S9013.cs 6.7 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 Fort23.Core;
  6. using GameLogic.Combat.Buff;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero;
  9. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  10. using UnityEngine;
  11. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  12. namespace GameLogic.Combat.Skill
  13. {
  14. /// <summary>
  15. /// 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,
  16. /// 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,
  17. /// 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,
  18. /// 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
  19. /// </summary>
  20. public class S9013 : SkillBasic
  21. {
  22. protected BuffBasic BuffBasic;
  23. private bool isActiveFuHuo;
  24. private int count;
  25. private float _currTime;
  26. protected long addHp;
  27. protected override void ProActiveSkill()
  28. {
  29. count = 0;
  30. isActiveFuHuo = false;
  31. CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
  32. }
  33. private void HeroInjured(IEventData data)
  34. {
  35. if (count > 0)
  36. {
  37. return;
  38. }
  39. HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData;
  40. if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
  41. {
  42. float bl = CombatHeroEntity.CurrCombatHeroInfo.hp.Value * 1.0f /
  43. CombatHeroEntity.MaxCombatHeroInfo.hp.Value;
  44. if (bl * 100 < effectValue[0])
  45. {
  46. addHp = CombatCalculateTool.Instance.GetVlaueRatioForLong(
  47. CombatHeroEntity.MaxCombatHeroInfo.hp.Value, 10);
  48. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10151, -1, 1);
  49. BuffBasic = CombatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  50. count++;
  51. CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().AddCommandSkill(this);
  52. // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos2");
  53. }
  54. }
  55. }
  56. protected override void ProUseSkill()
  57. {
  58. _finishTimeLineGroupName = "-1";
  59. ActivationTimeLineData("9013");
  60. isActiveFuHuo = true;
  61. }
  62. protected override void ProCombatUpdate(float time)
  63. {
  64. if (!isActiveFuHuo)
  65. {
  66. return;
  67. }
  68. _currTime += time;
  69. if (_currTime > 0.2f)
  70. {
  71. _currTime = 0;
  72. Recover(CombatHeroEntity, CombatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), addHp, AttType.Skill);
  73. if (CombatHeroEntity.CurrCombatHeroInfo.hp.Value >= CombatHeroEntity.MaxCombatHeroInfo.hp.Value)
  74. {
  75. CombatHeroEntity.CloseLoopFx();
  76. ActivationTimeLineData("9013_hit");
  77. isActiveFuHuo = false;
  78. float v = effectValue[1];
  79. CombatHeroEntity.CurrCombatHeroInfo.Metal += v;
  80. CombatHeroEntity.CurrCombatHeroInfo.Wood += v;
  81. CombatHeroEntity.CurrCombatHeroInfo.Water += v;
  82. CombatHeroEntity.CurrCombatHeroInfo.Fire += v;
  83. CombatHeroEntity.CurrCombatHeroInfo.Earth += v;
  84. CombatHeroEntity.BuffControl.RemoveBuff(BuffBasic);
  85. BuffBasic = null;
  86. S9014 s9014 = CombatHeroEntity.CombatHeroSkillControl.GetSkillBasic<S9014>();
  87. if (s9014 != null)
  88. {
  89. s9014.isActive = true;
  90. }
  91. ballisticsCount = (int)effectValue[2];
  92. for (int i = 0; i < effectValue[2]; i++)
  93. {
  94. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  95. .GetThis<CombatHeroEntity>()
  96. .GetMainHotPoin<CombatHeroHitPoint>();
  97. BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  98. currTarget.Add(combatHeroHitPoint);
  99. // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
  100. float x = CombatCalculateTool.Instance.GetOdd(-2, 2);
  101. float y = CombatCalculateTool.Instance.GetOdd(1, 3);
  102. float z = CombatCalculateTool.Instance.GetOdd(-1, 1);
  103. Vector3 pos = CombatHeroEntity.GameObject.transform.TransformPoint(x, y, z);
  104. ActivationTimeLineData("9013_suipian", currTarget: currTarget,
  105. customizePos: new Vector3[] { pos }, indexCount: i);
  106. }
  107. List<FxAILogicBasic> allFxAi =
  108. CombatController.currActiveCombat.GameTimeLineParticleFactory.GetFxAILogicBasic(
  109. !CombatHeroEntity
  110. .IsEnemy);
  111. for (int i = 0; i < allFxAi.Count; i++)
  112. {
  113. SkillFeaturesData mySkillFeaturesData = GetSkillFeaturesData();
  114. FxParabolaBulletLogic fxParabolaBulletLogic = allFxAi[i] as FxParabolaBulletLogic;
  115. fxParabolaBulletLogic.PengZhuang(mySkillFeaturesData, CombatHeroEntity);
  116. }
  117. SkillPlayFinish();
  118. //完成
  119. }
  120. }
  121. }
  122. protected void ProDefaultTimeLineTrigger_BaoZa(string groupName, CombatHeroHitPoint targetEntity,
  123. ITimelineFxLogic timelineFxLogic,
  124. TriggerData triggerData, ISkillFeatures skillFeatures)
  125. {
  126. float harmBl = effectValue[3];
  127. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  128. harmBl);
  129. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  130. AttType.Skill, triggerData,
  131. wuXingType, skillFeatures,
  132. HarmType.Default);
  133. }
  134. }
  135. }