public void UpdateCount(SufferStateProperty.SufferType key, SkillStatus skillStatus = null)
    {
        List <SufferStatePropertyCounter.CountData> list = null;

        this.countDictionary.TryGetValue(key, out list);
        if (list == null || list.Count == 0)
        {
            return;
        }
        using (List <SufferStatePropertyCounter.CountData> .Enumerator enumerator = list.GetEnumerator())
        {
            while (enumerator.MoveNext())
            {
                SufferStatePropertyCounter.CountData countData = enumerator.Current;
                HaveSufferState currentSufferState             = countData.characterStateControl.currentSufferState;
                if (currentSufferState.FindSufferState(key))
                {
                    SufferStateProperty        sufferStateProperty = currentSufferState.GetSufferStateProperty(key);
                    SufferStateProperty.Data[] array = sufferStateProperty.GetNotIsMultiHitThroughDatas();
                    if (!string.IsNullOrEmpty(countData.id))
                    {
                        array = array.Where((SufferStateProperty.Data item) => countData.id == item.id).ToArray <SufferStateProperty.Data>();
                    }
                    if (array.Length > 0)
                    {
                        sufferStateProperty.AddCurrentKeepCount(array, -1, skillStatus, countData.characterStateControl);
                    }
                }
            }
        }
    }
    public void AddCountDictionary(SufferStateProperty.SufferType key, CharacterStateControl value, string[] ids = null)
    {
        if (!this.countDictionary.ContainsKey(key))
        {
            this.countDictionary.Add(key, new List <SufferStatePropertyCounter.CountData>());
        }
        HaveSufferState currentSufferState = value.currentSufferState;

        if (currentSufferState.FindSufferState(key))
        {
            SufferStateProperty        sufferStateProperty = currentSufferState.GetSufferStateProperty(key);
            SufferStateProperty.Data[] array = sufferStateProperty.GetIsMultiHitThroughDatas();
            if (ids != null)
            {
                array = array.Where((SufferStateProperty.Data item) => ids.Contains(item.id)).ToArray <SufferStateProperty.Data>();
            }
            if (array.Length > 0)
            {
                sufferStateProperty.AddCurrentKeepCount(array, -1, null, null);
            }
            SufferStateProperty.Data[] array2 = sufferStateProperty.GetNotIsMultiHitThroughDatas();
            if (ids != null)
            {
                array2 = array2.Where((SufferStateProperty.Data item) => ids.Contains(item.id)).ToArray <SufferStateProperty.Data>();
            }
            if (array2.Length > 0)
            {
                SufferStateProperty.Data[] array3 = array2;
                for (int i = 0; i < array3.Length; i++)
                {
                    SufferStateProperty.Data notIsMultiHitThroughData = array3[i];
                    if (!this.countDictionary[key].Where((SufferStatePropertyCounter.CountData item) => item.characterStateControl == value && item.id == notIsMultiHitThroughData.id).Any <SufferStatePropertyCounter.CountData>())
                    {
                        SufferStatePropertyCounter.CountData countData = new SufferStatePropertyCounter.CountData();
                        countData.characterStateControl = value;
                        countData.id = notIsMultiHitThroughData.id;
                        this.countDictionary[key].Add(countData);
                    }
                }
            }
        }
    }
    private static SufferStateProperty.DamageRateResult GetReduceDamageRate(AffectEffectProperty affectEffectProperty, CharacterStateControl attackerCharacter, CharacterStateControl targetCharacter)
    {
        HaveSufferState currentSufferState = targetCharacter.currentSufferState;

        SufferStateProperty.DamageRateResult damageRateResult = new SufferStateProperty.DamageRateResult();
        damageRateResult.damageRate = 1f;
        if (affectEffectProperty.powerType == PowerType.Percentage && currentSufferState.FindSufferState(SufferStateProperty.SufferType.CountGuard))
        {
            SufferStateProperty sufferStateProperty             = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.CountGuard);
            SufferStateProperty.DamageRateResult caseDamageRate = sufferStateProperty.GetCaseDamageRate(affectEffectProperty, attackerCharacter);
            if (BattleStateManager.current.battleStateData.IsChipSkill())
            {
                CharacterStateControl autoCounterCharacter = BattleStateManager.current.battleStateData.GetAutoCounterCharacter();
                if (autoCounterCharacter.chipSkillId == SkillStatus.COUNTER_ATTACK_SKILL_ID)
                {
                    caseDamageRate.damageRate = 0f;
                }
            }
            float damageRate = Mathf.Max(1f - caseDamageRate.damageRate, 0f);
            damageRateResult.damageRate = damageRate;
            damageRateResult.dataList.AddRange(caseDamageRate.dataList);
        }
        return(damageRateResult);
    }
    private static void CalculationBasePower(ref float attackCalced, ref float defenceCalced, bool isPhysics, bool isExtra, CharacterStateControl attackerCharacter, CharacterStateControl targetCharacter)
    {
        HaveSufferState currentSufferState  = attackerCharacter.currentSufferState;
        HaveSufferState currentSufferState2 = targetCharacter.currentSufferState;
        float           num  = 0f;
        float           num2 = 0f;
        float           num3 = 0f;
        float           num4 = 0f;
        int             num5;
        int             num6;

