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- using Common.Combat.FxAILogic;
- using Core.Triiger;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
- using UnityEngine;
- namespace GameLogic.Combat.Skill.MagicSkill
- {
- /// <summary>
- /// 玄龟盾:前方形成一个土系防御盾,抵挡敌人伤害
- /// </summary>
- public class FS901003 : MagicSkillBasic, ITriggerEntity, IBarrier
- {
- public string tag { get; }
- private IUnRegister _unRegister;
- private bool _use;
- private long _currHp;
- // protected bool
- protected override void ProMagicUseSkill()
- {
- SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("lingyu");
- // specialDotInfo
- BarrierEntityMono barrierEntityMono =
- specialDotInfo.targetTran.gameObject.GetOrAddComponent<BarrierEntityMono>();
- barrierEntityMono.Barrier = this;
- _use = true;
- _currHp = (long)SelfSkillConfig.effectValue[0];
- }
- public ShowBaiscEntity Own { get; set; }
- // private void OnTriggerEnter(Collider collider, ITriggerEntity triggerEntity)
- // {
- // if (triggerEntity == null)
- // {
- // return;
- // }
- //
- // FxAILogicBasic fxAILogicBasic = triggerEntity as FxAILogicBasic;
- // if (fxAILogicBasic != null)
- // {
- // fxAILogicBasic.extraMoveSpeed -= SelfSkillConfig.effectValue[0];
- // }
- // }
- public bool CollideTriiger(ITriggerEntity triggerEntity)
- {
- return !_use || _currHp <= 0;
- }
- public void Harm(HarmReturnInfo harmReturnInfo)
- {
- _currHp-= harmReturnInfo.att;
- if (_currHp <= 0)//盾破
- {
- Debug.Log("盾破了,做表现的时候一起做");
- }
- }
- }
- }
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