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							- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero;
 
- using UnityEngine;
 
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
- namespace GameLogic.Combat.Skill
 
- {
 
-     /// <summary>
 
-     /// 战士的旋风斩
 
-     /// </summary>
 
-     public class S10001 : SkillBasic
 
-     {
 
-         protected float _harm;
 
-         protected override void ProInitSkill()
 
-         {
 
-             _harm = 200;
 
-         }
 
-         protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
 
-             TimeLineEventLogicBasic timeLineEventLogicBasic)
 
-         {
 
-             ILifetCycleHitPoint[] allHero = new ILifetCycleHitPoint[_enterAlertTarget.Count];
 
-             for (int i = 0; i < _enterAlertTarget.Count; i++)
 
-             {
 
-                 allHero[i] = _enterAlertTarget[i].GetMainHotPoin<ILifetCycleHitPoint>();
 
-             }
 
-             return allHero;
 
-         }
 
-         protected override void ProUseSkill()
 
-         {
 
-             ActivationTimeLineData("sk1");
 
-         }
 
-         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
 
-             ITimelineFxLogic timelineFxLogic,
 
-             TriggerData triggerData)
 
-         {
 
-             long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
 
-                 _harm);
 
-             HarmReturnInfo harmReturnInfo = Harm(CombatHeroEntity, targetEntity,
 
-                 v, AttType.Skill, triggerData);
 
-         }
 
-     }
 
- }
 
 
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