(CombatHeroEntity, targetEntity,
- v, AttType.Skill, triggerData);
- }
- }
- }
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