S9014.cs 4.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115
  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.Buff;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero;
  5. using UnityEngine;
  6. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  7. namespace GameLogic.Combat.Skill
  8. {
  9. /// <summary>
  10. /// 冰星坠地(二阶段技能,一场触发1到2次即可)
  11. /// 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
  12. /// </summary>
  13. public class S9014 : SkillBasic
  14. {
  15. private float currTime;
  16. private int currCount;
  17. private bool isUpdate;
  18. private int currInitCount;
  19. protected override void ProActiveSkill()
  20. {
  21. isActive = false;
  22. }
  23. protected override void ProUseSkill()
  24. {
  25. isUpdate = true;
  26. currCount = 0;
  27. currTime = 0;
  28. currInitCount = 0;
  29. // for (int i = 0; i < effectValue[0]; i++)
  30. // {
  31. // CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  32. // .GetThis<CombatHeroEntity>()
  33. // .GetMainHotPoin<CombatHeroHitPoint>();
  34. // BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
  35. // currTarget.Add(combatHeroHitPoint);
  36. //
  37. // }
  38. }
  39. protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
  40. ITimelineFxLogic timelineFxLogic,
  41. TriggerData triggerData, ISkillFeatures skillFeatures)
  42. {
  43. float harmBl = effectValue[1];
  44. long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
  45. harmBl);
  46. HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
  47. AttType.Skill, triggerData,
  48. wuXingType, skillFeatures,
  49. HarmType.Default);
  50. if (harmReturnInfo.isHitHero)
  51. {
  52. BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1);
  53. targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
  54. }
  55. }
  56. protected override void ProCombatUpdate(float time)
  57. {
  58. if (!isUpdate)
  59. {
  60. return;
  61. }
  62. currTime += time;
  63. if (currTime > 0.2f)
  64. {
  65. currInitCount++;
  66. currTime = 0;
  67. // Vector3 pos = (combatHeroHitPoint.combatHeroEntity.dotPos - CombatHeroEntity.dotPos);
  68. Vector3 startPos =Vector3.zero;
  69. Vector3 endPos=Vector3.zero;
  70. if (currInitCount % 3 == 0&&CombatHeroEntity.CombatAIBasic.currFocusTarget!=null)
  71. {
  72. if (currCount >= effectValue[0])
  73. {
  74. isUpdate = false;
  75. return;
  76. }
  77. CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
  78. .GetThis<CombatHeroEntity>()
  79. .GetMainHotPoin<CombatHeroHitPoint>();
  80. currCount++;
  81. endPos = combatHeroHitPoint.combatHeroEntity.dotPos+new Vector3(0,0.5f,0);
  82. startPos =
  83. combatHeroHitPoint.combatHeroEntity.combatHeroGameObject.transform.TransformPoint(10, 10, 0);
  84. }
  85. else
  86. {
  87. float x = CombatCalculateTool.Instance.GetOdd(-5, 3);
  88. float z = CombatCalculateTool.Instance.GetOdd(3, 12);
  89. startPos = CombatHeroEntity.GameObject.transform.TransformPoint(x, 10, z);
  90. endPos=CombatHeroEntity.GameObject.transform.TransformPoint(x+10, -30, z);
  91. }
  92. // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos2");
  93. ActivationTimeLineData("9014",
  94. customizePos: new Vector3[] { startPos,endPos });
  95. //生成一个冰星 3个后生成砸中玩家的哪一个
  96. }
  97. }
  98. }
  99. }