FS901003.cs 1.9 KB

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  1. using Common.Combat.FxAILogic;
  2. using Core.Triiger;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero;
  5. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  6. using UnityEngine;
  7. namespace GameLogic.Combat.Skill.MagicSkill
  8. {
  9. /// <summary>
  10. /// 玄龟盾:前方形成一个土系防御盾,抵挡敌人伤害
  11. /// </summary>
  12. public class FS901003 : MagicSkillBasic, ITriggerEntity, IBarrier
  13. {
  14. public string tag { get; }
  15. private IUnRegister _unRegister;
  16. private bool _use;
  17. private long _currHp;
  18. // protected bool
  19. protected override void ProMagicUseSkill()
  20. {
  21. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("lingyu");
  22. // specialDotInfo
  23. BarrierEntityMono barrierEntityMono =
  24. specialDotInfo.targetTran.gameObject.GetOrAddComponent<BarrierEntityMono>();
  25. barrierEntityMono.Barrier = this;
  26. _use = true;
  27. _currHp = (long)SelfSkillConfig.effectValue[0];
  28. }
  29. public ShowBaiscEntity Own { get; set; }
  30. // private void OnTriggerEnter(Collider collider, ITriggerEntity triggerEntity)
  31. // {
  32. // if (triggerEntity == null)
  33. // {
  34. // return;
  35. // }
  36. //
  37. // FxAILogicBasic fxAILogicBasic = triggerEntity as FxAILogicBasic;
  38. // if (fxAILogicBasic != null)
  39. // {
  40. // fxAILogicBasic.extraMoveSpeed -= SelfSkillConfig.effectValue[0];
  41. // }
  42. // }
  43. public bool CollideTriiger(ITriggerEntity triggerEntity)
  44. {
  45. return !_use || _currHp <= 0;
  46. }
  47. public void Harm(HarmReturnInfo harmReturnInfo)
  48. {
  49. _currHp-= harmReturnInfo.att;
  50. if (_currHp <= 0)//盾破
  51. {
  52. Debug.Log("盾破了,做表现的时候一起做");
  53. }
  54. }
  55. }
  56. }