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- using System;
- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using Fort23.Core;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- using UnityEngine;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
- namespace GameLogic.Combat.Skill
- {
- /// <summary>
- /// 冰魄飞甲
- /// 神龟龟甲一个虚影快速连续收缩,然后爆开,形成多个如同龟甲碎片的弹道,被命中的敌人受到{0}伤害,碎片无视敌人{1}%防御
- /// </summary>
- public class S9021 : SkillBasic
- {
- protected override void ProInitSkill()
- {
- AddTriggerCallBack("9021_zd", ProDefaultTimeLineTrigger_9021_zd);
- }
- protected override void ProUseSkill()
- {
- ActivationTimeLineData("9021");
- ballisticsCount = (int)effectValue[0];
- Vector3 startPos = CombatHeroEntity.dotPos;
- CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
- .GetThis<CombatHeroEntity>()
- .GetMainHotPoin<CombatHeroHitPoint>();
- BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
- currTarget.Add(combatHeroHitPoint);
- Vector3 dir = (combatHeroHitPoint.combatHeroEntity.dotPos - startPos).normalized;
- bool isLafet = false;
- for (int i = 0; i < effectValue[0]; i++)
- {
- Vector3 endPos = Vector3.zero;
- if (i != 0)
- {
- int fh = (int)(Math.Pow(-1, i + 1) * Math.Ceiling(i / 2.0));
- Quaternion quaternion = Quaternion.Euler(0, fh * 10, 0)*CombatHeroEntity.GameObject.transform.rotation;
- dir = quaternion * Vector3.forward;
- }
- endPos = dir * 30 + startPos+new Vector3(0,1,0);
- ActivationTimeLineData("9021_zd", currTarget: currTarget,
- customizePos: new Vector3[] { startPos, endPos }, indexCount: i);
- }
- }
- private void ProDefaultTimeLineTrigger_9021_zd(string groupName, CombatHeroHitPoint targetEntity,
- ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData, ISkillFeatures skillFeatures)
- {
- HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
- harmReturnInfo.ArmorPiercing = effectValue[2];
- float harmBl = effectValue[1];
- long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
- harmBl);
- harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
- AttType.Skill, triggerData,
- wuXingType, skillFeatures,
- HarmType.Default, harmReturnInfo: harmReturnInfo);
- }
- protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
- ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData, ISkillFeatures skillFeatures)
- {
- }
- }
- }
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