#include "ShotMagic.h"

#include "jp/gecchi/VioletVreath/actor/my/MagicMeter/magic/effect/EffectShotMagic.h"
#include "jp/gecchi/VioletVreath/actor/my/MyMagicEnergyCore.h"
#include "jp/gecchi/VioletVreath/actor/my/MyStraightLaserChip001.h"
#include "jp/gecchi/VioletVreath/scene/Spacetime/World/GameScene/MyShipScene.h"
#include "jp/ggaf/dxcore/actor/supporter/GgafDxKuroko.h"
#include "jp/ggaf/dxcore/actor/supporter/GgafDxScaler.h"

using namespace GgafCore;
using namespace GgafDxCore;
using namespace GgafLib;
using namespace VioletVreath;

ShotMagic::ShotMagic(const char* prm_name, int* prm_pMP)
    : Magic(prm_name, prm_pMP,
            3,                    //max_level
            1000*4  , 1.5, 0.9,   //基本魔法コスト, ＋１レベル毎のコスト増加率  , 飛びレベル時のコスト削減率
            60*1    , 1.5, 0.9,   //基本詠唱時間  , ＋１レベル毎の詠唱時間増加率, 飛びレベル時の詠唱時間削減率
            30      , 1.5, 0.9,   //基本発動時間  , ＋１レベル毎の発動時間増加率, 飛びレベル時の発動時間削減率
            60*60*10, 0.8,        //基本持続時間  , ＋１レベル毎の持続時間の乗率
            0       , 1.0         //基本維持コスト, ＋１レベル毎の維持コストの乗率
           ) {

    //数値の意味は VreathMagic.cpp のコメント参照
    lvinfo_[3].pno_ = 100;
    lvinfo_[2].pno_ = 108;
    lvinfo_[1].pno_ = 116;
    lvinfo_[0].pno_ = 124;

    pEffect_ = NEW EffectShotMagic("EffectShotMagic");
    pEffect_->inactivate();
    addSubGroup(pEffect_);
}

void ShotMagic::onReset() {
    Magic::onReset();
    P_MYSHIP->can_shoot_laser_ = false;
}

void ShotMagic::processCastBegin(int prm_now_level, int prm_new_level) {
    if (prm_new_level > prm_now_level) {
        pEffect_->setPositionAt(P_MYSHIP->pMyMagicEnergyCore_);
        pEffect_->setAlpha(0.9);
        pEffect_->getKuroko()->setFaceAngVelo(AXIS_Z, 100);
        pEffect_->setScale(1000);
        pEffect_->activate();
    } else {

    }
}

void ShotMagic::processCastingBehavior(int prm_now_level, int prm_new_level) {
    if (prm_new_level > prm_now_level) {
        pEffect_->setPositionAt(P_MYSHIP->pMyMagicEnergyCore_);
        pEffect_->addScale(10);
    }
}

void ShotMagic::processCastingCancel(int prm_now_level) {
    pEffect_->inactivate();
}

void ShotMagic::processCastFinish(int prm_now_level, int prm_new_level, int prm_result_invoke) {
    if (prm_new_level > prm_now_level) {

    }
}

void ShotMagic::processInvokeBegin(int prm_now_level, int prm_new_level) {
    if (prm_new_level > prm_now_level) {
        pEffect_->setScale(1000);
        pEffect_->getKuroko()->setFaceAngVelo(AXIS_Z, -3000);
    }
}

void ShotMagic::processInvokingBehavior(int prm_now_level, int prm_new_level) {
    if (prm_new_level > prm_now_level) {
        pEffect_->addScale(100);
    }
}

void ShotMagic::processInvokingCancel(int prm_now_level) {
    pEffect_->inactivate();
}

void ShotMagic::processInvokeFinish(int prm_now_level, int prm_new_level, int prm_result_effect) {
    pEffect_->inactivate();
}

void ShotMagic::processEffectBegin(int prm_last_level, int prm_now_level) {
    if (prm_now_level > 0) {
        P_MYSHIP->shot_level_ = prm_now_level;
    } else {
        //レベル0へレベルダウン時
        P_MYSHIP->shot_level_ = 1;
    }
}

void ShotMagic::processEffectingBehavior(int prm_last_level, int prm_now_level) {
}


ShotMagic::~ShotMagic() {
}
