| using System.Collections.Generic; | 
| using UnityEngine; | 
| using DG.Tweening; | 
| using Spine; | 
| using System.Linq; | 
| using System; | 
|   | 
| public class SkillBase | 
| { | 
|     const float moveTime = 0.5f; | 
|   | 
|     protected SkillEffect skillEffect; | 
|     protected HB427_tagSCUseSkill tagUseSkillAttack; | 
|     public SkillConfig skillConfig; | 
|     protected bool isFinished = false; | 
|     protected BattleField battleField = null; // 战场 | 
|     protected RectTransform targetNode = null; // 目标节点 | 
|     protected BattleObject caster = null; // 施法者 | 
|     protected List<GameNetPackBasic> packList; | 
|     protected List<SkillRecordAction> otherSkillActionList = new List<SkillRecordAction>(); | 
|     protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>(); | 
|     protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>(); | 
|     protected bool moveFinished = false; | 
|     public int fromSkillId; | 
|     public bool isPlay = false; | 
|   | 
|     private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>(); | 
|     private Dictionary<int, HB422_tagMCTurnFightObjDead> tempDeadPackList = new Dictionary<int, HB422_tagMCTurnFightObjDead>(); | 
|   | 
|     // 构造函数:初始化技能基础数据 | 
|     public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null) | 
|     { | 
|         caster = _caster; | 
|         if (null == caster) | 
|         { | 
|             throw new Exception("SkillBase caster is null "); | 
|         } | 
|         skillConfig = _skillCfg; | 
|         tagUseSkillAttack = vNetData; | 
|         battleField = _battleField; | 
|         packList = _packList; | 
|     } | 
|   | 
|     // 技能运行主逻辑:处理技能效果和其他技能动作 | 
|     public virtual void Run() | 
|     { | 
|         if (skillEffect != null) | 
|         { | 
|             if (skillEffect.IsFinished()) | 
|             { | 
|                 skillEffect = null; | 
|                 OnSkillFinished(); | 
|             } | 
|             else | 
|             { | 
|                 skillEffect.Run(); | 
|             } | 
|             return; | 
|         } | 
|   | 
|         if (otherSkillActionList.Count > 0) | 
|         { | 
|             for (int i = otherSkillActionList.Count - 1; i >= 0; i--) | 
|             { | 
|                 var action = otherSkillActionList[i]; | 
|                 if (action.IsFinished()) | 
|                 { | 
|                     otherSkillActionList.RemoveAt(i); | 
|                     OnSkillFinished(); | 
|                 } | 
|                 else if (moveFinished) | 
|                 { | 
|                     action.Run(); | 
|                 } | 
|             } | 
|         } | 
|     } | 
|   | 
|     // 技能释放主逻辑:广播事件、高亮目标、执行释放 | 
|     public virtual void Cast() | 
|     { | 
|         // 广播技能释放事件 | 
|         string guid = battleField.guid; | 
|         TeamHero teamHero = caster.teamHero; | 
|         EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, guid, skillConfig, teamHero); | 
|   | 
|         // 高亮所有本次技能相关的目标 | 
|         HighLightAllTargets(); | 
|   | 
|         // 根据释放模式执行相应逻辑 | 
|         switch (skillConfig.castMode) | 
|         { | 
|             case SkillCastMode.Self: | 
|                 CastImpl(OnAttackFinish); | 
|                 break; | 
|             case SkillCastMode.Enemy: | 
|                 CastToEnemy(); | 
|                 break; | 
|             case SkillCastMode.Target: | 
|                 CastToTarget(); | 
|                 break; | 
|             case SkillCastMode.Allies: | 
|                 CastToAllies(); | 
|                 break; | 
|             case SkillCastMode.DashCast: | 
|                 DashCast(OnAttackFinish); | 
|                 break; | 
|             default: | 
|                 Debug.LogError("强制结束技能 暂时不支持其他的方式释放 有需求please联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillConfig.CastPosition); | 
|                 ForceFinished(); | 
|                 break; | 
|         } | 
|     } | 
|   | 
|     // 冲撞攻击模式(待实现) | 
|     protected void DashCast(Action _onComplete) | 
|     { | 
|         Debug.LogError("DashCast 还没实现"); | 
|         ForceFinished(); | 
|     } | 
|   | 
|     // 对敌方释放技能:移动到敌方区域进行攻击 | 
|     protected void CastToEnemy() | 
|     { | 
|         RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig); | 
|         ExecuteMoveAndCastSequence(target, () => | 
|         { | 
|             MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, OnAttackFinish, 750F); | 
|         }); | 
|     } | 
|   | 
|     // 对指定目标释放技能:移动到主要目标位置进行攻击 | 
|     protected void CastToTarget() | 
|     { | 
|         if (tagUseSkillAttack.HurtCount <= 0) | 
|         { | 
|             Debug.LogError("技能攻击包没有目标 HurtCount <= 0"); | 
|             OnSkillFinished(); | 