        if (isExtra)
        {
            num5 = ((!isPhysics) ? attackerCharacter.specialAttackPower : attackerCharacter.attackPower);
            num6 = ((!isPhysics) ? targetCharacter.specialDefencePower : targetCharacter.defencePower);
        }
        else
        {
            num5 = ((!isPhysics) ? attackerCharacter.extraSpecialAttackPower : attackerCharacter.extraAttackPower);
            num6 = ((!isPhysics) ? targetCharacter.extraSpecialDefencePower : targetCharacter.extraDefencePower);
        }
        float num7  = (!isPhysics) ? attackerCharacter.leaderSkillResult.specialAttackUpPercent : attackerCharacter.leaderSkillResult.attackUpPercent;
        float num8  = (!isPhysics) ? targetCharacter.leaderSkillResult.specialDefenceUpPercent : targetCharacter.leaderSkillResult.defenceUpPercent;
        float num9  = num7 * (float)num5;
        float num10 = num8 * (float)num6;

        global::Debug.Log(string.Format("onLeaderAttackUp {0} | onLeaderDefenceUp {1}", num9, num10));
        SufferStateProperty.SufferType sufferType  = SufferStateProperty.SufferType.AttackUp;
        SufferStateProperty.SufferType sufferType2 = SufferStateProperty.SufferType.AttackDown;
        SufferStateProperty.SufferType sufferType3 = SufferStateProperty.SufferType.DefenceUp;
        SufferStateProperty.SufferType sufferType4 = SufferStateProperty.SufferType.DefenceDown;
        if (!isPhysics)
        {
            sufferType  = SufferStateProperty.SufferType.SpAttackUp;
            sufferType2 = SufferStateProperty.SufferType.SpAttackDown;
            sufferType3 = SufferStateProperty.SufferType.SpDefenceUp;
            sufferType4 = SufferStateProperty.SufferType.SpDefenceDown;
        }
        SufferStateProperty sufferStateProperty = currentSufferState.GetSufferStateProperty(sufferType);

        if (sufferStateProperty.isActive)
        {
            num = sufferStateProperty.upPercent * (float)num5;
        }
        SufferStateProperty sufferStateProperty2 = currentSufferState.GetSufferStateProperty(sufferType2);

        if (sufferStateProperty2.isActive)
        {
            num2 = sufferStateProperty2.downPercent * (float)num5;
        }
        SufferStateProperty sufferStateProperty3 = currentSufferState2.GetSufferStateProperty(sufferType3);

        if (sufferStateProperty3.isActive)
        {
            num3 = sufferStateProperty3.upPercent * (float)num6;
        }
        SufferStateProperty sufferStateProperty4 = currentSufferState2.GetSufferStateProperty(sufferType4);

        if (sufferStateProperty4.isActive)
        {
            num4 = sufferStateProperty4.downPercent * (float)num6;
        }
        attackCalced  = (float)num5 + num - num2 + num9;
        defenceCalced = (float)num6 + num3 - num4 + num10;
        attackCalced  = Mathf.Min(attackCalced, (float)num5 * 3f);
        attackCalced  = Mathf.Max(attackCalced, 0f);
        defenceCalced = Mathf.Min(defenceCalced, (float)num6 * 3f);
        defenceCalced = Mathf.Max(defenceCalced, 0f);
        global::Debug.Log("=========================================");
        global::Debug.Log("onAttackUp : " + num);
        global::Debug.Log("onAttackDown : " + num2);
        global::Debug.Log("onDefenceUp : " + num3);
        global::Debug.Log("onDefenceDown : " + num4);
        global::Debug.Log(string.Format("攻撃 {0}/(上限{1}/下限{2}/基礎{3})", new object[]
        {
            attackCalced,
            (float)num5 * 3f,
            0f,
            num5
        }));
        global::Debug.Log(string.Format("防御 {0}/(上限{1}/下限{2}/基礎{3})", new object[]
        {
            defenceCalced,
            (float)num6 * 3f,
            0f,
            num6
        }));
    }
    public static SkillResults GetSkillResults(AffectEffectProperty affectEffectProperty, CharacterStateControl attackerCharacter, CharacterStateControl targetCharacter, bool onRandomAttack = true, int attackNum = 0)
    {
        SkillResults      skillResults        = new SkillResults();
        LeaderSkillResult leaderSkillResult   = attackerCharacter.leaderSkillResult;
        HaveSufferState   currentSufferState  = attackerCharacter.currentSufferState;
        HaveSufferState   currentSufferState2 = targetCharacter.currentSufferState;

