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							- 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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