S1301.cs 3.2 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 UnityEngine;
  6. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  7. namespace GameLogic.Combat.Skill
  8. {
  9. /// <summary>
  10. /// 发出多条细细的毒针,对敌人照成金系伤害,并10%施加1层毒
  11. /// </summary>
  12. public class S1301 : SkillBasic
  13. {
  14. private int currCount;
  15. private Vector3 startPos;
  16. private Vector3 fangXiang;
  17. protected override void ProUseSkill()
  18. {
  19. currCount = 0;
  20. ActivationTimeLineData("1301");
  21. ballisticsCount = (int)effectValue[0];
  22. for (int i = 0; i < effectValue[0]; i++)
  23. {
  24. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  25. .GetThis<CombatHeroEntity>()
  26. .GetMainHotPoin<CombatHeroHitPoint>();
  27. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  28. currTarget.Add(combatHeroHitPoint);
  29. Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(Random.Range(-1f, 2f),
  30. Random.Range(2f, 3f), Random.Range(0.5f, 1f)));
  31. ActivationTimeLineData("1301_fashe", currTarget: currTarget,
  32. customizePos: new Vector3[] { p }, indexCount: i);
  33. }
  34. }
  35. // private void Launch()
  36. // {
  37. // CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  38. // .GetThis<CombatHeroEntity>()
  39. // .GetMainHotPoin<CombatHeroHitPoint>();
  40. // BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  41. // currTarget.Add(combatHeroHitPoint);
  42. // // SpecialDotInfo specialDotInfo= CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  43. // ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
  44. // customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  45. // }
  46. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  47. TriggerData triggerData)
  48. {
  49. }
  50. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  51. ITimelineFxLogic timelineFxLogic,
  52. TriggerData triggerData,ISkillFeatures skillFeatures)
  53. {
  54. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  55. effectValue[1]);
  56. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
  57. wuXingType,skillFeatures,
  58. HarmType.Default);
  59. int odds= Random.Range(0, 100);
  60. if (odds < effectValue[2])
  61. {
  62. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10031, 1);
  63. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  64. }
  65. }
  66. }
  67. }