S9013.cs 6.5 KB

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  1. using System.Collections.Generic;
  2. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  3. using Common.Combat.FxAILogic;
  4. using Common.Utility.CombatEvent;
  5. using Fort23.Core;
  6. using GameLogic.Combat.Buff;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero;
  9. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  10. using UnityEngine;
  11. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  12. namespace GameLogic.Combat.Skill
  13. {
  14. /// <summary>
  15. /// 霜域新生(被动,只会生效一次) 凤凰在伤害还剩10%的时候会触发此技能,
  16. /// 凤凰身体冰冻住并有一层寒气笼罩,期间凤凰不在受到任何伤害,并慢慢回血,
  17. /// 直到恢复满,持续5秒左右吧,恢复满后凤凰所有灵根增加{0}。冰块爆开,
  18. /// 生成一个冲击波,对当前场上所有的弹道照成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{1}枚冰锥冲向玩家,对玩家照成{2}伤害
  19. /// </summary>
  20. public class S9013 : SkillBasic
  21. {
  22. protected BuffBasic BuffBasic;
  23. private bool isActiveFuHuo;
  24. private int count;
  25. private float _currTime;
  26. protected long addHp;
  27. protected override void ProActiveSkill()
  28. {
  29. count = 0;
  30. isActiveFuHuo = false;
  31. CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
  32. }
  33. private void HeroInjured(IEventData data)
  34. {
  35. if (count > 0)
  36. {
  37. return;
  38. }
  39. HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData;
  40. if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
  41. {
  42. float bl = CombatHeroEntity.CurrCombatHeroInfo.hp.Value * 1.0f /
  43. CombatHeroEntity.MaxCombatHeroInfo.hp.Value;
  44. if (bl * 100 < effectValue[0])
  45. {
  46. addHp = CombatCalculateTool.Instance.GetVlaueRatioForLong(
  47. CombatHeroEntity.MaxCombatHeroInfo.hp.Value, 10);
  48. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10151, -1, 1);
  49. BuffBasic = CombatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  50. isActiveFuHuo = true;
  51. count++;
  52. CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().AddCommandSkill(this);
  53. // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos2");
  54. }
  55. }
  56. }
  57. protected override void ProUseSkill()
  58. {
  59. _finishTimeLineGroupName = "-1";
  60. ActivationTimeLineData("9013");
  61. }
  62. protected override void ProCombatUpdate(float time)
  63. {
  64. if (!isActiveFuHuo)
  65. {
  66. return;
  67. }
  68. _currTime += time;
  69. if (_currTime > 0.5f)
  70. {
  71. Recover(CombatHeroEntity, CombatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), addHp, AttType.Skill);
  72. if (CombatHeroEntity.CurrCombatHeroInfo.hp.Value >= CombatHeroEntity.MaxCombatHeroInfo.hp.Value)
  73. {
  74. CombatHeroEntity.CloseLoopFx();
  75. ActivationTimeLineData("9013_hit");
  76. isActiveFuHuo = false;
  77. float v = effectValue[1];
  78. CombatHeroEntity.CurrCombatHeroInfo.Metal += v;
  79. CombatHeroEntity.CurrCombatHeroInfo.Wood += v;
  80. CombatHeroEntity.CurrCombatHeroInfo.Water += v;
  81. CombatHeroEntity.CurrCombatHeroInfo.Fire += v;
  82. CombatHeroEntity.CurrCombatHeroInfo.Earth += v;
  83. S9014 s9014 = CombatHeroEntity.CombatHeroSkillControl.GetSkillBasic<S9014>();
  84. if (s9014 != null)
  85. {
  86. s9014.isActive = true;
  87. }
  88. ballisticsCount = (int)effectValue[2];
  89. for (int i = 0; i < effectValue[2]; i++)
  90. {
  91. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  92. .GetThis<CombatHeroEntity>()
  93. .GetMainHotPoin<CombatHeroHitPoint>();
  94. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  95. currTarget.Add(combatHeroHitPoint);
  96. // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  97. float x = CombatCalculateTool.Instance.GetOdd(-2, 2);
  98. float y = CombatCalculateTool.Instance.GetOdd(1, 3);
  99. float z = CombatCalculateTool.Instance.GetOdd(-1, 1);
  100. Vector3 pos = CombatHeroEntity.GameObject.transform.TransformPoint(x, y, z);
  101. ActivationTimeLineData("9013_suipian", currTarget: currTarget,
  102. customizePos: new Vector3[] { pos }, indexCount: i);
  103. }
  104. List<FxAILogicBasic> allFxAi =
  105. CombatController.currActiveCombat.GameTimeLineParticleFactory.GetFxAILogicBasic(
  106. !CombatHeroEntity
  107. .IsEnemy);
  108. for (int i = 0; i < allFxAi.Count; i++)
  109. {
  110. SkillFeaturesData mySkillFeaturesData = GetSkillFeaturesData();
  111. FxParabolaBulletLogic fxParabolaBulletLogic = allFxAi[i] as FxParabolaBulletLogic;
  112. fxParabolaBulletLogic.PengZhuang(mySkillFeaturesData, CombatHeroEntity);
  113. }
  114. SkillPlayFinish();
  115. //完成
  116. }
  117. }
  118. }
  119. protected void ProDefaultTimeLineTrigger_BaoZa(string groupName, CombatHeroHitPoint targetEntity,
  120. ITimelineFxLogic timelineFxLogic,
  121. TriggerData triggerData, ISkillFeatures skillFeatures)
  122. {
  123. float harmBl = effectValue[3];
  124. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  125. harmBl);
  126. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  127. AttType.Skill, triggerData,
  128. wuXingType, skillFeatures,
  129. HarmType.Default);
  130. }
  131. }
  132. }