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
{
    /// 
    /// 蚀骨腐血掌
    /// 快手释放{0}掌,对敌人照成木系伤害,对敌人照成伤害,并有几率对敌人施加1层毒,如果敌人毒超过{1}层,
    /// 则每层毒对敌人的伤害提升{2}%,并有几率施加一层噬魂
    /// 
    public class S1302 : SkillBasic
    {
        private int currCount;
        private Vector3 startPos;
        private Vector3 fangXiang;
        protected override void ProUseSkill()
        {
            currCount = 0;
            ActivationTimeLineData("1302");
            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);
                int index = Random.Range(3, 9);
                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + index);
                ActivationTimeLineData("1302_fashe", currTarget: currTarget,customizePos:new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i, startTime: i * -0.1f);
            }
        }
        // private void Launch()
        // {
        //     CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
        //         .GetThis()
        //         .GetMainHotPoin();
        //     BetterList currTarget = new BetterList();
        //     currTarget.Add(combatHeroHitPoint);
        //     // SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
        //     ActivationTimeLineData("duzhen_fashe", 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)
        {
            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
                effectValue[1]);
            HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
                AttType.Skill, triggerData,
                wuXingType, skillFeatures,
                HarmType.Default);
            // int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
            if (harmReturnInfo.isHitHero)
            {
                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10031, 1);
                targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
            }
        }
    }
}