hch
2025-07-23 2336d5e71a6ed9c00f9a86c29d7aa33b9a1e38d5
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using System.Collections.Generic;
using UnityEngine;
using System;
using System.Linq;
 
public class DirectlyDamageSkill : SkillBase
{
    
    public DirectlyDamageSkill(BattleObject _caster, SkillConfig _skillCfg,
            H0604_tagUseSkillAttack vNetData, BattleField _battleField) : base(_caster, _skillCfg, vNetData, _battleField)
    {
 
    }
 
    public override void Run()
    {
        base.Run();
 
    }
 
    protected override void OnTriggerEvent(int triggerIndex, int triggerFrame)
    {
        if (0 == triggerIndex)
        {
            List<BattleObject> targetList = GetTargetList();
            //    子类实现具体的技能逻辑
            SkillEffect effect = SkillEffectFactory.CreateSkillEffect(caster, skillConfig, tagUseSkillAttack);
            if (null != effect)
            {
                //    如果是子弹类型的
                effect.Play((hitIndex, hurList) =>
                {
                    for (int i = 0; i < hurList.Count; i++)
                    {
                        var hurt = hurList[i];
                        BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
 
                        List<long> damageList = new List<long>();
                        //    计算伤害 分段的话
                        if (hitIndex >= skillConfig.DamageDivide.Length)
                        {
                            Debug.LogError("DamageDivide有问题 需要检查 只显示一段伤害 取triggerFrames的");
                            long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx) / (skillConfig.TriggerFrames.Length == 0 ? 1 : skillConfig.TriggerFrames.Length);
                            damageList.Add(totalDamage);
                        }
                        else
                        {
                            long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx);
 
                            if (hitIndex >= skillConfig.DamageDivide.Length)
                            {
                                int[] tenKDamagePercentArray = skillConfig.DamageDivide[hitIndex];
                                long factDamage = totalDamage;
                                for (int j = 0; j < tenKDamagePercentArray.Length; j++)
                                {
                                    long damage = (long)(Mathf.Round(factDamage * tenKDamagePercentArray[j] / 10000.0f));
                                    damageList.Add(damage);
                                }
                            }
                        }
                        target.Hurt(damageList, hurt.AttackType);
                    }
                });
            }
        }
    }
 
    protected override void DoSkillLogic(Action _onComplete = null)
    {
        //    开始记录帧数
        startCounting = true;
    }
 
 
#if UNITY_EDITOR_STOP_USING
    //    伤害列表理应由服务器发给客户端 这边只做粗浅模拟
    public override List<Dictionary<int, List<int>>> GetDamageList(BattleField battleField)
    {
        List<Dictionary<int, List<int>>> damageList = new List<Dictionary<int, List<int>>>();
 
        List<BattleObject> affectList = GetTargetList(battleField);
 
        Dictionary<int, List<int>> oneRoundDamage = new Dictionary<int, List<int>>();
 
        for (int j = 0; j < affectList.Count; j++)
        {
            BattleObject obj = affectList[j];
            List<int> tryDmgList = caster.TryAttack(obj, skillConfig);
            oneRoundDamage.Add(obj.ObjID, tryDmgList);
        }
 
        damageList.Add(oneRoundDamage);
 
        return damageList;
    }
#endif
}