S1402.cs 3.6 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. /// 飞出{0}道巨龙,对敌人照成{1}火系伤害
  11. /// 如果敌人处于灼痛中对敌人照成胆摄,眩晕敌人2秒
  12. /// 飞龙数量+1,并对敌人施加1层灼烧
  13. ///飞龙命中目标后引发天雷,对敌人额外照成100%伤害
  14. /// </summary>
  15. public class S1402 : SkillBasic
  16. {
  17. private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1 };
  18. protected override void ProUseSkill()
  19. {
  20. this.AddTriggerCallBack("lieyanjian_zd", ProDefaultTimeLineTrigger_ZD);
  21. ActivationTimeLineData("lieyanjian");
  22. }
  23. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  24. TriggerData triggerData)
  25. {
  26. }
  27. protected void ProDefaultTimeLineTrigger_ZD(string groupName, CombatHeroHitPoint targetEntity,
  28. ITimelineFxLogic timelineFxLogic,
  29. TriggerData triggerData)
  30. {
  31. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  32. effectValue[1]);
  33. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData, wuXingType,
  34. HarmType.Default);
  35. b_1010 b1010 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1010>();
  36. if (b1010 != null)
  37. {
  38. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10061, 1);//眩晕敌人
  39. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  40. }
  41. //
  42. // BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);
  43. // targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  44. //
  45. //
  46. // if (SelfSkillConfig.level >= 5) //每个烈焰剑将会对敌人照成爆燃,爆燃额外受到100%伤害
  47. // {
  48. // long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(
  49. // CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  50. // effectValue[3]);
  51. // CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v2, AttType.Skill, triggerData,
  52. // wuXingType,
  53. // HarmType.Default);
  54. // }
  55. }
  56. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  57. ITimelineFxLogic timelineFxLogic,
  58. TriggerData triggerData)
  59. {
  60. for (int i = 0; i < effectValue[0]; i++)
  61. {
  62. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  63. .GetThis<CombatHeroEntity>()
  64. .GetMainHotPoin<CombatHeroHitPoint>();
  65. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>(1);
  66. currTarget.Add(combatHeroHitPoint);
  67. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + zdPosIndex[i]);
  68. ActivationTimeLineData("lieyanjian_zd", currTarget: currTarget,
  69. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  70. }
  71. }
  72. }
  73. }