        float[] array = new float[2];
        skillResults.useAffectEffectProperty = affectEffectProperty;
        skillResults.hitIconAffectEffect     = AffectEffect.Damage;
        skillResults.attackCharacter         = attackerCharacter;
        skillResults.targetCharacter         = targetCharacter;
        if (targetCharacter.isDied)
        {
            return(skillResults);
        }
        skillResults.onWeakHit = ((!affectEffectProperty.canUseAttribute) ? Strength.None : targetCharacter.tolerance.GetAttributeStrength(affectEffectProperty.attribute));
        if (attackerCharacter.hittingTheTargetType == BattleInvariant.Type.Non)
        {
            skillResults.onMissHit = !affectEffectProperty.OnHit(attackerCharacter, targetCharacter);
        }
        else if (attackerCharacter.hittingTheTargetType == BattleInvariant.Type.Up)
        {
            skillResults.onMissHit = false;
        }
        else if (attackerCharacter.hittingTheTargetType == BattleInvariant.Type.Down)
        {
            skillResults.onMissHit = true;
        }
        if (skillResults.onWeakHit == Strength.None || skillResults.onWeakHit == Strength.Weak)
        {
            if (attackerCharacter.criticalTheTargetType == BattleInvariant.Type.Non)
            {
                float num = affectEffectProperty.satisfactionRate;
                SufferStateProperty sufferStateProperty = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.SatisfactionRateUp);
                if (sufferStateProperty.isActive)
                {
                    num += sufferStateProperty.upPercent;
                }
                SufferStateProperty sufferStateProperty2 = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.SatisfactionRateDown);
                if (sufferStateProperty2.isActive)
                {
                    num -= sufferStateProperty2.downPercent;
                }
                if (attackerCharacter.isSelectSkill > 0)
                {
                    num += leaderSkillResult.satisfactionRateUpPercent;
                }
                num += attackerCharacter.chipAddCritical;
                skillResults.onCriticalHit = RandomExtension.Switch(num);
            }
            else if (attackerCharacter.criticalTheTargetType == BattleInvariant.Type.Up)
            {
                skillResults.onCriticalHit = true;
            }
            else if (attackerCharacter.criticalTheTargetType == BattleInvariant.Type.Down)
            {
                skillResults.onCriticalHit = false;
            }
        }
        if (!skillResults.onMissHit)
        {
            if (affectEffectProperty.powerType == PowerType.Percentage && skillResults.onWeakHit == Strength.Invalid)
            {
                skillResults.hitIconAffectEffect = AffectEffect.Invalid;
                skillResults.onMissHit           = false;
                skillResults.onWeakHit           = Strength.Invalid;
                skillResults.onCriticalHit       = false;
            }
            else if (skillResults.targetCharacter.currentSufferState.FindSufferState(SufferStateProperty.SufferType.TurnBarrier))
            {
                skillResults.hitIconAffectEffect = AffectEffect.TurnBarrier;
                skillResults.onMissHit           = false;
                skillResults.onWeakHit           = Strength.None;
                skillResults.onCriticalHit       = false;
            }
            else if (skillResults.targetCharacter.currentSufferState.FindSufferState(SufferStateProperty.SufferType.CountBarrier))
            {
                skillResults.hitIconAffectEffect = AffectEffect.CountBarrier;
                skillResults.onMissHit           = false;
                skillResults.onWeakHit           = Strength.None;
                skillResults.onCriticalHit       = false;
            }
            else if (skillResults.targetCharacter.currentSufferState.FindSufferState(SufferStateProperty.SufferType.TurnEvasion))
            {
                skillResults.hitIconAffectEffect = AffectEffect.TurnEvasion;
                skillResults.onMissHit           = false;
                skillResults.onWeakHit           = Strength.None;
                skillResults.onCriticalHit       = false;
            }
            else if (skillResults.targetCharacter.currentSufferState.FindSufferState(SufferStateProperty.SufferType.CountEvasion))
            {
                skillResults.hitIconAffectEffect = AffectEffect.CountEvasion;
                skillResults.onMissHit           = false;
                skillResults.onWeakHit           = Strength.None;
                skillResults.onCriticalHit       = false;
            }
            else if (affectEffectProperty.type == AffectEffect.ReferenceTargetHpRate)
            {
                SufferStateProperty.DamageRateResult reduceDamageRate = SkillStatus.GetReduceDamageRate(affectEffectProperty, attackerCharacter, targetCharacter);
