S1001.cs 2.2 KB

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  1. using System.Collections.Generic;
  2. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  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. /// 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%
  11. /// </summary>
  12. public class S1001 : SkillBasic
  13. {
  14. protected override void ProUseSkill()
  15. {
  16. for (int i = 0; i < 7; i++)
  17. {
  18. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  19. .GetThis<CombatHeroEntity>()
  20. .GetMainHotPoin<CombatHeroHitPoint>();
  21. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  22. currTarget.Add(combatHeroHitPoint);
  23. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  24. ActivationTimeLineData("jianjue", currTarget: currTarget,
  25. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  26. }
  27. }
  28. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  29. TriggerData triggerData)
  30. {
  31. }
  32. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  33. ITimelineFxLogic timelineFxLogic,
  34. TriggerData triggerData)
  35. {
  36. float harmBl = SelfSkillConfig.effectValue[0];
  37. // CombatC
  38. int c = targetEntity.combatHeroEntity.BuffControl.GetBuffCountForType(2);
  39. if (c > 0)
  40. {
  41. harmBl += SelfSkillConfig.effectValue[1];
  42. }
  43. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  44. harmBl);
  45. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
  46. wuXingType,
  47. HarmType.Default);
  48. }
  49. }
  50. }