using GameLogic.Combat.CombatTool;
using GameLogic.Player;
using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
namespace GameLogic.Combat.Buff
{
    /// 
    /// 敌人持续流血{0}金属性伤害,满层后照成流血,并清除层数
    /// 
    public class b_1011 : BuffBasic
    {
        protected override void ProInit()
        {
            _jianGe = 1;
        }
        protected override void UpdateJumping()
        {
            float addHarm = buffInf.BuffConfig.effectValue[0];
            b_1012 b1012 = combatHeroEntity.BuffControl.GetBuffBasicForType();
            if (b1012 != null)
            {
                addHarm += CombatCalculateTool.Instance.GetVlaueRatioForFloat(addHarm,
                    b1012.buffInf.BuffConfig.effectValue[1]);
            }
            long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(source.CurrCombatHeroInfo.attack.Value,
                addHarm);
            CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData,
                WuXingType.Gold,null);
        }
        protected override void ProUpdateEffect()
        {
            if (buffCount >= buffInf.BuffConfig.overlayCount) //最大叠加数量
            {
                b_1012 b1012 = combatHeroEntity.BuffControl.GetBuffBasicForType();
                if (b1012 != null)
                {
                    return;
                }
                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10121, 1);
                combatHeroEntity.BuffControl.AddBuff(source, buffInfo);
                combatHeroEntity.BuffControl.RemoveBuff(this);
            }
        }
    }
}