| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647 | using GameLogic.Combat.CombatTool;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill.MagicSkill{    /// <summary>    /// 打断对手当前正在生效中的法宝    ///(表现不用飞去打,就原地播放一个特效就行了)    /// </summary>    public class S3402 : MagicSkillBasic    {        private CombatHeroEntity target;        private bool isUpdate = false;        private float _currTime;        private int _useCount;        protected override void ProMagicUseSkill()        {            ActivationTimeLineData("sk1_xiaoshi");                        SkillPlayFinish();            CombatHeroEntity[] allHero =                CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);            if (allHero == null || allHero.Length <= 0)            {                return;            }            for (int i = 0; i < allHero.Length; i++)            {                            }                   }        protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(            TimeLineEventLogicBasic timeLineEventLogicBasic)        {            ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];            lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();            return lifetCycleHitPoints;        }    }}
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