using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
using Common.Utility.CombatEvent;
using Fort23.Core;
using GameLogic.Combat.Buff;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using UnityEngine;
using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
namespace GameLogic.Combat.Skill
{
    /// 
    /// 冰魄牢域(生命值低于50%释放,一局释放一次)
    /// 神龟仰天长吼,跺脚几下,整个战场出现寒气特效,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,
    /// 寒气每叠到{0}层时,消耗所有层寒气对敌人照成{0}秒的冰冻效果
    /// 
    public class S9024 : SkillBasic
    {
        private bool isUse;
        private TimeLineEventLogicGroupBasic _loopTimeLine;
        protected override void ProActiveSkill()
        {
            isUse = false;
            CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);
        }
        protected override void ProDispose()
        {
            if (_loopTimeLine != null)
            {
                _loopTimeLine.CloseLoopFx();
            }
            _loopTimeLine = null;
            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);
            // base.ProDispose();
        }
        private void HeroInjured(IEventData data)
        {
            HeroInjuredEventData heroInjuredEventData = data as HeroInjuredEventData;
            if (isUse)
            {
                if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity&&!heroInjuredEventData.HarmReturnInfo.attType.HasFlag(AttType.Buff))
                {
                    BuffInfo buffInfo = BuffInfo.GetBuffInfo(10011, 1,this);
                    heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
                }
                return;
            }
           
            if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
            {
                float bl = CombatHeroEntity.CurrCombatHeroInfo.hp.Value * 1.0f /
                           CombatHeroEntity.MaxCombatHeroInfo.hp.Value;
                if (bl * 100 < effectValue[0])
                {
                    CombatHeroEntity.CombatHeroSkillControl.This().AddCommandSkill(this);
                    isUse = true;
                    //触发技能
                    
                }
            }
        }
  
        protected override void ProUseSkill()
        {
            _loopTimeLine=  ActivationTimeLineData("9024");
        }
        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
            ITimelineFxLogic timelineFxLogic,
            TriggerData triggerData, ISkillFeatures skillFeatures)
        {
        }
    }
}