using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
namespace GameLogic.Combat.Skill
{
    /// 
    /// 两仪决 前后方法宝如果相生则双发效果增强(10%),(具体效果值取决于技能)
    /// 不相生的功法也会有效果,效果减少50%,相克的功法效果减少70%
    /// 
    public class S2004 : SkillBasic
    {
        protected override void ProUseSkill()
        {
        }
        protected override void ProActiveSkill()
        {
            if (index <= 0)
            {
                return;
            }
            SkillBasic a = CombatHeroEntity.CombatHeroSkillControl.This()
                .GetSkillQueueForIndex(index - 1);
            SkillBasic b = CombatHeroEntity.CombatHeroSkillControl.This()
                .GetSkillQueueForIndex(index + 1);
            if (a == null || b == null)
            {
                return;
            }
            bool isSymbiosis = CombatCalculateTool.Instance.IsSymbiosis(a.wuXingType, b.wuXingType);
            if (isSymbiosis)
            {
                a.IntensifyingEffect(SelfSkillConfig.effectValue[0]);
                b.IntensifyingEffect(SelfSkillConfig.effectValue[0]);
            }
            else if (SelfSkillConfig.level >= 5)
            {
                float v = SelfSkillConfig.effectValue[0];
                bool IsRestrain = CombatCalculateTool.Instance.IsRestrain(a.wuXingType, b.wuXingType);
                if (IsRestrain)
                {
                    v *= 0.5f;
                }
                else
                {
                    v *= 0.7f;
                }
                a.IntensifyingEffect(v);
                b.IntensifyingEffect(v);
            }
        }
    }
}