| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879 | 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>    ///朱雀燎原指 身后出现一只大手,每个手指发射{0}道烈焰,对敌人照成{1}伤害同时{2}%概率施加1层灼烧。    /// </summary>    public class S1403 : SkillBasic    {        private static Vector3[] zdPosIndex = new Vector3[] { new Vector3(-1.06f,2.14f,0.1f),new Vector3(-0.48f,2.75f,-0.92f),new Vector3(0.128f,2.85f,-0.84f),new Vector3            (0.63f,2.67f,-0.765f),new Vector3(1.03f,2.19f,-0.569f)};        protected override void ProUseSkill()        {            CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget                .GetThis<CombatHeroEntity>()                .GetMainHotPoin<CombatHeroHitPoint>();            BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();            currTarget.Add(combatHeroHitPoint);            ballisticsCount = (int)effectValue[0]*5;            for (int j = 0; j < 5; j++)            {               Vector3 pos= CombatHeroEntity.GameObject.transform.TransformPoint(zdPosIndex[j]);                // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (j + 2));                ActivationTimeLineData("1403_fashe", currTarget: currTarget,                    customizePos: new Vector3[] {pos },startTime:j*-0.1f);            }            ActivationTimeLineData("1403");        }        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,            TriggerData triggerData)        {        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData,ISkillFeatures skillFeatures)        {            float addHarm = effectValue[1];            if (SelfSkillConfig.level > 1)            {                b_1010 b1010 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1010>();                if (b1010 != null)                {                    addHarm += effectValue[3];                }            }            if (SelfSkillConfig.level > 5)            {                addHarm -= effectValue[4];            }            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(10051, 1,this);                    targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);                }            }        }    }}
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