S3501.cs 3.5 KB

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  1. using Common.Combat.FxAILogic;
  2. using Core.Triiger;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero;
  5. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  6. using UnityEngine;
  7. namespace GameLogic.Combat.Skill.MagicSkill
  8. {
  9. /// <summary>
  10. /// 玄龟盾:前方形成一个土系防御盾,抵挡敌人伤害
  11. /// </summary>
  12. public class S3501 : MagicSkillBasic, ITriggerEntity, IBarrier
  13. {
  14. public string tag { get; }
  15. private IUnRegister _unRegister;
  16. private bool _use;
  17. private long _currHp;
  18. protected GameObject pengZhuang;
  19. private bool isUpdate;
  20. // protected bool
  21. private SpecialDotInfo specialDotInfo;
  22. protected override void ProMagicUseSkill()
  23. {
  24. isUpdate = false;
  25. specialDotInfo =
  26. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.GetSpecialDotInfo("zdpos1");
  27. MagicAttShowBasic magicAttShowBasic = InitXiaoShiAndShow(specialDotInfo.GetWorlPos(), Finish);
  28. SetMagicAttShowBasic(magicAttShowBasic);
  29. }
  30. public ShowBaiscEntity Own { get; set; }
  31. public BarrierTriggerData BarrierTriggerData { get; set; }
  32. private void Finish()
  33. {
  34. isUpdate = true;
  35. ActivationTimeLineData("sk1");
  36. Own = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity;
  37. if (pengZhuang == null)
  38. {
  39. pengZhuang = new GameObject("pengzhaung");
  40. SphereCollider sphereCollider = pengZhuang.AddComponent<SphereCollider>();
  41. sphereCollider.isTrigger = true;
  42. sphereCollider.radius = 2.5f;
  43. }
  44. pengZhuang.SetActive(true);
  45. BarrierEntityMono barrierEntityMono =
  46. pengZhuang.GetOrAddComponent<BarrierEntityMono>();
  47. pengZhuang.transform.position = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.dotPos;
  48. pengZhuang.transform.SetParent(CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.GameObject
  49. .transform);
  50. barrierEntityMono.Barrier = this;
  51. _use = true;
  52. _currHp = CombatCalculateTool.Instance.GetVlaueRatioForLong(
  53. CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.MaxCombatHeroInfo.hp.Value,
  54. SelfSkillConfig.effectValue[0]);
  55. }
  56. public bool CollideTriiger(ITriggerEntity triggerEntity)
  57. {
  58. return !_use || _currHp <= 0;
  59. }
  60. protected override void ProDispose()
  61. {
  62. if (pengZhuang != null)
  63. {
  64. pengZhuang.SetActive(false);
  65. pengZhuang = null;
  66. }
  67. }
  68. protected override void ProBreakMagicSkill()
  69. {
  70. isUpdate = false;
  71. SkillPlayFinish();
  72. pengZhuang.SetActive(false);
  73. }
  74. protected override void MagicSkillUpdate(float time)
  75. {
  76. if (isUpdate)
  77. {
  78. CombatMagicWeaponEntity.GameObject.transform.position = specialDotInfo.GetWorlPos();
  79. }
  80. }
  81. public long Harm(HarmReturnInfo harmReturnInfo)
  82. {
  83. _currHp -= harmReturnInfo.att;
  84. if (_currHp <= 0) //盾破
  85. {
  86. isUpdate = false;
  87. SkillPlayFinish();
  88. pengZhuang.SetActive(false);
  89. Debug.Log("盾破了,做表现的时候一起做");
  90. }
  91. return 0;
  92. }
  93. }
  94. }