S901004.cs 2.8 KB

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  1. using System.Collections.Generic;
  2. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Buff;
  5. using GameLogic.Combat.CombatTool;
  6. using GameLogic.Combat.Hero;
  7. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  8. using UnityEngine;
  9. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  10. namespace GameLogic.Combat.Skill.MagicSkill
  11. {
  12. /// <summary>
  13. /// 对敌人照成伤害,并随机封锁敌人{0}个法宝,让其{1}秒内不能使用和不能充能
  14. /// </summary>
  15. public class S901004 : MagicSkillBasic
  16. {
  17. private CombatHeroEntity target;
  18. protected override void ProMagicUseSkill()
  19. {
  20. // StraightLineShow straightLineShow = new StraightLineShow();
  21. // straightLineShow.Init(this);
  22. CombatHeroEntity[] allHero =
  23. CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
  24. if (allHero == null || allHero.Length <= 0)
  25. {
  26. SkillPlayFinish();
  27. return;
  28. }
  29. CombatHeroEntity combatHeroEntity = allHero[0];
  30. CombatMagicWeaponEntity[] AllMagicWeapon = combatHeroEntity.MagicWeaponControl.AllMagicWeapon;
  31. List<CombatMagicWeaponEntity> currAllMagicWeapon = new List<CombatMagicWeaponEntity>();
  32. currAllMagicWeapon.AddRange(AllMagicWeapon);
  33. for (int i = 0; i < effectValue[0]; i++)
  34. {
  35. if (currAllMagicWeapon.Count > 0)
  36. {
  37. int index = Random.Range(0, currAllMagicWeapon.Count);
  38. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10081, effectValue[1], 1);
  39. CombatMagicWeaponEntity combatMagicWeaponEntity = currAllMagicWeapon[index];
  40. combatMagicWeaponEntity.BuffControl.AddBuff(CombatHeroEntity.MagicWeaponControl.combatHeroEntity,
  41. buffInfo);
  42. currAllMagicWeapon.RemoveAt(index);
  43. }
  44. }
  45. TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic =
  46. ActivationTimeLineData("sk1_xiaoshi");
  47. SkillPlayFinish();
  48. // target = allHero[0];
  49. // MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(allHero[0], Finish);
  50. //
  51. // SetMagicAttShowBasic(magicAttShowBasic);
  52. }
  53. // protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  54. // TimeLineEventLogicBasic timeLineEventLogicBasic)
  55. // {
  56. // ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];
  57. // lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();
  58. // return lifetCycleHitPoints;
  59. // }
  60. }
  61. }