S9081.cs 2.3 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.Buff;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero;
  5. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  6. using UnityEngine;
  7. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  8. namespace GameLogic.Combat.Skill
  9. {
  10. /// <summary>
  11. /// 焚天之怒
  12. /// 妖兽激发体内的火灵根,从身体里爆发出{0}枚火焰球,对敌人造成{1}伤害,并对敌人施加1层灼烧
  13. /// </summary>
  14. public class S9081 : SkillBasic
  15. {
  16. protected override void ProUseSkill()
  17. {
  18. ballisticsCount = (int)effectValue[0];
  19. for (int i = 0; i < effectValue[0]; i++)
  20. {
  21. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  22. .GetThis<CombatHeroEntity>()
  23. .GetMainHotPoin<CombatHeroHitPoint>();
  24. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  25. currTarget.Add(combatHeroHitPoint);
  26. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  27. ActivationTimeLineData("1101", currTarget: currTarget,
  28. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  29. }
  30. }
  31. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  32. ITimelineFxLogic timelineFxLogic,
  33. TriggerData triggerData, ISkillFeatures skillFeatures)
  34. {
  35. float harmBl = effectValue[1];
  36. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  37. harmBl);
  38. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  39. AttType.Skill, triggerData,
  40. wuXingType, skillFeatures,
  41. HarmType.Default);
  42. if (harmReturnInfo.isHitHero)
  43. {
  44. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);
  45. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  46. }
  47. }
  48. }
  49. }