using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using GameLogic.Combat.Buff;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
    /// 
    /// 幻花迷雾(当场上有木灵分身时触发)
    /// 身体摇动,天空散发出小小的花朵。木灵隐藏其中防御+{0}%,期间不在攻击,持续{1}秒
    /// 
    public class S9061 : SkillBasic
    {
        protected float _currTime;
        private bool _isUpdate;
        protected override void ProUseSkill()
        {
        }
        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
            ITimelineFxLogic timelineFxLogic,
            TriggerData triggerData, ISkillFeatures skillFeatures)
        {
            // float harmBl = 0;
            // b_1018 b1018 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType();
            // if (b1018 != null) //消耗一层感电,额外照成伤害
            // {
            //     harmBl += b1018.buffCount * 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);
        }
        protected override void ProCombatUpdate(float time)
        {
            if (!_isUpdate)
            {
                return;
            }
            _currTime += time;
            if (_currTime >= effectValue[1])
            {
                _isUpdate = false;
            }
        }
    }
}