S1403.cs 3.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081
  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. ///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。
  11. /// </summary>
  12. public class S1403 : SkillBasic
  13. {
  14. private static Vector3[] zdPosIndex = new Vector3[] { new Vector3(-1.06f,2.14f,0.1f),new Vector3(-0.48f,2.7f,-0.92f),new Vector3(0.128f,2.85f,-0.84f),new Vector3
  15. (0.63f,2.67f,-0.765f),new Vector3(1.03f,2.19f,-0.569f)};
  16. protected override void ProUseSkill()
  17. {
  18. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  19. .GetThis<CombatHeroEntity>()
  20. .GetMainHotPoin<CombatHeroHitPoint>();
  21. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  22. currTarget.Add(combatHeroHitPoint);
  23. ballisticsCount = (int)effectValue[0]*5;
  24. for (int j = 0; j < 5; j++)
  25. {
  26. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (j + 2));
  27. for (int i = 0; i < effectValue[0]; i++)
  28. {
  29. ActivationTimeLineData("1403_fashe", currTarget: currTarget,
  30. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() },startTime:i*-0.2f);
  31. }
  32. }
  33. ActivationTimeLineData("1403");
  34. }
  35. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  36. TriggerData triggerData)
  37. {
  38. }
  39. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  40. ITimelineFxLogic timelineFxLogic,
  41. TriggerData triggerData,ISkillFeatures skillFeatures)
  42. {
  43. float addHarm = effectValue[1];
  44. if (SelfSkillConfig.level > 1)
  45. {
  46. b_1010 b1010 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1010>();
  47. if (b1010 != null)
  48. {
  49. addHarm += effectValue[3];
  50. }
  51. }
  52. if (SelfSkillConfig.level > 5)
  53. {
  54. addHarm -= effectValue[4];
  55. }
  56. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  57. addHarm);
  58. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  59. AttType.Skill, triggerData, wuXingType,skillFeatures,
  60. HarmType.Default);
  61. if (harmReturnInfo.isHitHero)
  62. {
  63. int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  64. if (odds <= effectValue[2])
  65. {
  66. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);
  67. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  68. }
  69. }
  70. }
  71. }
  72. }