S3501.cs 3.8 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Common.Combat.FxAILogic;
  3. using Core.Triiger;
  4. using GameLogic.Combat.CombatTool;
  5. using GameLogic.Combat.Hero;
  6. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  7. using UnityEngine;
  8. namespace GameLogic.Combat.Skill.MagicSkill
  9. {
  10. /// <summary>
  11. /// 玄龟盾:前方形成一个土系防御盾,抵挡敌人伤害
  12. /// </summary>
  13. public class S3501 : MagicSkillBasic, ITriggerEntity, IBarrier
  14. {
  15. public string tag { get; }
  16. private IUnRegister _unRegister;
  17. private bool _use;
  18. private long _currHp;
  19. protected GameObject pengZhuang;
  20. private bool isUpdate;
  21. // protected bool
  22. private SpecialDotInfo specialDotInfo;
  23. private TimeLineEventLogicGroupBasic loop;
  24. protected override void ProMagicUseSkill()
  25. {
  26. isUpdate = false;
  27. specialDotInfo =
  28. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.GetSpecialDotInfo("zdpos1");
  29. MagicAttShowBasic magicAttShowBasic = InitXiaoShiAndShow(specialDotInfo.GetWorlPos(), Finish);
  30. SetMagicAttShowBasic(magicAttShowBasic);
  31. }
  32. public ShowBaiscEntity Own { get; set; }
  33. public BarrierTriggerData BarrierTriggerData { get; set; }
  34. private void Finish()
  35. {
  36. isUpdate = true;
  37. loop= ActivationTimeLineData("sk1");
  38. Own = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity;
  39. if (pengZhuang == null)
  40. {
  41. pengZhuang = new GameObject("pengzhaung");
  42. SphereCollider sphereCollider = pengZhuang.AddComponent<SphereCollider>();
  43. sphereCollider.isTrigger = true;
  44. sphereCollider.radius = 2.5f;
  45. }
  46. pengZhuang.SetActive(true);
  47. BarrierEntityMono barrierEntityMono =
  48. pengZhuang.GetOrAddComponent<BarrierEntityMono>();
  49. pengZhuang.transform.position = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.dotPos;
  50. pengZhuang.transform.SetParent(CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.GameObject
  51. .transform);
  52. barrierEntityMono.Barrier = this;
  53. _use = true;
  54. _currHp = CombatCalculateTool.Instance.GetVlaueRatioForLong(
  55. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.MaxCombatHeroInfo.hp.Value,
  56. SelfSkillConfig.effectValue[0]);
  57. }
  58. public bool CollideTriiger(ITriggerEntity triggerEntity)
  59. {
  60. return !_use || _currHp <= 0;
  61. }
  62. protected override void ProDispose()
  63. {
  64. if (pengZhuang != null)
  65. {
  66. pengZhuang.SetActive(false);
  67. pengZhuang = null;
  68. }
  69. }
  70. protected override void ProBreakMagicSkill()
  71. {
  72. isUpdate = false;
  73. SkillPlayFinish();
  74. pengZhuang.SetActive(false);
  75. }
  76. protected override void MagicSkillUpdate(float time)
  77. {
  78. if (isUpdate)
  79. {
  80. CombatMagicWeaponEntity.GameObject.transform.position = specialDotInfo.GetWorlPos();
  81. }
  82. }
  83. protected override void ProSkillPlayFinish()
  84. {
  85. if (loop != null)
  86. {
  87. loop.CloseLoopFx();
  88. }
  89. loop = null;
  90. }
  91. public long Harm(HarmReturnInfo harmReturnInfo)
  92. {
  93. _currHp -= harmReturnInfo.att;
  94. if (_currHp <= 0) //盾破
  95. {
  96. isUpdate = false;
  97. SkillPlayFinish();
  98. pengZhuang.SetActive(false);
  99. Debug.Log("盾破了,做表现的时候一起做");
  100. }
  101. return 0;
  102. }
  103. }
  104. }