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							- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using Common.Utility.CombatEvent;
 
- using Core.Utility;
 
- using Fort23.Core;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero;
 
- using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
 
- using UnityEngine;
 
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
- namespace GameLogic.Combat.Skill
 
- {
 
-     /// <summary>
 
-     /// 木灵分身
 
-     /// 生命低于{0}%时触发,木灵的根须快速在自身周围生出2个木灵之子,木灵之子之有普通攻击,木灵之子拥有boss的{1}最大生命值的生命
 
-     ///(等级跟随boss的等级走)
 
-     /// </summary>
 
-     public class S9062 : SkillBasic
 
-     {
 
-         private bool _isTrigger;
 
-         private Vector3[] pos;
 
-         // private Vector3 pos2;
 
-         protected override void ProUseSkill()
 
-         {
 
-             ActivationTimeLineData("9062");
 
-             Vector3 pos1 = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(3, 0, 3));
 
-             Vector3 pos2 = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(-3, 0, 3));
 
-             if (pos == null)
 
-             {
 
-                 pos = new Vector3[2];
 
-             }
 
-             pos[0] = pos1;
 
-             pos[1] = pos2;
 
-             ActivationTimeLineData("9062_fashe", customizePos: new Vector3[] { pos1 });
 
-             ActivationTimeLineData("9062_fashe", customizePos: new Vector3[] { pos2 });
 
-         }
 
-         protected override void ProActiveSkill()
 
-         {
 
-             CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
 
-         }
 
-         protected override void ProDispose()
 
-         {
 
-             CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
 
-         }
 
-         private void HeroInjured(IEventData data)
 
-         {
 
-             if (_isTrigger)
 
-             {
 
-                 return;
 
-             }
 
-             HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData;
 
-             if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
 
-             {
 
-                 if (CombatHeroEntity.HpBl < effectValue[0])
 
-                 {
 
-                     _isTrigger = true;
 
-                     CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().AddCommandSkill(this);
 
-                     // ZhaoHuan();
 
-                 }
 
-             }
 
-         }
 
-         private void ZhaoHuan()
 
-         {
 
-             for (int i = 0; i < 2; i++)
 
-             {
 
-                 CombatHeroEntity heroEntity = new CombatHeroEntity();
 
-                 heroEntity.IsEnemy = true;
 
-                 CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
 
-                 combatHeroInfo.InitMonster(1005, CombatHeroEntity.CurrCombatHeroInfo.level.Value);
 
-                 combatHeroInfo.hp =(EncryptionLong)
 
-                     CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.MaxCombatHeroInfo.hp.Value,
 
-                         effectValue[1]);
 
-                 CombatController.currActiveCombat.CombatHeroController.SummonHero(combatHeroInfo, CombatHeroEntity,
 
-                     pos[i], -1, null);
 
-             }
 
-             S9061 s9061 = CombatHeroEntity.CombatHeroSkillControl.GetSkillBasic<S9061>();
 
-             if (s9061 != null)
 
-             {
 
-                 CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().AddCommandSkill(s9061);
 
-             }
 
-         }
 
-         
 
-         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
 
-             ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData, ISkillFeatures skillFeatures)
 
-         {
 
-             ZhaoHuan();
 
-             // float harmBl = 0;
 
-             // b_1018 b1018 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1018>();
 
-             // if (b1018 != null) //消耗一层感电,额外照成伤害
 
-             // {
 
-             //     harmBl += b1018.buffCount * effectValue[1];
 
-             // }
 
-             //
 
-             // long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
 
-             //     harmBl);
 
-             //
 
-             // HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
 
-             //     AttType.Skill, triggerData,
 
-             //     wuXingType, skillFeatures,
 
-             //     HarmType.Default);
 
-         }
 
-     }
 
- }
 
 
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