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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using GameLogic.Combat.Buff;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- using UnityEngine;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
- namespace GameLogic.Combat.Skill
- {
- /// <summary>
- /// 烈焰剑 向前方发出一柄剑,对敌人造成火系伤害,对敌人施加一层灼热,比有10%概率对敌人造成1火伤势
- /// </summary>
- public class S1401 : SkillBasic
- {
- private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1 };
- protected override void ProUseSkill()
- {
- this.AddTriggerCallBack("lieyanjian_zd", ProDefaultTimeLineTrigger_ZD);
- ActivationTimeLineData("1401");
- }
- protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData)
- {
- }
- protected void ProDefaultTimeLineTrigger_ZD(string groupName, CombatHeroHitPoint targetEntity,
- ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData)
- {
- long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
- effectValue[1]);
- CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData, wuXingType,
- HarmType.Default);
- int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
- if (odds <= effectValue[2])
- {
- BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);
- targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
- }
- if (SelfSkillConfig.level >= 5) //每个烈焰剑将会对敌人照成爆燃,爆燃额外受到100%伤害
- {
- long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(
- CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
- effectValue[3]);
- CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v2, AttType.Skill, triggerData,
- wuXingType,
- HarmType.Default);
- }
- }
- protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
- ITimelineFxLogic timelineFxLogic,
- TriggerData triggerData)
- {
- for (int i = 0; i < effectValue[0]; i++)
- {
- CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
- .GetThis<CombatHeroEntity>()
- .GetMainHotPoin<CombatHeroHitPoint>();
- BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>(1);
- currTarget.Add(combatHeroHitPoint);
- SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + zdPosIndex[i]);
- ActivationTimeLineData("lieyanjian_zd", currTarget: currTarget,
- customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
- }
- }
- }
- }
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