using Common.Utility.CombatEvent;
using Fort23.Core;
using GameLogic.Combat.CombatTool;
using GameLogic.Player;
using UnityEngine;
namespace GameLogic.Combat.Buff
{
    /// 
    /// 鼠疫
    /// 敌人受到每秒受到{0}*层数的伤害,持续期间攻击力降低{1}*层数
    /// 
    public class b_1017 : BuffBasic
    {
        /// 
        /// 添加的攻击力
        /// 
        private long addAtt;
        protected override void ProInit()
        {
            _jianGe = 1;
        }
        protected override void UpdateJumping()
        {
            float harmbl = buffCount * BuffConfig.effectValue[0];
            long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(
                source.CurrCombatHeroInfo.attack.Value, harmbl);
            CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData,
                WuXingType.Null, null, HarmType.Buff);
        }
        protected override void ProUpdateEffect()
        {
            combatHeroEntity.CurrCombatHeroInfo.attack += addAtt;
            addAtt = 0;
            float addAttbl = buffCount * BuffConfig.effectValue[1];
            addAtt = CombatCalculateTool.Instance.GetVlaueRatioForLong(combatHeroEntity.CurrCombatHeroInfo.attack.Value,
                addAttbl);
            combatHeroEntity.CurrCombatHeroInfo.attack -= addAtt;
        }
        protected override void ProDormancyObj()
        {
            combatHeroEntity.CurrCombatHeroInfo.attack += addAtt;
            addAtt = 0;
        }
    }
}