| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using Common.Utility.CombatTimer;using GameLogic.Combat.Buff;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill{    /// <summary>    /// 雾隐千流法:身体散发出一团迷雾。从迷雾中飞出多个冰球,每个冰球对敌人照成伤害,施加1层寒气。    /// </summary>    public class S1202 : SkillBasic    {        private int currCount;        protected override void ProUseSkill()        {            ActivationTimeLineData("1202");            ballisticsCount = (int)effectValue[0];            currCount = 0;        }        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,            TriggerData triggerData)        {        }        protected void FaShe()        {            if (currCount > effectValue[0]||CombatHeroEntity==null||CombatHeroEntity.CombatAIBasic==null||CombatHeroEntity.CombatAIBasic.currFocusTarget==null)            {                return;            }            currCount++;            CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget                .GetThis<CombatHeroEntity>()                .GetMainHotPoin<CombatHeroHitPoint>();            BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();            currTarget.Add(combatHeroHitPoint);            Vector3 p = CombatHeroEntity.dotPos;            ActivationTimeLineData("1202_fashe", currTarget: currTarget, customizePos: new Vector3[] { p });            CombatTimerManager.Instance.AddTimer(0.2f, FaShe);        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData,ISkillFeatures skillFeatures)        {            if (groupName.Equals("1202"))            {                FaShe();            }            else            {                long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,                    effectValue[1]);                CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,                    wuXingType,skillFeatures,                    HarmType.Default);                int odds = CombatCalculateTool.Instance.GetOdd(0, 100);                if (odds <= effectValue[2])                {                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);                    targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);                }            }        }    }}
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