S1101.cs 2.3 KB

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  1. using System.Collections.Generic;
  2. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero;
  5. using UnityEngine;
  6. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  7. namespace GameLogic.Combat.Skill
  8. {
  9. /// <summary>
  10. /// 太虚幻剑经:身体周围幻化出多柄细剑,每柄细剑对敌人照成伤害,如果敌人有debuf状态,则虚剑伤害提升5%
  11. /// </summary>
  12. public class S1101 : SkillBasic
  13. {
  14. protected override void ProUseSkill()
  15. {
  16. ballisticsCount = (int)effectValue[0];
  17. for (int i = 0; i < effectValue[0]; i++)
  18. {
  19. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  20. .GetThis<CombatHeroEntity>()
  21. .GetMainHotPoin<CombatHeroHitPoint>();
  22. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  23. currTarget.Add(combatHeroHitPoint);
  24. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  25. ActivationTimeLineData("1101", currTarget: currTarget,
  26. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  27. }
  28. }
  29. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  30. TriggerData triggerData)
  31. {
  32. }
  33. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  34. ITimelineFxLogic timelineFxLogic,
  35. TriggerData triggerData,ISkillFeatures skillFeatures)
  36. {
  37. float harmBl = effectValue[1];
  38. // CombatC
  39. int c = targetEntity.combatHeroEntity.BuffControl.GetBuffCountForType(2);
  40. if (c > 0)
  41. {
  42. harmBl += effectValue[2];
  43. }
  44. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  45. harmBl);
  46. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
  47. wuXingType,skillFeatures,
  48. HarmType.Default);
  49. }
  50. }
  51. }