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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using Common.Utility.CombatTimer;
- using GameLogic.Combat.Buff;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- using UnityEngine;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
- namespace GameLogic.Combat.Skill
- {
- /// <summary>
- /// 碧落幽冥劲:发出多道寒气冰锥,对敌人照成伤害,每到冰锥对敌人施加1层寒气
- /// </summary>
- public class S1301: SkillBasic
- {
- private int currCount;
- protected override void ProUseSkill()
- {
- ActivationTimeLineData("bingzhui");
- for (int i = 0; i < effectValue[0]; i++)
- {
- CombatHeroHitPoint combatHeroHitPoint= CombatHeroEntity.CombatAIBasic.currFocusTarget.GetThis<CombatHeroEntity>()
- .GetMainHotPoin<CombatHeroHitPoint>();
- BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
- currTarget.Add(combatHeroHitPoint);
- SpecialDotInfo specialDotInfo= CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
- ActivationTimeLineData("bingzhui_fashe",currTarget:currTarget,customizePos:new Vector3[]{specialDotInfo.GetWorlPos()},indexCount:i);
- }
- // currCount = 0;
- }
- protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData)
- {
- }
- protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
- ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData)
- {
- long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
- effectValue[1]);
- CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
- wuXingType,
- HarmType.Default);
- int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
- if (odds <= effectValue[2])
- {
- BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);
- targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
- }
- }
- }
- }
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