S9013.cs 6.9 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 Core.Utility;
  6. using Fort23.Core;
  7. using GameLogic.Combat.Buff;
  8. using GameLogic.Combat.CombatTool;
  9. using GameLogic.Combat.Hero;
  10. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  11. using UnityEngine;
  12. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  13. namespace GameLogic.Combat.Skill
  14. {
  15. /// <summary>
  16. /// 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,
  17. /// 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,
  18. /// 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,
  19. /// 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
  20. /// </summary>
  21. public class S9013 : SkillBasic
  22. {
  23. protected BuffBasic BuffBasic;
  24. private bool isActiveFuHuo;
  25. private int count;
  26. private float _currTime;
  27. protected long addHp;
  28. protected override void ProActiveSkill()
  29. {
  30. count = 0;
  31. isActiveFuHuo = false;
  32. CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
  33. }
  34. private void HeroInjured(IEventData data)
  35. {
  36. if (count > 0)
  37. {
  38. return;
  39. }
  40. HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData;
  41. if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
  42. {
  43. float bl = CombatHeroEntity.CurrCombatHeroInfo.hp.Value * 1.0f /
  44. CombatHeroEntity.MaxCombatHeroInfo.hp.Value;
  45. if (bl * 100 < effectValue[0])
  46. {
  47. addHp = CombatCalculateTool.Instance.GetVlaueRatioForLong(
  48. CombatHeroEntity.MaxCombatHeroInfo.hp.Value, 10);
  49. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10151, -1, 1);
  50. BuffBasic = CombatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  51. CombatHeroEntity.CurrCombatHeroInfo.hp=(EncryptionLong)CombatCalculateTool.Instance.GetVlaueRatioForLong(
  52. CombatHeroEntity.MaxCombatHeroInfo.hp.Value, effectValue[0]);
  53. count++;
  54. CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().AddCommandSkill(this);
  55. // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos2");
  56. }
  57. }
  58. }
  59. protected override void ProUseSkill()
  60. {
  61. _finishTimeLineGroupName = "-1";
  62. ActivationTimeLineData("9013");
  63. isActiveFuHuo = true;
  64. }
  65. protected override void ProCombatUpdate(float time)
  66. {
  67. if (!isActiveFuHuo)
  68. {
  69. return;
  70. }
  71. _currTime += time;
  72. if (_currTime > 0.2f)
  73. {
  74. _currTime = 0;
  75. Recover(CombatHeroEntity, CombatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), addHp, AttType.Skill);
  76. if (CombatHeroEntity.CurrCombatHeroInfo.hp.Value >= CombatHeroEntity.MaxCombatHeroInfo.hp.Value)
  77. {
  78. CombatHeroEntity.CloseLoopFx();
  79. ActivationTimeLineData("9013_hit");
  80. isActiveFuHuo = false;
  81. float v = effectValue[1];
  82. CombatHeroEntity.CurrCombatHeroInfo.Metal += v;
  83. CombatHeroEntity.CurrCombatHeroInfo.Wood += v;
  84. CombatHeroEntity.CurrCombatHeroInfo.Water += v;
  85. CombatHeroEntity.CurrCombatHeroInfo.Fire += v;
  86. CombatHeroEntity.CurrCombatHeroInfo.Earth += v;
  87. CombatHeroEntity.BuffControl.RemoveBuff(BuffBasic);
  88. BuffBasic = null;
  89. S9014 s9014 = CombatHeroEntity.CombatHeroSkillControl.GetSkillBasic<S9014>();
  90. if (s9014 != null)
  91. {
  92. s9014.isActive = true;
  93. }
  94. ballisticsCount = (int)effectValue[2];
  95. for (int i = 0; i < effectValue[2]; i++)
  96. {
  97. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  98. .GetThis<CombatHeroEntity>()
  99. .GetMainHotPoin<CombatHeroHitPoint>();
  100. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  101. currTarget.Add(combatHeroHitPoint);
  102. // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  103. float x = CombatCalculateTool.Instance.GetOdd(-2, 2);
  104. float y = CombatCalculateTool.Instance.GetOdd(1, 3);
  105. float z = CombatCalculateTool.Instance.GetOdd(-1, 1);
  106. Vector3 pos = CombatHeroEntity.GameObject.transform.TransformPoint(x, y, z);
  107. ActivationTimeLineData("9013_suipian", currTarget: currTarget,
  108. customizePos: new Vector3[] { pos }, indexCount: i);
  109. }
  110. List<FxAILogicBasic> allFxAi =
  111. CombatController.currActiveCombat.GameTimeLineParticleFactory.GetFxAILogicBasic(
  112. !CombatHeroEntity
  113. .IsEnemy);
  114. for (int i = 0; i < allFxAi.Count; i++)
  115. {
  116. SkillFeaturesData mySkillFeaturesData = GetSkillFeaturesData();
  117. FxParabolaBulletLogic fxParabolaBulletLogic = allFxAi[i] as FxParabolaBulletLogic;
  118. fxParabolaBulletLogic.PengZhuang(mySkillFeaturesData, CombatHeroEntity);
  119. }
  120. SkillPlayFinish();
  121. //完成
  122. }
  123. }
  124. }
  125. protected void ProDefaultTimeLineTrigger_BaoZa(string groupName, CombatHeroHitPoint targetEntity,
  126. ITimelineFxLogic timelineFxLogic,
  127. TriggerData triggerData, ISkillFeatures skillFeatures)
  128. {
  129. float harmBl = effectValue[3];
  130. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  131. harmBl);
  132. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  133. AttType.Skill, triggerData,
  134. wuXingType, skillFeatures,
  135. HarmType.Default);
  136. }
  137. }
  138. }