                skillResults.damageRateResult = reduceDamageRate;
                float attributeDamegeResult = SkillStatus.GetAttributeDamegeResult(skillResults.onWeakHit);
                float num2 = 1f;
                if (skillResults.onCriticalHit)
                {
                    num2 = 1.2f;
                }
                int num3 = (int)(affectEffectProperty.damagePercent * (float)targetCharacter.hp);
                for (int i = 0; i < array.Length; i++)
                {
                    array[i] = (float)num3 * attributeDamegeResult * num2 * reduceDamageRate.damageRate;
                }
            }
            else if (affectEffectProperty.type == AffectEffect.RefHpRateNonAttribute)
            {
                SufferStateProperty.DamageRateResult reduceDamageRate2 = SkillStatus.GetReduceDamageRate(affectEffectProperty, attackerCharacter, targetCharacter);
                skillResults.damageRateResult = reduceDamageRate2;
                float num4 = 1f;
                if (skillResults.onCriticalHit)
                {
                    num4 = 1.2f;
                }
                int num5 = (int)(affectEffectProperty.damagePercent * (float)targetCharacter.hp);
                for (int j = 0; j < array.Length; j++)
                {
                    array[j] = (float)num5 * num4 * reduceDamageRate2.damageRate;
                }
            }
            else if (affectEffectProperty.powerType == PowerType.Percentage)
            {
                bool  flag = affectEffectProperty.techniqueType == TechniqueType.Physics;
                float attributeDamegeResult2 = SkillStatus.GetAttributeDamegeResult(skillResults.onWeakHit);
                float num6 = 1f;
                if (skillResults.onCriticalHit)
                {
                    num6 = 1.2f;
                }
                float num7 = 1f;
                if (onRandomAttack)
                {
                    num7 = UnityEngine.Random.Range(0.85f, 1f);
                }
                SufferStateProperty.DamageRateResult reduceDamageRate3 = SkillStatus.GetReduceDamageRate(affectEffectProperty, attackerCharacter, targetCharacter);
                skillResults.damageRateResult = reduceDamageRate3;
                float num8 = 1f;
                if (flag)
                {
                    SufferStateProperty sufferStateProperty3 = targetCharacter.currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.Counter);
                    if (sufferStateProperty3.isActive)
                    {
                        num8 *= sufferStateProperty3.recieveDamageRate;
                    }
                }
                else
                {
                    SufferStateProperty sufferStateProperty4 = targetCharacter.currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.Reflection);
                    if (sufferStateProperty4.isActive)
                    {
                        num8 *= sufferStateProperty4.recieveDamageRate;
                    }
                }
                float num9 = 1f;
                SufferStateProperty sufferStateProperty5 = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.PowerCharge);
                if (sufferStateProperty5.isActive)
                {
                    if (flag)
                    {
                        num9 *= sufferStateProperty5.physicUpPercent;
                    }
                    else
                    {
                        num9 *= sufferStateProperty5.specialUpPercent;
                    }
                }
                float num10 = 1f;
                float num11 = 0f;
                float num12 = 0f;
                SufferStateProperty sufferStateProperty6 = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.DamageRateUp);
                if (sufferStateProperty6.isActive)
                {
                    SufferStateProperty.DamageRateResult caseDamageRate = sufferStateProperty6.GetCaseDamageRate(affectEffectProperty, targetCharacter);
                    num11 += caseDamageRate.damageRate;
                }
                SufferStateProperty sufferStateProperty7 = currentSufferState.GetSufferStateProperty(SufferStateProperty.SufferType.DamageRateDown);
                if (sufferStateProperty7.isActive)
                {
                    SufferStateProperty.DamageRateResult caseDamageRate2 = sufferStateProperty7.GetCaseDamageRate(affectEffectProperty, targetCharacter);
                    num12 += caseDamageRate2.damageRate;
                }
                num10 = Mathf.Max(0f, num10 + num11 - num12);
                for (int k = 0; k < array.Length; k++)
                {
                    int   num13 = 0;
                    float num14 = 1f;
                    foreach (int num15 in attackerCharacter.potencyChipIdList.Keys)
                    {
                        GameWebAPI.RespDataMA_ChipEffectM.ChipEffect chipEffectDataToId = ChipDataMng.GetChipEffectDataToId(num15.ToString());
