| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using GameLogic.Combat.Buff;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill{    /// <summary>    /// 吸收自身灵气凝聚{0}丙大剑,大剑旋转快速穿透敌人,对敌人照成伤害    /// 敌人如果在流血或放血状态对敌人照成的伤害+10%    /// 重伤敌人后,如果目标没在放血状态,直接放血,并不会消耗流血层数    /// </summary>    public class S1102 : SkillBasic    {        protected override void ProUseSkill()        {            ActivationTimeLineData("1102");            CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget                .GetThis<CombatHeroEntity>()                .GetMainHotPoin<CombatHeroHitPoint>();            BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();            currTarget.Add(combatHeroHitPoint);            ballisticsCount = 1;            for (int i = 0; i < 1; i++)            {                // float x=CombatCalculateTool.Instance.GetOdd(-100, 100)/100f*3;                // float y=CombatCalculateTool.Instance.GetOdd(50, 100)/100f*2;                Vector3 off = new Vector3(0, 1,1.5f);                off = CombatHeroEntity.GameObject.transform.TransformPoint(off);                // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));                ActivationTimeLineData("1102_fashe", currTarget: currTarget,                    customizePos: new Vector3[] { off }, indexCount: i);            }        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData,ISkillFeatures skillFeatures)        {            float addHarm = effectValue[1];            if (SelfSkillConfig.level > 1)            {                b_1012 b1012 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1012>();                b_1011 b1011 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1011>();                if (b1011 != null || b1012 != null)                {                    addHarm += SelfSkillConfig.effectValue[2];                }                         }            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,                addHarm);            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,                wuXingType,skillFeatures,                HarmType.Default);            // int odds = CombatCalculateTool.Instance.GetOdd(0, 100);            // if (odds <= effectValue[2])            // {            //     BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1);            //     targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);            // }            if (SelfSkillConfig.level > 3)            {                b_1012 b1012 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1012>();                if (b1012 == null)                {                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10121, 1,this);                    targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);                }            }        }    }}
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