| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768 | using System.Collections.Generic;using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using GameLogic.Combat.Buff;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 S1101 : SkillBasic    {        protected override void ProUseSkill()        {            ballisticsCount = (int)effectValue[0];            for (int i = 0; i < effectValue[0]; i++)            {                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget                    .GetThis<CombatHeroEntity>()                    .GetMainHotPoin<CombatHeroHitPoint>();                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();                currTarget.Add(combatHeroHitPoint);                string dotName = "zdpos" + (i % 7 + 1);                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo(dotName);                ActivationTimeLineData("1101", 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, ISkillFeatures skillFeatures)        {            float harmBl = effectValue[1];            if (effectValue.Length > 3)            {                int c = targetEntity.combatHeroEntity.BuffControl.GetBuffCountForType(2);                if (c > 0)                {                    harmBl += effectValue[3];                }            }            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,                harmBl);            HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,                AttType.Skill, triggerData,                wuXingType, skillFeatures,                HarmType.Default);            if (harmReturnInfo.isHitHero)            {                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1,this);                targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);            }        }    }}
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