S1103.cs 3.7 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 UnityEngine;
  6. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  7. namespace GameLogic.Combat.Skill
  8. {
  9. /// <summary>
  10. /// 血刃金煌功 向前方挥动{0}次每次挥动形成一道血刃刀气,对敌人{1}照成伤害,没道刀气并对敌人照成流血
  11. /// 刀气现在在命中目标后能为玩家带来伤害的20%生命恢复
  12. /// 刀气+1
  13. /// 刀气对放血的目标照成的伤害提升200%,并再次让敌人放血
  14. /// </summary>
  15. public class S1103 : SkillBasic
  16. {
  17. protected override void ProUseSkill()
  18. {
  19. _finishTimeLineGroupName = "1103";
  20. ActivationTimeLineData("1103");
  21. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  22. .GetThis<CombatHeroEntity>()
  23. .GetMainHotPoin<CombatHeroHitPoint>();
  24. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  25. currTarget.Add(combatHeroHitPoint);
  26. ballisticsCount = (int)effectValue[0];
  27. for (int i = 0; i < effectValue[0]; i++)
  28. {
  29. float a = CombatCalculateTool.Instance.GetOdd(0, 360);
  30. Quaternion q = Quaternion.Euler(0, 0, a);
  31. q = CombatHeroEntity.GameObject.transform.rotation * q;
  32. Vector3 qe = q.eulerAngles;
  33. float startTime = i * -0.2f;
  34. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  35. ActivationTimeLineData("1103_fashe", currTarget: currTarget,
  36. customizePos: new Vector3[] { specialDotInfo.GetWorlPos(), qe }, indexCount: i,
  37. startTime: startTime);
  38. }
  39. }
  40. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  41. ITimelineFxLogic timelineFxLogic,
  42. TriggerData triggerData, ISkillFeatures skillFeatures)
  43. {
  44. float addHarm = effectValue[1];
  45. if (SelfSkillConfig.level > 5)
  46. {
  47. b_1012 b1012 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1012>();
  48. if (b1012 != null)
  49. {
  50. addHarm += SelfSkillConfig.effectValue[4];
  51. b1012.FangXue();
  52. }
  53. }
  54. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  55. addHarm);
  56. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  57. AttType.Skill, triggerData,
  58. wuXingType, skillFeatures,
  59. HarmType.Default);
  60. if (harmReturnInfo.isHitHero)
  61. {
  62. int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  63. if (odds <= effectValue[2])
  64. {
  65. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1);
  66. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  67. }
  68. if (SelfSkillConfig.level > 1)
  69. {
  70. long huiFu = CombatCalculateTool.Instance.GetVlaueRatioForLong(harmReturnInfo.att, effectValue[3]);
  71. CombatCalculateTool.Instance.Recover(CombatHeroEntity,
  72. CombatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), huiFu, AttType.Skill, HarmType.Recover,
  73. triggerData);
  74. }
  75. }
  76. }
  77. }
  78. }