S1402.cs 3.6 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. /// 飞出{0}道巨龙,对敌人照成{1}火系伤害
  11. /// 如果敌人处于灼痛中对敌人照成胆摄,眩晕敌人2秒
  12. /// 飞龙数量+1,并对敌人施加1层灼烧
  13. ///飞龙命中目标后引发天雷,对敌人额外照成100%伤害
  14. /// </summary>
  15. public class S1402 : SkillBasic
  16. {
  17. private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1 };
  18. protected override void ProUseSkill()
  19. {
  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("1402_fashe", currTarget: currTarget,
  30. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  31. }
  32. ActivationTimeLineData("1402");
  33. }
  34. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  35. TriggerData triggerData)
  36. {
  37. }
  38. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  39. ITimelineFxLogic timelineFxLogic,
  40. TriggerData triggerData,ISkillFeatures skillFeatures)
  41. {
  42. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  43. effectValue[1]);
  44. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  45. AttType.Skill, triggerData, wuXingType,skillFeatures,
  46. HarmType.Default);
  47. if (harmReturnInfo.isHitHero)
  48. {
  49. if (SelfSkillConfig.level > 1)
  50. {
  51. b_1010 b1010 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1010>();
  52. if (b1010 != null)
  53. {
  54. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10061, effectValue[2], 1); //眩晕敌人
  55. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  56. }
  57. }
  58. if (SelfSkillConfig.level > 3)
  59. {
  60. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1); //眩晕敌人
  61. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  62. }
  63. if (SelfSkillConfig.level > 5)
  64. {
  65. long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(
  66. CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  67. effectValue[4]);
  68. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v2,
  69. AttType.Skill, triggerData, wuXingType,skillFeatures,
  70. HarmType.Default);
  71. }
  72. }
  73. }
  74. }
  75. }