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
{
    /// 
    ///朱雀燎原指 身后出现一只大手,每个手指发射{0}道烈焰,对敌人照成{1}伤害同时{2}%概率施加1层灼烧。
    /// 
    public class S1403 : SkillBasic
    {
        private static Vector3[] zdPosIndex = new Vector3[] { new Vector3(-1.06f,2.14f,0.1f),new Vector3(-0.48f,2.75f,-0.92f),new Vector3(0.128f,2.85f,-0.84f),new Vector3
            (0.63f,2.67f,-0.765f),new Vector3(1.03f,2.19f,-0.569f)};
        protected override void ProUseSkill()
        {
            CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
                .GetThis()
                .GetMainHotPoin();
            BetterList currTarget = new BetterList();
            currTarget.Add(combatHeroHitPoint);
            ballisticsCount = (int)effectValue[0]*5;
            for (int j = 0; j < 5; j++)
            {
               Vector3 pos= CombatHeroEntity.GameObject.transform.TransformPoint(zdPosIndex[j]);
                // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (j + 2));
                ActivationTimeLineData("1403_fashe", currTarget: currTarget,
                    customizePos: new Vector3[] {pos },startTime:j*-0.1f);
            }
            ActivationTimeLineData("1403");
        }
        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
            TriggerData triggerData)
        {
        }
        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
            ITimelineFxLogic timelineFxLogic,
            TriggerData triggerData,ISkillFeatures skillFeatures)
        {
            float addHarm = effectValue[1];
            if (SelfSkillConfig.level > 1)
            {
                b_1010 b1010 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType();
                if (b1010 != null)
                {
                    addHarm += effectValue[3];
                }
            }
            if (SelfSkillConfig.level > 5)
            {
                addHarm -= effectValue[4];
            }
            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
                addHarm);
            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);
                }
            }
        }
    }
}