| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677 | 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>    /// 烈焰剑  向前方发出一柄剑,对敌人造成火系伤害,对敌人施加一层灼热,比有10%概率对敌人造成1火伤势    /// </summary>    public class S1401 : SkillBasic    {        private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1, 9 };        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>(1);                currTarget.Add(combatHeroHitPoint);                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + zdPosIndex[i]);                ActivationTimeLineData("lieyanjian_zd", currTarget: currTarget,                    customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);            }            this.AddTriggerCallBack("lieyanjian_zd", ProDefaultTimeLineTrigger_ZD);            ActivationTimeLineData("1401");        }        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,            TriggerData triggerData)        {        }        protected void ProDefaultTimeLineTrigger_ZD(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData, ISkillFeatures skillFeatures)        {            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,                effectValue[1]);            HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,                AttType.Skill, triggerData, wuXingType, skillFeatures,                HarmType.Default);            if (harmReturnInfo.isHitHero)            {                int odds = CombatCalculateTool.Instance.GetOdd(0, 100);                if (odds <= effectValue[2])                {                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1, this);                    targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);                }            }            if (SelfSkillConfig.level > 5) //每个烈焰剑将会对敌人照成爆燃,爆燃额外受到100%伤害            {                long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(                    CombatHeroEntity.CurrCombatHeroInfo.attack.Value,                    effectValue[3]);                CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v2, AttType.Skill, triggerData,                    wuXingType, skillFeatures,                    HarmType.Default);            }        }        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,            ITimelineFxLogic timelineFxLogic,            TriggerData triggerData, ISkillFeatures skillFeatures)        {        }    }}
 |