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							- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using GameLogic.Combat.Buff;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero;
 
- using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
 
- using UnityEngine;
 
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
- namespace GameLogic.Combat.Skill
 
- {
 
-     /// <summary>
 
-     /// 手中快速发射{0}%枚金针,对敌人造成{1}%伤害,并有{2}%概率施加1层流血。
 
-     /// </summary>
 
-     public class S1105 : SkillBasic
 
-     {
 
-         protected override void ProUseSkill()
 
-         {
 
-             ActivationTimeLineData("1105");
 
-             CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
 
-                 .GetThis<CombatHeroEntity>()
 
-                 .GetMainHotPoin<CombatHeroHitPoint>();
 
-             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
 
-             currTarget.Add(combatHeroHitPoint);
 
-             ballisticsCount = (int)effectValue[0];
 
-             for (int i = 0; i < effectValue[0]; i++)
 
-             {
 
-                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
 
-                 ActivationTimeLineData("1105_fashe", currTarget: currTarget,
 
-                     customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
 
-             }
 
-         }
 
-         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
 
-             ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData,ISkillFeatures skillFeatures)
 
-         {
 
-             float addHarm = effectValue[1];
 
-             long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
 
-                 addHarm);
 
-             HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
 
-                 AttType.Skill, triggerData,
 
-                 wuXingType,skillFeatures,
 
-                 HarmType.Default);
 
-             if (harmReturnInfo.isHitHero)
 
-             {
 
-                 int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
 
-                 if (odds <= effectValue[2])
 
-                 {
 
-                     BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1);
 
-                     targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
 
-                 }
 
-             }
 
-         }
 
-     }
 
- }
 
 
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