| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using GameLogic.Combat.Buff;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill{    /// <summary>    /// 导电(被动)    /// 每隔{0},敌人受到感电层数*{1}%的伤害    /// </summary>    public class S9054 : SkillBasic    {        protected float _currTime;        protected override void ProUseSkill()        {        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData, ISkillFeatures skillFeatures)        {            float harmBl = 0;            b_1018 b1018 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1018>();            if (b1018 != null) //消耗一层感电,额外照成伤害            {                harmBl += b1018.buffCount * 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);        }        protected override void ProCombatUpdate(float time)        {            _currTime += time;            if (_currTime >= effectValue[0])            {                _currTime = 0;            }        }    }}
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