S89012.cs 3.2 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Core.Triiger;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero;
  5. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  6. namespace GameLogic.Combat.Skill
  7. {
  8. /// <summary>
  9. /// (2转,防御型技能):身体周围围绕多丙剑飞行,可以阻挡敌人的功法.抵挡{0}最大生命值的伤害
  10. /// </summary>
  11. public class S89012 : SkillBasic, IBarrier
  12. {
  13. private bool isTrgger;
  14. public long shel;
  15. protected TimeLineEventLogicGroupBasic _timeLineEventLogicGroupBasic;
  16. protected override void ProInitSkill()
  17. {
  18. AddTriggerCallBack("sk1_fashe", Sk1_FaSheProDefaultTimeLineTrigger);
  19. }
  20. protected override void ProUseSkill()
  21. {
  22. CombatHeroEntity.CloseLoopFx();
  23. _timeLineEventLogicGroupBasic= ActivationTimeLineData("sk2");
  24. Own = CombatHeroEntity;
  25. }
  26. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  27. ITimelineFxLogic timelineFxLogic,
  28. TriggerData triggerData)
  29. {
  30. // count = 0;
  31. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("sk2_trigger");
  32. // specialDotInfo
  33. BarrierEntityMono barrierEntityMono =
  34. specialDotInfo.targetTran.gameObject.GetOrAddComponent<BarrierEntityMono>();
  35. barrierEntityMono.Barrier = this;
  36. isTrgger = true;
  37. shel = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.MaxCombatHeroInfo.hp.Value,
  38. effectValue[0]);
  39. }
  40. private void Sk1_FaSheProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  41. ITimelineFxLogic timelineFxLogic,
  42. TriggerData triggerData)
  43. {
  44. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  45. effectValue[0]);
  46. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData, wuXingType,
  47. HarmType.Default);
  48. }
  49. protected override void ProCombatUpdate(float time)
  50. {
  51. if (!isTrgger)
  52. {
  53. return;
  54. }
  55. // currTime += time;
  56. // if (currTime > 0.1f)
  57. // {
  58. // currTime -= time;
  59. // ActivationTimeLineData("sk1_fashe");
  60. // count++;
  61. // if (count > 20)
  62. // {
  63. // isTrgger = false;
  64. // }
  65. // }
  66. }
  67. public ShowBaiscEntity Own { get; set; }
  68. public bool CollideTriiger(ITriggerEntity triggerEntity)
  69. {
  70. return !isTrgger || shel <= 0;
  71. }
  72. public void Harm(HarmReturnInfo harmReturnInfo)
  73. {
  74. shel -= harmReturnInfo.att;
  75. if (shel <= 0)
  76. {
  77. _timeLineEventLogicGroupBasic?.CloseLoopFx();
  78. _timeLineEventLogicGroupBasic = null;
  79. }
  80. }
  81. }
  82. }