S1401.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 UnityEngine;
  6. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  7. namespace GameLogic.Combat.Skill
  8. {
  9. /// <summary>
  10. /// 烈焰剑 向前方发出一柄剑,对敌人造成火系伤害,对敌人施加一层灼热,比有10%概率对敌人造成1火伤势
  11. /// </summary>
  12. public class S1401 : SkillBasic
  13. {
  14. private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1 };
  15. protected override void ProUseSkill()
  16. {
  17. ballisticsCount = (int)effectValue[0];
  18. this.AddTriggerCallBack("lieyanjian_zd", ProDefaultTimeLineTrigger_ZD);
  19. ActivationTimeLineData("1401");
  20. }
  21. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  22. TriggerData triggerData)
  23. {
  24. }
  25. protected void ProDefaultTimeLineTrigger_ZD(string groupName, CombatHeroHitPoint targetEntity,
  26. ITimelineFxLogic timelineFxLogic,
  27. TriggerData triggerData,ISkillFeatures skillFeatures)
  28. {
  29. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  30. effectValue[1]);
  31. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData, wuXingType,skillFeatures,
  32. HarmType.Default);
  33. int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  34. if (odds <= effectValue[2])
  35. {
  36. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);
  37. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  38. }
  39. if (SelfSkillConfig.level >= 5) //每个烈焰剑将会对敌人照成爆燃,爆燃额外受到100%伤害
  40. {
  41. long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(
  42. CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  43. effectValue[3]);
  44. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v2, AttType.Skill, triggerData,
  45. wuXingType,skillFeatures,
  46. HarmType.Default);
  47. }
  48. }
  49. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  50. ITimelineFxLogic timelineFxLogic,
  51. TriggerData triggerData,ISkillFeatures skillFeatures)
  52. {
  53. for (int i = 0; i < effectValue[0]; i++)
  54. {
  55. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  56. .GetThis<CombatHeroEntity>()
  57. .GetMainHotPoin<CombatHeroHitPoint>();
  58. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>(1);
  59. currTarget.Add(combatHeroHitPoint);
  60. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + zdPosIndex[i]);
  61. ActivationTimeLineData("lieyanjian_zd", currTarget: currTarget,
  62. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  63. }
  64. }
  65. }
  66. }