S9062.cs 4.1 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Common.Utility.CombatEvent;
  3. using Fort23.Core;
  4. using GameLogic.Combat.CombatTool;
  5. using GameLogic.Combat.Hero;
  6. using UnityEngine;
  7. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  8. namespace GameLogic.Combat.Skill
  9. {
  10. /// <summary>
  11. /// 木灵分身
  12. /// 生命低于{0}%时触发,木灵的根须快速在自身周围生出2个木灵之子,木灵之子之有普通攻击,木灵之子拥有boss的{1}最大生命值的生命
  13. ///(等级跟随boss的等级走)
  14. /// </summary>
  15. public class S9062 : SkillBasic
  16. {
  17. private bool _isTrigger;
  18. private Vector3[] pos;
  19. // private Vector3 pos2;
  20. protected override void ProUseSkill()
  21. {
  22. ActivationTimeLineData("9062");
  23. Vector3 pos1 = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(3, 0, 3));
  24. Vector3 pos2 = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(-3, 0, 3));
  25. if (pos == null)
  26. {
  27. pos = new Vector3[2];
  28. }
  29. pos[0] = pos1;
  30. pos[1] = pos2;
  31. ActivationTimeLineData("9062_fashe", customizePos: new Vector3[] { pos1 });
  32. ActivationTimeLineData("9062_fashe", customizePos: new Vector3[] { pos2 });
  33. }
  34. protected override void ProActiveSkill()
  35. {
  36. CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
  37. }
  38. protected override void ProDispose()
  39. {
  40. CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
  41. }
  42. private void HeroInjured(IEventData data)
  43. {
  44. if (_isTrigger)
  45. {
  46. return;
  47. }
  48. HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData;
  49. if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
  50. {
  51. if (CombatHeroEntity.HpBl < effectValue[0])
  52. {
  53. _isTrigger = true;
  54. CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().AddCommandSkill(this);
  55. // ZhaoHuan();
  56. }
  57. }
  58. }
  59. private void ZhaoHuan()
  60. {
  61. for (int i = 0; i < 2; i++)
  62. {
  63. CombatHeroEntity heroEntity = new CombatHeroEntity();
  64. heroEntity.IsEnemy = true;
  65. CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
  66. combatHeroInfo.InitMonster(1005, CombatHeroEntity.CurrCombatHeroInfo.level.Value);
  67. CombatController.currActiveCombat.CombatHeroController.SummonHero(combatHeroInfo, CombatHeroEntity,
  68. pos[i], -1, null);
  69. }
  70. S9061 s9061 = CombatHeroEntity.CombatHeroSkillControl.GetSkillBasic<S9061>();
  71. if (s9061 != null)
  72. {
  73. CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().AddCommandSkill(s9061);
  74. }
  75. }
  76. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  77. ITimelineFxLogic timelineFxLogic,
  78. TriggerData triggerData, ISkillFeatures skillFeatures)
  79. {
  80. ZhaoHuan();
  81. // float harmBl = 0;
  82. // b_1018 b1018 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1018>();
  83. // if (b1018 != null) //消耗一层感电,额外照成伤害
  84. // {
  85. // harmBl += b1018.buffCount * effectValue[1];
  86. // }
  87. //
  88. // long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  89. // harmBl);
  90. //
  91. // HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  92. // AttType.Skill, triggerData,
  93. // wuXingType, skillFeatures,
  94. // HarmType.Default);
  95. }
  96. }
  97. }