using GameLogic.Combat.Buff;
using GameLogic.Combat.CombatTool;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill.MagicSkill
{
///
/// 混沌珠 使用后短时间内大幅提升所有灵根{0}%,一场战斗有使用{1}次
/// 使用后额外对敌人照成的功法伤害提升10%
///
public class S3202 : MagicSkillBasic
{
private CombatHeroEntity target;
private bool isUpdate = false;
private float _currTime;
private int _useCount;
protected override void ProMagicUseSkill()
{
_useCount++;
isUpdate = true;
_currTime = 0;
float v = SelfSkillConfig.effectValue[0];
CombatHeroEntity.CurrCombatHeroInfo.Metal += v;
CombatHeroEntity.CurrCombatHeroInfo.Wood += v;
CombatHeroEntity.CurrCombatHeroInfo.Water += v;
CombatHeroEntity.CurrCombatHeroInfo.Fire += v;
CombatHeroEntity.CurrCombatHeroInfo.Earth += v;
}
public override bool IsCanUse()
{
if (_useCount >= SelfSkillConfig.effectValue[1])
{
return false;
}
return true;
}
protected override void MagicSkillUpdate(float time)
{
if (!isUpdate)
{
return;
}
_currTime += time;
if (_currTime >= SelfSkillConfig.effectValue[2])
{
isUpdate = false;
float v = SelfSkillConfig.effectValue[0];
CombatHeroEntity.CurrCombatHeroInfo.Metal -= v;
CombatHeroEntity.CurrCombatHeroInfo.Wood -= v;
CombatHeroEntity.CurrCombatHeroInfo.Water -= v;
CombatHeroEntity.CurrCombatHeroInfo.Fire -= v;
CombatHeroEntity.CurrCombatHeroInfo.Earth -= v;
}
}
protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
TimeLineEventLogicBasic timeLineEventLogicBasic)
{
ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];
lifetCycleHitPoints[0] = target.GetMainHotPoin();
return lifetCycleHitPoints;
}
}
}