S1401.cs 3.4 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. /// 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
  11. /// </summary>
  12. public class S1401 : SkillBasic
  13. {
  14. private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1, 9 };
  15. protected override void ProUseSkill()
  16. {
  17. ballisticsCount = (int)effectValue[0];
  18. for (int i = 0; i < effectValue[0]; i++)
  19. {
  20. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  21. .GetThis<CombatHeroEntity>()
  22. .GetMainHotPoin<CombatHeroHitPoint>();
  23. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>(1);
  24. currTarget.Add(combatHeroHitPoint);
  25. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + zdPosIndex[i]);
  26. ActivationTimeLineData("lieyanjian_zd", currTarget: currTarget,
  27. customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
  28. }
  29. this.AddTriggerCallBack("lieyanjian_zd", ProDefaultTimeLineTrigger_ZD);
  30. ActivationTimeLineData("1401");
  31. }
  32. protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
  33. TriggerData triggerData)
  34. {
  35. }
  36. protected void ProDefaultTimeLineTrigger_ZD(string groupName, CombatHeroHitPoint targetEntity,
  37. ITimelineFxLogic timelineFxLogic,
  38. TriggerData triggerData, ISkillFeatures skillFeatures)
  39. {
  40. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  41. effectValue[1]);
  42. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  43. AttType.Skill, triggerData, wuXingType, skillFeatures,
  44. HarmType.Default);
  45. if (harmReturnInfo.isHitHero)
  46. {
  47. int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
  48. if (odds <= effectValue[2])
  49. {
  50. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1, this);
  51. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  52. }
  53. }
  54. 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
  55. {
  56. long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(
  57. CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  58. effectValue[3]);
  59. CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v2, AttType.Skill, triggerData,
  60. wuXingType, skillFeatures,
  61. HarmType.Default);
  62. }
  63. }
  64. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  65. ITimelineFxLogic timelineFxLogic,
  66. TriggerData triggerData, ISkillFeatures skillFeatures)
  67. {
  68. }
  69. }
  70. }