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
{
    /// 
    /// 血刃金煌功 向前方挥动{0}次每次挥动形成一道血刃刀气,对敌人{1}照成伤害,没道刀气并对敌人照成流血
    /// 刀气现在在命中目标后能为玩家带来伤害的20%生命恢复
    /// 刀气+1
    /// 刀气对放血的目标照成的伤害提升200%,并再次让敌人放血
    /// 
    public class S1103 : SkillBasic
    {
        protected override void ProUseSkill()
        {
            _finishTimeLineGroupName = "1103";
            ActivationTimeLineData("1103");
            CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
                .GetThis()
                .GetMainHotPoin();
            BetterList currTarget = new BetterList();
            currTarget.Add(combatHeroHitPoint);
            ballisticsCount = (int)effectValue[0];
            for (int i = 0; i < effectValue[0]; i++)
            {
                float a = CombatCalculateTool.Instance.GetOdd(0, 360);
                Quaternion q = Quaternion.Euler(0, 0, a);
                q = CombatHeroEntity.GameObject.transform.rotation * q;
                Vector3 qe = q.eulerAngles;
                float startTime = i * -0.2f;
                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
                ActivationTimeLineData("1103_fashe", currTarget: currTarget,
                    customizePos: new Vector3[] { specialDotInfo.GetWorlPos(), qe }, indexCount: i,
                    startTime: startTime);
            }
        }
        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
            ITimelineFxLogic timelineFxLogic,
            TriggerData triggerData, ISkillFeatures skillFeatures)
        {
            float addHarm = effectValue[1];
            if (SelfSkillConfig.level > 5)
            {
                b_1012 b1012 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType();
                if (b1012 != null)
                {
                    addHarm += SelfSkillConfig.effectValue[4];
                    b1012.FangXue();
                }
            }
            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
                addHarm);
            HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
                AttType.Skill, triggerData,
                wuXingType, skillFeatures,
                HarmType.Default);
            if (harmReturnInfo.isHitHero)
            {
                int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
                if (odds <= effectValue[2])
                {
                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1,this);
                    targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
                }
                if (SelfSkillConfig.level > 1)
                {
                    long huiFu = CombatCalculateTool.Instance.GetVlaueRatioForLong(harmReturnInfo.att, effectValue[3]);
                    CombatCalculateTool.Instance.Recover(CombatHeroEntity,
                        CombatHeroEntity.GetMainHotPoin(), huiFu, AttType.Skill, HarmType.Recover,
                        triggerData);
                }
            }
        }
    }
}