S2004.cs 1.9 KB

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  1. using GameLogic.Combat.CombatTool;
  2. using GameLogic.Combat.Hero;
  3. namespace GameLogic.Combat.Skill
  4. {
  5. /// <summary>
  6. /// 两仪决 前后方法宝如果相生则双发效果增强(10%),(具体效果值取决于技能)
  7. /// 不相生的功法也会有效果,效果减少50%,相克的功法效果减少70%
  8. /// </summary>
  9. public class S2004 : SkillBasic
  10. {
  11. protected override void ProUseSkill()
  12. {
  13. }
  14. protected override void ProActiveSkill()
  15. {
  16. if (index <= 0)
  17. {
  18. return;
  19. }
  20. SkillBasic a = CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>()
  21. .GetSkillQueueForIndex(index - 1);
  22. SkillBasic b = CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>()
  23. .GetSkillQueueForIndex(index + 1);
  24. if (a == null || b == null)
  25. {
  26. return;
  27. }
  28. if(a.SelfSkillConfig.SkillType!=1||b.SelfSkillConfig.SkillType!=1)
  29. {
  30. return;
  31. }
  32. bool isSymbiosis = CombatCalculateTool.Instance.IsSymbiosis(a.wuXingType, b.wuXingType);
  33. if (isSymbiosis)
  34. {
  35. a.IntensifyingEffect(effectValue[0]);
  36. b.IntensifyingEffect(effectValue[0]);
  37. }
  38. else if (SelfSkillConfig.level > 5 && effectValue.Length > 2)
  39. {
  40. float v = 0;
  41. bool IsRestrain = CombatCalculateTool.Instance.IsRestrain(a.wuXingType, b.wuXingType);
  42. if (IsRestrain)
  43. {
  44. v = effectValue[2];
  45. }
  46. else
  47. {
  48. v = effectValue[1];
  49. }
  50. a.IntensifyingEffect(v);
  51. b.IntensifyingEffect(v);
  52. }
  53. }
  54. }
  55. }