| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556 | 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>    /// 幻花迷雾(当场上有木灵分身时触发)    /// 身体摇动,天空散发出小小的花朵。木灵隐藏其中防御+{0}%,期间不在攻击,持续{1}秒    /// </summary>    public class S9061 : SkillBasic    {        protected float _currTime;        private bool _isUpdate;        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)        {            if (!_isUpdate)            {                return;            }            _currTime += time;            if (_currTime >= effectValue[1])            {                _isUpdate = false;            }        }    }}
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