| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667 | using Fort23.Core;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill.MagicSkill{    /// <summary>    /// 法宝技能    /// </summary>    public class FS901001 : MagicSkillBasic    {        private CombatHeroEntity target;        protected override void ProMagicUseSkill()        {            // StraightLineShow straightLineShow = new StraightLineShow();            // straightLineShow.Init(this);            CombatHeroEntity[] allHero =                CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);            if (allHero == null || allHero.Length <= 0)            {                SkillPlayFinish();                return;            }            target = allHero[0];            MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(allHero[0], Finish);            SetMagicAttShowBasic(magicAttShowBasic);        }        protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)        {            ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];            lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();            return lifetCycleHitPoints;        }        private void Finish()        {            Debug.Log("法宝对敌人照成伤害");            ILifetCycleHitPoint lifetCycleHitPoint = target.GetMainHotPoin<ILifetCycleHitPoint>();            if (lifetCycleHitPoint == null)            {                return;            }            BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);            cBetterList.Add(lifetCycleHitPoint);            ActivationTimeLineData("gongji", currTarget: cBetterList);            SkillPlayFinish();            HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();            harmReturnInfo.source = CombatHeroEntity;            harmReturnInfo.target = target.GetMainHotPoin<CombatHeroHitPoint>();            harmReturnInfo.att = 200;            harmReturnInfo.attType = AttType.Normal;            harmReturnInfo.harmType = HarmType.Default;            harmReturnInfo.triggerData = triggerData;            target.HeroHurt(harmReturnInfo);            // CombatCalculateTool.Instance.Harm(CombatHeroEntity, lifetCycleHitPoint as CombatHeroHitPoint, 200, AttType.Normal, triggerData,            //     HarmType.Default);        }    }}
 |