| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using GameLogic.Combat.Buff;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill{    /// <summary>    /// 冰星坠地(二阶段技能,一场触发1到2次即可)    /// 天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,照成{1}伤害,并施加一层寒气    /// </summary>    public class S9014 : SkillBasic    {        private float currTime;        private int currCount;        private bool isUpdate;        protected override void ProActiveSkill()        {            isActive = false;        }        protected override void ProUseSkill()        {            isUpdate = true;            currCount = 0;            currTime = 0;            ballisticsCount = (int)effectValue[0];            // for (int i = 0; i < effectValue[0]; i++)            // {            //     CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget            //         .GetThis<CombatHeroEntity>()            //         .GetMainHotPoin<CombatHeroHitPoint>();            //     BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();            //     currTarget.Add(combatHeroHitPoint);            //                // }        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData, ISkillFeatures skillFeatures)        {            float harmBl = 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);            if (harmReturnInfo.isHitHero)            {                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);                targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);            }        }        protected override void ProCombatUpdate(float time)        {            if (!isUpdate)            {                return;            }            currTime += time;            if (currTime > 0.2f)            {                currTime = 0;                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget                    .GetThis<CombatHeroEntity>()                    .GetMainHotPoin<CombatHeroHitPoint>();                // Vector3 pos = (combatHeroHitPoint.combatHeroEntity.dotPos - CombatHeroEntity.dotPos);                float x = CombatCalculateTool.Instance.GetOdd(-5, 3);                float z = CombatCalculateTool.Instance.GetOdd(3, 12);                Vector3 startPos = CombatHeroEntity.GameObject.transform.TransformPoint(x, 10, z);                Vector3 endPos=CombatHeroEntity.GameObject.transform.TransformPoint(x+10, -30, z);                                // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos2");                ActivationTimeLineData("9014",                    customizePos: new Vector3[] { startPos,endPos });                //生成一个冰星 3个后生成砸中玩家的哪一个            }        }    }}
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