using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using Common.Utility.CombatEvent;
using Fort23.Core;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UnityEngine;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
    /// 
    /// 太虚剑意 后方槽位如果是剑功法,在释放功法时额外释放一道剑气,对敌人照成100%伤害,并无视护盾类效果
    /// 
    public class S2008 : SkillBasic
    {
        protected override void ProUseSkill()
        {
        }
        protected override void ProReplace()
        {
            CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, UseSkill);
        }
        protected override void ProActiveSkill()
        {
            CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, UseSkill);
        }
        private void UseSkill(IEventData iEventData)
        {
            CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
            if (IsPassiveActivateSkill(combatUseSkillEventData.useSkill))
            {
                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
                    .GetThis()
                    .GetMainHotPoin();
                BetterList currTarget = new BetterList();
                currTarget.Add(combatHeroHitPoint);
                for (int i = 0; i < effectValue[0]; i++)
                {
                    SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
                    ActivationTimeLineData("2008", currTarget: currTarget,
                        customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
                }
            }
        }
        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
            ITimelineFxLogic timelineFxLogic,
            TriggerData triggerData,ISkillFeatures skillFeatures)
        {
            float addHarm = effectValue[1];
            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);
        }
    }
}