S1405.cs 1.9 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. /// 发射{0}枚火刃,对敌人造成{1}%伤害。
  11. /// </summary>
  12. public class S1405 : SkillBasic
  13. {
  14. protected override void ProUseSkill()
  15. {
  16. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  17. .GetThis<CombatHeroEntity>()
  18. .GetMainHotPoin<CombatHeroHitPoint>();
  19. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  20. currTarget.Add(combatHeroHitPoint);
  21. ballisticsCount = (int)effectValue[0];
  22. for (int i = 0; i < effectValue[0]; i++)
  23. {
  24. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  25. ActivationTimeLineData("1405_fashe", currTarget: currTarget,
  26. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  27. }
  28. ActivationTimeLineData("1405");
  29. }
  30. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  31. ITimelineFxLogic timelineFxLogic,
  32. TriggerData triggerData,ISkillFeatures skillFeatures)
  33. {
  34. float addHarm = effectValue[1];
  35. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  36. addHarm);
  37. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  38. AttType.Skill, triggerData,
  39. wuXingType,skillFeatures,
  40. HarmType.Default);
  41. }
  42. }
  43. }