| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using GameLogic.Combat.Buff;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill{    /// <summary>    /// 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    /// 刀气现在在命中目标后能为玩家带来伤害的20%生命恢复    /// 刀气+1    /// 刀气对放血的目标照成的伤害提升200%,并再次让敌人放血    /// </summary>    public class S1103 : SkillBasic    {        protected override void ProUseSkill()        {            _finishTimeLineGroupName = "1103";            ActivationTimeLineData("1103");            CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget                .GetThis<CombatHeroEntity>()                .GetMainHotPoin<CombatHeroHitPoint>();            BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();            currTarget.Add(combatHeroHitPoint);            ballisticsCount = (int)effectValue[0];            for (int i = 0; i < effectValue[0]; i++)            {                float a = CombatCalculateTool.Instance.GetOdd(0, 360);                Quaternion q = Quaternion.Euler(0, 0, a);                q = CombatHeroEntity.GameObject.transform.rotation * q;                Vector3 qe = q.eulerAngles;                float startTime = i * -0.2f;                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));                ActivationTimeLineData("1103_fashe", currTarget: currTarget,                    customizePos: new Vector3[] { specialDotInfo.GetWorlPos(), qe }, indexCount: i,                    startTime: startTime);            }        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData, ISkillFeatures skillFeatures)        {            float addHarm = effectValue[1];            if (SelfSkillConfig.level > 5)            {                b_1012 b1012 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1012>();                if (b1012 != null)                {                    addHarm += SelfSkillConfig.effectValue[4];                    b1012.FangXue();                }            }            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,                addHarm);            HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,                AttType.Skill, triggerData,                wuXingType, skillFeatures,                HarmType.Default);            if (harmReturnInfo.isHitHero)            {                int odds = CombatCalculateTool.Instance.GetOdd(0, 100);                if (odds <= effectValue[2])                {                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1,this);                    targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);                }                if (SelfSkillConfig.level > 1)                {                    long huiFu = CombatCalculateTool.Instance.GetVlaueRatioForLong(harmReturnInfo.att, effectValue[3]);                    CombatCalculateTool.Instance.Recover(CombatHeroEntity,                        CombatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), huiFu, AttType.Skill, HarmType.Recover,                        triggerData);                }            }        }    }}
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