using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using Common.Utility.CombatTimer;
using GameLogic.Combat.Buff;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UnityEngine;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
    /// 
    /// 雾隐千流法:身体散发出一团迷雾。从迷雾中飞出多个冰球,每个冰球对敌人照成伤害,施加1层寒气。
    /// 
    public class S1202 : SkillBasic
    {
        private int currCount;
        protected override void ProUseSkill()
        {
            ActivationTimeLineData("1202");
            ballisticsCount = (int)effectValue[0];
            currCount = 0;
        }
        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
            TriggerData triggerData)
        {
        }
        protected void FaShe()
        {
            if (currCount > effectValue[0]||CombatHeroEntity==null||CombatHeroEntity.CombatAIBasic==null||CombatHeroEntity.CombatAIBasic.currFocusTarget==null)
            {
                return;
            }
            currCount++;
            CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
                .GetThis()
                .GetMainHotPoin();
            BetterList currTarget = new BetterList();
            currTarget.Add(combatHeroHitPoint);
            Vector3 p = CombatHeroEntity.dotPos;
            ActivationTimeLineData("1202_fashe", currTarget: currTarget, customizePos: new Vector3[] { p },indexCount: currCount/2);
            FaShe();
            // CombatTimerManager.Instance.AddTimer(0.2f, FaShe);
        }
        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
            ITimelineFxLogic timelineFxLogic,
            TriggerData triggerData,ISkillFeatures skillFeatures)
        {
            if (groupName.Equals("1202"))
            {
                FaShe();
            }
            else
            {
                long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
                    effectValue[1]);
                CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
                    wuXingType,skillFeatures,
                    HarmType.Default);
                int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
                if (odds <= effectValue[2])
                {
                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1,this);
                    targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
                }
            }
        }
    }
}