| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using Common.Utility.CombatEvent;using Fort23.Core;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill{    /// <summary>    /// 太虚剑意 后方槽位如果是剑功法,在释放功法时额外释放一道剑气,对敌人照成100%伤害,并无视护盾类效果    /// </summary>    public class S2008 : SkillBasic    {        protected override void ProUseSkill()        {        }        protected override void ProReplace()        {            CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, UseSkill);        }        protected override void ProActiveSkill()        {            CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, UseSkill);        }        private void UseSkill(IEventData iEventData)        {            CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;            if (IsPassiveActivateSkill(combatUseSkillEventData.useSkill))            {                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget                    .GetThis<CombatHeroEntity>()                    .GetMainHotPoin<CombatHeroHitPoint>();                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();                currTarget.Add(combatHeroHitPoint);                for (int i = 0; i < effectValue[0]; i++)                {                    SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));                    ActivationTimeLineData("2008", currTarget: currTarget,                        customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);                }            }        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData,ISkillFeatures skillFeatures)        {            float addHarm = effectValue[1];            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);        }    }}
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