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- using System.Collections.Generic;
- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- using UnityEngine;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
- namespace GameLogic.Combat.Skill
- {
- /// <summary>
- /// 太虚幻剑经:身体周围幻化出多柄细剑,每柄细剑对敌人照成伤害,如果敌人有debuf状态,则虚剑伤害提升5%
- /// </summary>
- public class S1001 : SkillBasic
- {
- protected override void ProUseSkill()
- {
- for (int i = 0; i < 7; i++)
- {
- CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
- .GetThis<CombatHeroEntity>()
- .GetMainHotPoin<CombatHeroHitPoint>();
- BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
- currTarget.Add(combatHeroHitPoint);
- SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
- ActivationTimeLineData("jianjue", currTarget: currTarget,
- customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
- }
- }
- protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData)
- {
- }
- protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
- ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData)
- {
- float harmBl = SelfSkillConfig.effectValue[0];
- // CombatC
- int c = targetEntity.combatHeroEntity.BuffControl.GetBuffCountForType(2);
- if (c > 0)
- {
- harmBl += SelfSkillConfig.effectValue[1];
- }
- long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
- harmBl);
- CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
- wuXingType,
- HarmType.Default);
- }
- }
- }
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