using System; 
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using System.Collections.Generic; 
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using System.Linq; 
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using Cysharp.Threading.Tasks; 
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using DG.Tweening; 
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using UnityEngine; 
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public class NormalSkillEffect : SkillEffect 
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{ 
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    // protected SkillConfig skillConfig; 
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    // protected BattleObject caster; 
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    // protected List<BattleObject> targets; // 目标列表 
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    public NormalSkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack) 
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        : base(_skillConfig, _caster, _tagUseSkillAttack) 
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    { 
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    } 
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    public override void OnMiddleFrameEnd(int times, int hitIndex) 
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    { 
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        int mainTargetIndex = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); 
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        BattleCamp battleCamp = skillConfig.TagFriendly == 1 ? caster.Camp : caster.GetEnemyCamp(); 
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        RectTransform targetTransform = caster.battleField.GetTeamNode(battleCamp, mainTargetIndex); 
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        if (skillConfig.ExplosionEffectId > 0) 
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        { 
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            caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.ExplosionEffectId, targetTransform, caster.Camp); 
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        } 
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        if (skillConfig.ExplosionEffect2 > 0) 
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        { 
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            caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.ExplosionEffect2, targetTransform, caster.Camp); 
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        } 
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        for (int i = 0; i < tagUseSkillAttack.HurtList.Length; i++) 
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        { 
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            var hurt = tagUseSkillAttack.HurtList[i]; 
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            BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); 
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            if (target == null) 
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            { 
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                Debug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID); 
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                continue; 
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            } 
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            if (skillConfig.ExplosionEffect3 > 0) 
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            { 
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                caster.battleField.battleEffectMgr.PlayEffect(target, skillConfig.ExplosionEffect3, target.heroGo.transform, caster.Camp); 
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            } 
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        } 
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        onHit?.Invoke(hitIndex, tagUseSkillAttack.HurtList.ToList()); 
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    } 
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    /// <summary> 
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    /// 后摇结束 
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    /// </summary> 
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    public override void OnFinalFrameEnd() 
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    { 
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        base.OnFinalFrameEnd(); 
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        isFinish = true; 
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    } 
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} 
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