using System;
using Common.Combat.FxAILogic;
using Fort23.Core;
using GameLogic.Player;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
    public class SkillFeaturesData : CObject, ISkillFeatures
    {
        /// 
        /// 生命值
        /// 
        public long hp;
        /// 
        /// 最大时的Hp
        /// 
        public long maxHp;
        public long pengZhuangHp;
        public bool isEnemy;
        public WuXingType WuXingType;
        /// 
        /// 防御,减少受到的伤害(百分比例)%
        /// 
        public SkillFeaturesPengZhuangInfo SkillFeaturesPengZhuangInfo;
        public SkillBasic SkillBasic;
        public FxAILogicBasic FxAILogicBasic;
        public SkillFeaturesData CapyFeaturesData()
        {
            SkillFeaturesData skillFeaturesData = CObjectPool.Instance.Fetch();
            skillFeaturesData.hp = hp;
            skillFeaturesData.SkillBasic = SkillBasic;
            skillFeaturesData.isEnemy = isEnemy;
            skillFeaturesData.WuXingType = WuXingType;
            return skillFeaturesData;
        }
        public override void ActiveObj()
        {
        }
        public override void DormancyObj()
        {
            SkillBasic = null;
            FxAILogicBasic = null;
        }
        public void InitPengZhuang()
        {
            DisposePengZhuang();
            SkillFeaturesPengZhuangInfo = CObjectPool.Instance.Fetch();
        }
        public void DisposePengZhuang()
        {
            CObjectPool.Instance.Recycle(SkillFeaturesPengZhuangInfo);
            SkillFeaturesPengZhuangInfo = null;
        }
    }
}