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							- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using GameLogic.Combat.Buff;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero;
 
- using UnityEngine;
 
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
- namespace GameLogic.Combat.Skill
 
- {
 
-     /// <summary>
 
-     /// 冰星坠地(二阶段技能,一场触发1到2次即可)
 
-     /// 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
 
-     /// </summary>
 
-     public class S9014 : SkillBasic
 
-     {
 
-         private float currTime;
 
-         private int currCount;
 
-         private bool isUpdate;
 
-         private int currInitCount;
 
-         protected override void ProActiveSkill()
 
-         {
 
-             isActive = false;
 
-         }
 
-         protected override void ProUseSkill()
 
-         {
 
-             isUpdate = true;
 
-             currCount = 0;
 
-             currTime = 0;
 
-             currInitCount = 0;
 
-             
 
-         
 
-             // 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);
 
-             //    
 
-             // }
 
-         }
 
-         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
 
-             ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData, ISkillFeatures skillFeatures)
 
-         {
 
-             float harmBl = effectValue[1];
 
-             long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
 
-                 harmBl);
 
-             HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
 
-                 AttType.Skill, triggerData,
 
-                 wuXingType, skillFeatures,
 
-                 HarmType.Default);
 
-             if (harmReturnInfo.isHitHero)
 
-             {
 
-                 BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1,this);
 
-                 targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
 
-             }
 
-         }
 
-         protected override void ProCombatUpdate(float time)
 
-         {
 
-             if (!isUpdate)
 
-             {
 
-                 return;
 
-             }
 
-             currTime += time;
 
-             if (currTime > 0.2f)
 
-             {
 
-                 currInitCount++;
 
-                 currTime = 0;
 
-              
 
-                 // Vector3 pos = (combatHeroHitPoint.combatHeroEntity.dotPos - CombatHeroEntity.dotPos);
 
-                 Vector3 startPos =Vector3.zero;
 
-                 Vector3 endPos=Vector3.zero;
 
-                 if (currInitCount % 3 == 0&&CombatHeroEntity.CombatAIBasic.currFocusTarget!=null)
 
-                 {
 
-                     if (currCount >= effectValue[0])
 
-                     {
 
-                         isUpdate = false;
 
-                         return;
 
-                     }
 
-                     CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
 
-                         .GetThis<CombatHeroEntity>()
 
-                         .GetMainHotPoin<CombatHeroHitPoint>();
 
-                     currCount++;
 
-                     endPos = combatHeroHitPoint.combatHeroEntity.dotPos+new Vector3(0,0.5f,0);
 
-                     startPos =
 
-                         combatHeroHitPoint.combatHeroEntity.combatHeroGameObject.transform.TransformPoint(10, 10, 0);
 
-                 }
 
-                 else
 
-                 {
 
-                     float x = CombatCalculateTool.Instance.GetOdd(-5, 3);
 
-                     float z = CombatCalculateTool.Instance.GetOdd(3, 12);
 
-                      startPos = CombatHeroEntity.GameObject.transform.TransformPoint(x, 10, z);
 
-                      endPos=CombatHeroEntity.GameObject.transform.TransformPoint(x+10, -30, z);
 
-                 }
 
-             
 
-                 
 
-                 // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos2");
 
-                 ActivationTimeLineData("9014",
 
-                     customizePos: new Vector3[] { startPos,endPos });
 
-                 //生成一个冰星 3个后生成砸中玩家的哪一个
 
-             }
 
-         }
 
-     }
 
- }
 
 
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