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
{
    /// 
    /// 木刺
    /// 挥手发射{0}枚木刺,对敌人造成{1}上
    /// 
    public class S9071 : SkillBasic
    {
        protected override void ProUseSkill()
        {
            ActivationTimeLineData("9071");
            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);
                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
                ActivationTimeLineData("9071_fashe", currTarget: currTarget,
                    customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
            }
        }
        public override bool IsCanUse()
        {
            return !CombatHeroEntity.CombatHeroSkillControl.This().SkillTurntable.isStop;
        }
        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
            ITimelineFxLogic timelineFxLogic,
            TriggerData triggerData, ISkillFeatures skillFeatures)
        {
            float harmBl = effectValue[1];
            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);
        }
    }
}