S1102.cs 3.3 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.Buff;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero;
  5. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  6. using UnityEngine;
  7. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  8. namespace GameLogic.Combat.Skill
  9. {
  10. /// <summary>
  11. /// 吸收自身灵气凝聚{0}丙大剑,大剑旋转快速穿透敌人,对敌人照成伤害
  12. /// 敌人如果在流血或放血状态对敌人照成的伤害+10%
  13. /// 重伤敌人后,如果目标没在放血状态,直接放血,并不会消耗流血层数
  14. /// </summary>
  15. public class S1102 : SkillBasic
  16. {
  17. protected override void ProUseSkill()
  18. {
  19. ActivationTimeLineData("1102");
  20. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  21. .GetThis<CombatHeroEntity>()
  22. .GetMainHotPoin<CombatHeroHitPoint>();
  23. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  24. currTarget.Add(combatHeroHitPoint);
  25. ballisticsCount = (int)effectValue[0];
  26. for (int i = 0; i < effectValue[0]; i++)
  27. {
  28. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  29. ActivationTimeLineData("1102_fashe", currTarget: currTarget,
  30. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  31. }
  32. }
  33. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  34. ITimelineFxLogic timelineFxLogic,
  35. TriggerData triggerData,ISkillFeatures skillFeatures)
  36. {
  37. float addHarm = effectValue[1];
  38. if (SelfSkillConfig.level > 1)
  39. {
  40. b_1012 b1012 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1012>();
  41. b_1011 b1011 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1011>();
  42. if (b1011 != null || b1012 != null)
  43. {
  44. addHarm += SelfSkillConfig.effectValue[2];
  45. }
  46. }
  47. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  48. addHarm);
  49. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
  50. wuXingType,skillFeatures,
  51. HarmType.Default);
  52. // int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  53. // if (odds <= effectValue[2])
  54. // {
  55. // BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1);
  56. // targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  57. // }
  58. if (SelfSkillConfig.level > 3)
  59. {
  60. b_1012 b1012 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1012>();
  61. if (b1012 == null)
  62. {
  63. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10121, 1);
  64. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  65. }
  66. }
  67. }
  68. }
  69. }