S89012.cs 3.1 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Core.Triiger;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero;
  5. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  6. namespace GameLogic.Combat.Skill
  7. {
  8. /// <summary>
  9. /// (2转,防御型技能):身体周围围绕多丙剑飞行,可以阻挡敌人的功法.抵挡{0}最大生命值的伤害
  10. /// </summary>
  11. public class S89012 : SkillBasic, IBarrier
  12. {
  13. private bool isTrgger;
  14. public long shel;
  15. protected TimeLineEventLogicGroupBasic _timeLineEventLogicGroupBasic;
  16. protected override void ProInitSkill()
  17. {
  18. AddTriggerCallBack("sk1_fashe", Sk1_FaSheProDefaultTimeLineTrigger);
  19. }
  20. protected override void ProUseSkill()
  21. {
  22. _timeLineEventLogicGroupBasic= ActivationTimeLineData("sk2");
  23. Own = CombatHeroEntity;
  24. }
  25. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  26. ITimelineFxLogic timelineFxLogic,
  27. TriggerData triggerData)
  28. {
  29. // count = 0;
  30. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("sk2_trigger");
  31. // specialDotInfo
  32. BarrierEntityMono barrierEntityMono =
  33. specialDotInfo.targetTran.gameObject.GetOrAddComponent<BarrierEntityMono>();
  34. barrierEntityMono.Barrier = this;
  35. isTrgger = true;
  36. shel = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.MaxCombatHeroInfo.hp.Value,
  37. effectValue[0]);
  38. }
  39. private void Sk1_FaSheProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  40. ITimelineFxLogic timelineFxLogic,
  41. TriggerData triggerData)
  42. {
  43. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  44. effectValue[0]);
  45. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData, wuXingType,
  46. HarmType.Default);
  47. }
  48. protected override void ProCombatUpdate(float time)
  49. {
  50. if (!isTrgger)
  51. {
  52. return;
  53. }
  54. // currTime += time;
  55. // if (currTime > 0.1f)
  56. // {
  57. // currTime -= time;
  58. // ActivationTimeLineData("sk1_fashe");
  59. // count++;
  60. // if (count > 20)
  61. // {
  62. // isTrgger = false;
  63. // }
  64. // }
  65. }
  66. public ShowBaiscEntity Own { get; set; }
  67. public bool CollideTriiger(ITriggerEntity triggerEntity)
  68. {
  69. return !isTrgger || shel <= 0;
  70. }
  71. public void Harm(HarmReturnInfo harmReturnInfo)
  72. {
  73. shel -= harmReturnInfo.att;
  74. if (shel <= 0)
  75. {
  76. _timeLineEventLogicGroupBasic?.CloseLoopFx();
  77. _timeLineEventLogicGroupBasic = null;
  78. }
  79. }
  80. }
  81. }