| 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>    /// 发出多条细细的毒针,对敌人照成金系伤害,并10%施加1层毒    /// </summary>    public class S1301 : SkillBasic    {        private int currCount;        private Vector3 startPos;        private Vector3 fangXiang;        protected override void ProUseSkill()        {            currCount = 0;            ActivationTimeLineData("1301");            ballisticsCount = (int)effectValue[0];            for (int i = 0; i <  effectValue[0]; i++)            {                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget                    .GetThis<CombatHeroEntity>()                    .GetMainHotPoin<CombatHeroHitPoint>();                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();                currTarget.Add(combatHeroHitPoint);                Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(Random.Range(-1f, 2f),                    Random.Range(2f, 3f), Random.Range(0.5f, 1f)));                ActivationTimeLineData("1301_fashe", currTarget: currTarget,                    customizePos: new Vector3[] { p }, indexCount: i);            }        }        // private void Launch()        // {        //     CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget        //         .GetThis<CombatHeroEntity>()        //         .GetMainHotPoin<CombatHeroHitPoint>();        //     BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();        //     currTarget.Add(combatHeroHitPoint);        //     // SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));        //     ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,        //         customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);        // }        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,            TriggerData triggerData)        {        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData,ISkillFeatures skillFeatures)        {            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,                effectValue[1]);            HarmReturnInfo harmReturnInfo=   CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,                wuXingType,skillFeatures,                HarmType.Default);            if (harmReturnInfo.isHitHero)            {                int odds = Random.Range(0, 100);                if (odds < effectValue[2])                {                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10031, 1, this);                    targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);                }            }        }    }}
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