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
{
    /// 
    /// 冰星坠地(二阶段技能,一场触发1到2次即可)
    /// 天空中出现多道冰球,只会有{0}枚砸向玩家,其他的冰球主要是为了好看和为了拦截玩家的弹道,照成{1}伤害,并施加一层寒气
    /// 
    public class S9014 : SkillBasic
    {
        private float currTime;
        private int currCount;
        private bool isUpdate;
        private int currInitCount;
        protected override void ProActiveSkill()
        {
            isActive = false;
        }
        protected override void ProUseSkill()
        {
            isUpdate = true;
            currCount = 0;
            currTime = 0;
            currInitCount = 0;
            
        
            // for (int i = 0; i < effectValue[0]; i++)
            // {
            //     CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
            //         .GetThis()
            //         .GetMainHotPoin();
            //     BetterList currTarget = new BetterList();
            //     currTarget.Add(combatHeroHitPoint);
            //    
            // }
        }
        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
            ITimelineFxLogic timelineFxLogic,
            TriggerData triggerData, ISkillFeatures skillFeatures)
        {
            float harmBl = effectValue[1];
            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
                harmBl);
            HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
                AttType.Skill, triggerData,
                wuXingType, skillFeatures,
                HarmType.Default);
            if (harmReturnInfo.isHitHero)
            {
                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1,this);
                targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
            }
        }
        protected override void ProCombatUpdate(float time)
        {
            if (!isUpdate)
            {
                return;
            }
            currTime += time;
            if (currTime > 0.2f)
            {
                currInitCount++;
                currTime = 0;
             
                // Vector3 pos = (combatHeroHitPoint.combatHeroEntity.dotPos - CombatHeroEntity.dotPos);
                Vector3 startPos =Vector3.zero;
                Vector3 endPos=Vector3.zero;
                if (currInitCount % 3 == 0&&CombatHeroEntity.CombatAIBasic.currFocusTarget!=null)
                {
                    if (currCount >= effectValue[0])
                    {
                        isUpdate = false;
                        return;
                    }
                    CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
                        .GetThis()
                        .GetMainHotPoin();
                    currCount++;
                    endPos = combatHeroHitPoint.combatHeroEntity.dotPos+new Vector3(0,0.5f,0);
                    startPos =
                        combatHeroHitPoint.combatHeroEntity.combatHeroGameObject.transform.TransformPoint(10, 10, 0);
                }
                else
                {
                    float x = CombatCalculateTool.Instance.GetOdd(-5, 3);
                    float z = CombatCalculateTool.Instance.GetOdd(3, 12);
                     startPos = CombatHeroEntity.GameObject.transform.TransformPoint(x, 10, z);
                     endPos=CombatHeroEntity.GameObject.transform.TransformPoint(x+10, -30, z);
                }
            
                
                // SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos2");
                ActivationTimeLineData("9014",
                    customizePos: new Vector3[] { startPos,endPos });
                //生成一个冰星 3个后生成砸中玩家的哪一个
            }
        }
    }
}