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
{
    /// 
    /// 凤凰张口喷吐出一股极寒霜息,形成远程席卷的寒潮波涛。直线飞行,只会有一个,对敌人造成{0}伤害,并额外造成寒气层数*{1}的伤害
    /// 
    public class S9012 : SkillBasic
    {
        protected override void ProUseSkill()
        {
            SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos2");
            ActivationTimeLineData("9012",
                customizePos: new Vector3[] { specialDotInfo.GetWorlPos() });
        }
        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
            ITimelineFxLogic timelineFxLogic,
            TriggerData triggerData, ISkillFeatures skillFeatures)
        {
            float harmBl = effectValue[0];
            b_1001 b1001 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType();
            if (b1001 != null)
            {
                harmBl += b1001.buffCount * 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);
        }
    }
}