CTT/Server/Hotfix/Game/SkillSystem/NewSkill/Component/SkillOptions/SkillOptionLogic_治愈.cs

59 lines
3.2 KiB
C#

using System.Collections.Generic;
using Cal;
namespace ET
{
public class SkillOptionLogic_ : SkillOptionLogicBase
{
public override SkillOptionType skillOptionType => SkillOptionType.;
public override SkillOptionBase skillOptionBase { get; set; }
SkillOption_ skillOption;
public override void HandleEvent(ISkillSender skillSender)
{
skillOption = skillOptionBase.As<SkillOption_>();
SelectTargetHelper.GetTarget(skillOption.selectTarget, skillSender, (target, skillSender) =>
{
Unit owner = skillSender.caster;
AttackComponent attacker = owner.GetComponent<AttackComponent>();
bool isCrit = false;
ModifierSkillSender modifierSkillSender = default;
ModifierLogic modifierLogic = null;
BattleHelper.Calculate(SkillDamageType., skillSender, target, skillOption.treatCalculate_Self, skillOption.treatCalculate_Target, out BallisticData data);
float finalValue = data.value;
if (skillSender is ModifierSkillSender _modifierSkillSender)
{
modifierLogic = _modifierSkillSender.modifierLogic;
if (modifierLogic != null)
{
finalValue *= modifierLogic.overlay;
isCrit = skillOption.isCritEvent && data.isCrit;
if (isCrit)
modifierSkillSender = _modifierSkillSender;
}
}
data.ChangeValue(finalValue);
attacker.TreatTarget(target, data, skillSender);
if (isCrit)
{
Dictionary<ModifierEventCondition, SkillOptionBase[]> dic = modifierLogic.modifierConfig.modifierEventDic;
if (dic != null &&
dic.TryGetValue(ModifierEventCondition.modifier, out SkillOptionBase[] optionBaseList1))
foreach (SkillOptionBase item in optionBaseList1)
{
SkillOptionLogicBase skillOptionLogicBase = SkillOptionFactory.AcquireSkillOptionLogic(item);
modifierLogic.skillLogic.skillOptionLogics.Add(skillOptionLogicBase);
skillOptionLogicBase.HandleEvent(modifierSkillSender);
}
if (dic != null &&
dic.TryGetValue(ModifierEventCondition.modifier, out SkillOptionBase[] optionBaseList2))
foreach (SkillOptionBase item in optionBaseList2)
{
SkillOptionLogicBase skillOptionLogicBase = SkillOptionFactory.AcquireSkillOptionLogic(item);
modifierLogic.skillLogic.skillOptionLogics.Add(skillOptionLogicBase);
skillOptionLogicBase.HandleEvent(modifierSkillSender);
}
}
});
}
}
}