UGCProjects/GZJ/Script/SimpleSkill/Task/SimpleSkillTask_StrongWind.lua
2025-01-08 22:46:12 +08:00

70 lines
2.9 KiB
Lua

local SimpleSkillTask = require("Script.SimpleSkill.Task.SimpleSkillTask")
local SimpleSkillTask_StrongWind = LuaClass("SimpleSkillTask_StrongWind", SimpleSkillTask)
SimpleSkillTask_StrongWind.AdditionDamageRateTable = {0.15, 0.22, 0.3, 0.4}
SimpleSkillTask_StrongWind.SkillDurationTable = {5, 6, 7, 8}
SimpleSkillTask_StrongWind.CurDamageRate = 0.0
SimpleSkillTask_StrongWind.CurSkillDuration = 5.0
SimpleSkillTask_StrongWind.CachedSpeedScale = 0
function SimpleSkillTask_StrongWind:ctor(OwnerSkill)
SimpleSkillTask_StrongWind.super.ctor(self, OwnerSkill)
end
function SimpleSkillTask_StrongWind:InitTaskFromData(TaskData, CasterPawn)
SimpleSkillTask.InitTaskFromData(self, TaskData, CasterPawn)
self.TaskName = "StrongWind"
end
function SimpleSkillTask_StrongWind:UpdateSkillLevel(NewSkillLevel)
SimpleSkillTask.UpdateSkillLevel(self, NewSkillLevel)
self.CurDamageRate = self.AdditionDamageRateTable[NewSkillLevel]
self.CurSkillDuration = self.SkillDurationTable[NewSkillLevel]
end
function SimpleSkillTask_StrongWind:ActivateTask()
SimpleSkillTask.ActivateTask(self)
if self.TimerHandle ~= nil then
EventSystem.StopTimer(self.LoopTimerHandle)
EventSystem.StopTimer(self.TimerHandle)
if self.CachedSpeedScale > 0.1 then
UGCPawnAttrSystem.SetSpeedScale(self.CasterPawn, self.CachedSpeedScale)
end
end
self:EnableEffectWithId(self.EffectId, self.CasterPawn, nil, self.CurSkillDuration, EEffectSpawnLocationType.Attach)
self.CachedSpeedScale = UGCPawnAttrSystem.GetSpeedScale(self.CasterPawn)
UGCPawnAttrSystem.SetSpeedScale(self.CasterPawn, self.CachedSpeedScale * 1.5)
local Base_Attack = UGCGameSystem.GetPlayerStateByPlayerKey(self.CasterPawn.PlayerKey).Attributes[AttributeType.Base].Base_Attack
local DamageAmount = 80 + Base_Attack * self.CurDamageRate
local EventInstigator = UGCGameSystem.GetPlayerControllerByPlayerKey(self.CasterPawn.PlayerKey)
local TargetPawns = self:GetTargetPawns()
for _, TargetPawn in pairs(TargetPawns) do
UGCGameSystem.ApplyDamage(TargetPawn, DamageAmount, EventInstigator, self.CasterPawn, EDamageType.ShootDamage)
end
self.LoopTimerHandle = EventSystem.SetTimerLoop(self.CasterPawn, function()
local TargetPawns = self:GetTargetPawns()
for _, TargetPawn in pairs(TargetPawns) do
UGCGameSystem.ApplyDamage(TargetPawn, DamageAmount, EventInstigator, self.CasterPawn, EDamageType.ShootDamage)
end
end, 1.0)
self.TimerHandle = EventSystem.SetTimer(self.CasterPawn, function()
if self.LoopTimerHandle ~= nil then
EventSystem.StopTimer(self.LoopTimerHandle)
end
if self.CachedSpeedScale > 0.1 then
UGCPawnAttrSystem.SetSpeedScale(self.CasterPawn, self.CachedSpeedScale)
end
end, self.CurSkillDuration)
end
return SimpleSkillTask_StrongWind;