S9014.cs 3.6 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.Buff;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero;
  5. using UnityEngine;
  6. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  7. namespace GameLogic.Combat.Skill
  8. {
  9. /// <summary>
  10. /// 冰星坠地(二阶段技能,一场触发1到2次即可)
  11. /// 天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,照成{1}伤害,并施加一层寒气
  12. /// </summary>
  13. public class S9014 : SkillBasic
  14. {
  15. private float currTime;
  16. private int currCount;
  17. private bool isUpdate;
  18. protected override void ProActiveSkill()
  19. {
  20. isActive = false;
  21. }
  22. protected override void ProUseSkill()
  23. {
  24. isUpdate = true;
  25. currCount = 0;
  26. currTime = 0;
  27. ballisticsCount = (int)effectValue[0];
  28. // for (int i = 0; i < effectValue[0]; i++)
  29. // {
  30. // CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  31. // .GetThis<CombatHeroEntity>()
  32. // .GetMainHotPoin<CombatHeroHitPoint>();
  33. // BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  34. // currTarget.Add(combatHeroHitPoint);
  35. //
  36. // }
  37. }
  38. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  39. ITimelineFxLogic timelineFxLogic,
  40. TriggerData triggerData, ISkillFeatures skillFeatures)
  41. {
  42. float harmBl = effectValue[1];
  43. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  44. harmBl);
  45. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  46. AttType.Skill, triggerData,
  47. wuXingType, skillFeatures,
  48. HarmType.Default);
  49. if (harmReturnInfo.isHitHero)
  50. {
  51. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);
  52. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  53. }
  54. }
  55. protected override void ProCombatUpdate(float time)
  56. {
  57. if (!isUpdate)
  58. {
  59. return;
  60. }
  61. currTime += time;
  62. if (currTime > 0.2f)
  63. {
  64. currTime = 0;
  65. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  66. .GetThis<CombatHeroEntity>()
  67. .GetMainHotPoin<CombatHeroHitPoint>();
  68. // Vector3 pos = (combatHeroHitPoint.combatHeroEntity.dotPos - CombatHeroEntity.dotPos);
  69. float x = CombatCalculateTool.Instance.GetOdd(-5, 3);
  70. float z = CombatCalculateTool.Instance.GetOdd(3, 12);
  71. Vector3 startPos = CombatHeroEntity.GameObject.transform.TransformPoint(x, 10, z);
  72. Vector3 endPos=CombatHeroEntity.GameObject.transform.TransformPoint(x+10, -30, z);
  73. // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos2");
  74. ActivationTimeLineData("9014",
  75. customizePos: new Vector3[] { startPos,endPos });
  76. //生成一个冰星 3个后生成砸中玩家的哪一个
  77. }
  78. }
  79. }
  80. }