                        if (k != 0 || chipEffectDataToId.effectTrigger.ToInt32() != 11)
                        {
                            GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[] chipEffects = new GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[]
                            {
                                chipEffectDataToId
                            };
                            num13 += ChipEffectStatus.GetSkillPowerCorrectionValue(chipEffects, affectEffectProperty, attackerCharacter, attackNum);
                            num14 += ChipEffectStatus.GetSkillDamageCorrectionValue(chipEffects, affectEffectProperty, attackerCharacter);
                        }
                    }
                    float num16 = 1f;
                    foreach (int num17 in targetCharacter.potencyChipIdList.Keys)
                    {
                        GameWebAPI.RespDataMA_ChipEffectM.ChipEffect chipEffectDataToId2 = ChipDataMng.GetChipEffectDataToId(num17.ToString());
                        if (k != 0 || chipEffectDataToId2.effectTrigger.ToInt32() != 11)
                        {
                            GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[] chipEffects2 = new GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[]
                            {
                                chipEffectDataToId2
                            };
                            num16 += ChipEffectStatus.GetSkillDamageCorrectionValue(chipEffects2, affectEffectProperty, targetCharacter);
                        }
                    }
                    float num18 = 0f;
                    float num19 = 0f;
                    SkillStatus.CalculationBasePower(ref num18, ref num19, flag, k == 0, attackerCharacter, targetCharacter);
                    int num20;
                    if (k == 0)
                    {
                        num20 = affectEffectProperty.GetPower(attackerCharacter);
                    }
                    else
                    {
                        List <ExtraEffectStatus> extraEffectStatus = BattleStateManager.current.battleStateData.extraEffectStatus;
                        List <ExtraEffectStatus> invocationList    = ExtraEffectStatus.GetInvocationList(extraEffectStatus, EffectStatusBase.EffectTriggerType.Usually);
                        num20 = ExtraEffectStatus.GetSkillPowerCorrectionValue(invocationList, affectEffectProperty, attackerCharacter);
                    }
                    if (affectEffectProperty.type == AffectEffect.DefenseThroughDamage || affectEffectProperty.type == AffectEffect.SpDefenseThroughDamage)
                    {
                        num19 = (float)affectEffectProperty.DefenseThrough;
                    }
                    if (num18 <= 0f)
                    {
                        array[k] = 0f;
                    }
                    else
                    {
                        num18 = Mathf.Max(num18, 0f);
                        num19 = Mathf.Max(num19, 1f);
                        float num21 = (float)attackerCharacter.level * 0.01f + 1f;
                        float num22 = (float)(num20 + num13) * (1f + leaderSkillResult.damageUpPercent);
                        float num23 = num21 * num22 * num18 * num9 / num19 + 2f;
                        float num24 = num14 * num16 * reduceDamageRate3.damageRate * num8 * num7 * num6 * attributeDamegeResult2 * num10;
                        array[k] = num23 * num24;
                    }
                }
            }
            else if (affectEffectProperty.powerType == PowerType.Fixable)
            {
                for (int l = 0; l < array.Length; l++)
                {
                    array[l] = (float)affectEffectProperty.damagePower;
                }
                skillResults.onWeakHit = Strength.None;
            }
        }
        skillResults.originalAttackPower = Mathf.FloorToInt(array[0]);
        skillResults.attackPower         = Mathf.FloorToInt(array[1]);
        if (skillResults.hitIconAffectEffect == AffectEffect.Damage && skillResults.attackPower <= 0)
        {
            skillResults.onMissHit     = true;
            skillResults.onCriticalHit = false;
        }
        if (skillResults.onWeakHit != Strength.Drain)
        {
            targetCharacter.hp -= skillResults.attackPower;
        }
        else
        {
            targetCharacter.hp += skillResults.attackPower;
        }
        if (skillResults.attackPower < skillResults.originalAttackPower)
        {
            skillResults.extraEffectType = ExtraEffectType.Down;
        }
        else if (skillResults.attackPower > skillResults.originalAttackPower)
        {
            skillResults.extraEffectType = ExtraEffectType.Up;
        }
        else
        {
            skillResults.extraEffectType = ExtraEffectType.Non;
        }
        return(skillResults);
    }