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
{
    /// 
    /// 烈焰剑  向前方发出一柄剑,对敌人造成火系伤害,对敌人施加一层灼热,比有10%概率对敌人造成1火伤势
    /// 
    public class S1401 : SkillBasic
    {
        private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1, 9 };
        protected override void ProUseSkill()
        {
            ballisticsCount = (int)effectValue[0];
            for (int i = 0; i < effectValue[0]; i++)
            {
                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
                    .GetThis()
                    .GetMainHotPoin();
                BetterList currTarget = new BetterList(1);
                currTarget.Add(combatHeroHitPoint);
                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + zdPosIndex[i]);
                ActivationTimeLineData("lieyanjian_zd", currTarget: currTarget,
                    customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
            }
            this.AddTriggerCallBack("lieyanjian_zd", ProDefaultTimeLineTrigger_ZD);
            ActivationTimeLineData("1401");
        }
        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
            TriggerData triggerData)
        {
        }
        protected void ProDefaultTimeLineTrigger_ZD(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);
            if (harmReturnInfo.isHitHero)
            {
                int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
                if (odds <= effectValue[2])
                {
                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1, this);
                    targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
                }
            }
            if (SelfSkillConfig.level > 5) //每个烈焰剑将会对敌人照成爆燃,爆燃额外受到100%伤害
            {
                long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(
                    CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
                    effectValue[3]);
                CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v2, AttType.Skill, triggerData,
                    wuXingType, skillFeatures,
                    HarmType.Default);
            }
        }
        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
            ITimelineFxLogic timelineFxLogic,
            TriggerData triggerData, ISkillFeatures skillFeatures)
        {
        }
    }
}