S1403.cs 3.1 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. ///朱雀燎原指 身后出现一只大手,每个手指发射{0}道烈焰,对敌人照成{1}伤害同时{2}%概率施加1层灼烧。
  11. /// </summary>
  12. public class S1403 : 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. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  18. .GetThis<CombatHeroEntity>()
  19. .GetMainHotPoin<CombatHeroHitPoint>();
  20. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  21. currTarget.Add(combatHeroHitPoint);
  22. ballisticsCount = (int)effectValue[0]*5;
  23. for (int j = 0; j < 5; j++)
  24. {
  25. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (j + 2));
  26. for (int i = 0; i < effectValue[0]; i++)
  27. {
  28. ActivationTimeLineData("1403_fashe", currTarget: currTarget,
  29. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() },startTime:i*-0.2f);
  30. }
  31. }
  32. ActivationTimeLineData("1403");
  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. float addHarm = effectValue[1];
  43. if (SelfSkillConfig.level > 1)
  44. {
  45. b_1010 b1010 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1010>();
  46. if (b1010 != null)
  47. {
  48. addHarm += effectValue[3];
  49. }
  50. }
  51. if (SelfSkillConfig.level > 5)
  52. {
  53. addHarm -= effectValue[4];
  54. }
  55. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  56. addHarm);
  57. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  58. AttType.Skill, triggerData, wuXingType,skillFeatures,
  59. HarmType.Default);
  60. if (harmReturnInfo.isHitHero)
  61. {
  62. int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  63. if (odds <= effectValue[2])
  64. {
  65. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);
  66. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  67. }
  68. }
  69. }
  70. }
  71. }