| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using GameLogic.Combat.Buff;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill{    /// <summary>    /// 焚天之怒    /// 妖兽激发体内的火灵根,从身体里爆发出{0}枚火焰球,对敌人造成{1}伤害,并对敌人施加1层灼烧    /// </summary>    public class S9081 : SkillBasic    {        protected override void ProUseSkill()        {            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);                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));                ActivationTimeLineData("1101", currTarget: currTarget,                    customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);            }        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData, ISkillFeatures skillFeatures)        {            float harmBl = effectValue[1];            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,                harmBl);            HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,                AttType.Skill, triggerData,                wuXingType, skillFeatures,                HarmType.Default);            if (harmReturnInfo.isHitHero)            {                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1,this);                targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);            }        }    }}
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