using System.Collections.Generic;
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
{
    /// 
    /// 太虚幻剑经:身体周围幻化出多柄细剑,每柄细剑对敌人照成伤害,如果敌人有debuf状态,则虚剑伤害提升5%
    /// 
    public class S1101 : SkillBasic
    {
        protected override void ProUseSkill()
        {
            ballisticsCount = (int)effectValue[0];
            for (int i = 0; i < effectValue[0]; i++)
            {
                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
                    .GetThis()
                    .GetMainHotPoin();
                BetterList currTarget = new BetterList();
                currTarget.Add(combatHeroHitPoint);
                string dotName = "zdpos" + (i % 7 + 1);
                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo(dotName);
                ActivationTimeLineData("1101", currTarget: currTarget,
                    customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
            }
        }
        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
            TriggerData triggerData)
        {
        }
        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
            ITimelineFxLogic timelineFxLogic,
            TriggerData triggerData, ISkillFeatures skillFeatures)
        {
            float harmBl = effectValue[1];
            if (effectValue.Length > 3)
            {
                int c = targetEntity.combatHeroEntity.BuffControl.GetBuffCountForType(2);
                if (c > 0)
                {
                    harmBl += effectValue[3];
                }
            }
            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
                harmBl);
            HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
                AttType.Skill, triggerData,
                wuXingType, skillFeatures,
                HarmType.Default);
            if (harmReturnInfo.isHitHero)
            {
                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10111, 1,this);
                targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
            }
        }
    }
}