| 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>    /// 引雷    /// 请求仰天施法,引导天雷,天雷在战场上随机落下,{0}%概率击中目标,每层感电额外+{1}%概率    /// ,最多被击中{2}次,每次击中消耗一层感电额外照成{3}伤害。引雷可以击中弹道.持续{4}秒    /// </summary>    public class S9053 : SkillBasic    {        private float _currTime;        private int _hitCount;        private bool _isUpdate;        private float _jianGe;        protected override void ProUseSkill()        {            ballisticsCount = (int)effectValue[0];        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData, ISkillFeatures skillFeatures)        {            float harmBl = effectValue[1];            b_1018 b1018 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1018>();            if (b1018 != null)//消耗一层感电,额外照成伤害            {                b1018.ReduceCount(1);                harmBl += effectValue[3];            }            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(10181, 1);            //     targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);            // }        }        private void SetJianGe()        {            _jianGe = CombatCalculateTool.Instance.GetOdd(20, 100) / 100f;        }        protected override void ProCombatUpdate(float time)        {            if (!_isUpdate)            {                return;            }            _currTime += time;            if (_currTime >= _jianGe)            {                _currTime = 0;                SetJianGe();                //发射一道闪电                int odds = CombatCalculateTool.Instance.GetOdd(0, 100);                if (odds <= effectValue[0])                {                    //击中目标                }            }        }    }}
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