|             return; | 
|         } | 
|   | 
|         int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); | 
|         BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); | 
|         RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum); | 
|   | 
|         ExecuteMoveAndCastSequence(targetTrans, () => | 
|         { | 
|             RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum); | 
|             MoveToTarget(rectTransform, Vector2.zero, OnAttackFinish, 750F); | 
|         }); | 
|     } | 
|   | 
|     // 对友方释放技能:移动到友方区域进行治疗或增益 | 
|     protected void CastToAllies() | 
|     { | 
|         RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig); | 
|         ExecuteMoveAndCastSequence(target, () => | 
|         { | 
|             MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, OnAttackFinish, 750F); | 
|         }); | 
|     } | 
|   | 
|     // 执行移动-施法-返回序列:通用的移动攻击流程 | 
|     private void ExecuteMoveAndCastSequence(RectTransform target, Action onReturnComplete) | 
|     { | 
|         MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () => | 
|         { | 
|             TurnBack(() => | 
|             { | 
|                 CastImpl(() => | 
|                 { | 
|                     TurnBack(() =>  | 
|                     { | 
|                         try | 
|                         { | 
|                             onReturnComplete?.Invoke(); // 添加异常处理防止回调异常导致状态不完整 | 
|                         } | 
|                         catch (Exception ex) | 
|                         { | 
|                             Debug.LogError($"ExecuteMoveAndCastSequence回调异常: {ex.Message}"); | 
|                             throw; | 
|                         } | 
|                     }, -1f); | 
|                 }); | 
|             }, -1f); | 
|         }); | 
|     } | 
|   | 
|     // 移动到目标位置:处理角色的移动动画和逻辑 | 
|     protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 500f) | 
|     { | 
|         if (skillConfig.CastDistance >= 9999) | 
|         { | 
|             _onComplete?.Invoke(); | 
|             return; | 
|         } | 
|   | 
|         caster.motionBase.PlayAnimation(MotionName.run, true); | 
|         var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () => | 
|         { | 
|             caster.motionBase.PlayAnimation(MotionName.idle, true); | 
|             _onComplete?.Invoke(); | 
|         }, speed); | 
|         battleField.battleTweenMgr.OnPlayTween(tweener); | 
|     } | 
|   | 
|     // 转身逻辑:根据技能配置处理角色转向 | 
|     protected void TurnBack(Action _onComplete, float forward) | 
|     { | 
|         if (skillConfig.CastDistance < 0) | 
|         { | 
|             Vector3 scale = caster.heroGo.transform.localScale; | 
|             scale.x = Mathf.Abs(scale.x) * forward; | 
|             caster.heroGo.transform.localScale = scale; | 
|         } | 
|         _onComplete?.Invoke(); | 
|     } | 
|   | 
|     // 攻击完成后的处理:转身、恢复状态、播放待机动画 | 
|     protected void OnAttackFinish() | 
|     { | 
|         TurnBack(null, 1f); | 
|         OnAllAttackMoveFinished(); | 
|         caster.motionBase.PlayAnimation(MotionName.idle, true); | 
|     } | 
|   | 
|     // 所有攻击移动完成后的处理:恢复UI显示状态 | 
|     protected virtual void OnAllAttackMoveFinished() | 
|     { | 
|         moveFinished = true; | 
|         List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); | 
|         foreach (BattleObject bo in allList) | 
|         { | 
|             bo.layerMgr.SetFront(); | 
|             bo.heroInfoBar.SetActive(true); | 
|         } | 
|         battleField.battleRootNode.skillMaskNode.SetActive(false); | 
|     } | 
|   | 
|     // 执行技能释放动画和逻辑:播放施法动作并提供回调 | 
|     protected TrackEntry CastImpl(Action onComplete = null) | 
|     { | 
|         return caster.motionBase.PlaySkillAnimation(skillConfig, this, tagUseSkillAttack.BattleType == 4, onComplete); | 
|     } | 
|   | 
|     // 技能开始回调:处理死亡、子技能、技能效果初始化 | 
|     public void OnSkillStart() | 
|     { | 
|         HandleDead(); | 
|         skillEffect = SkillEffectFactory.CreateSkillEffect(caster, skillConfig, tagUseSkillAttack); | 
|         skillEffect.Play(OnHitTargets); | 
|         foreach (var subSkillPack in tagUseSkillAttack.subSkillList) | 
|         { | 
|             SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic>() { subSkillPack }); | 
|             otherSkillActionList.Add(recordAction); | 
|             battleField.recordPlayer.ImmediatelyPlay(recordAction); | 
|         } | 
|         isPlay = true; | 
|     } | 
|   | 
|     // 技能前摇结束回调 | 
|     public virtual void OnStartSkillFrameEnd() { } | 
|   | 
|     // 技能中摇开始回调:通知技能效果处理中摇开始 | 
|     public virtual void OnMiddleFrameStart(int times) | 
|     { | 
|         skillEffect?.OnMiddleFrameStart(times); // 修复:添加空值检查 | 
|     } | 
|   | 
|     // 技能中摇结束回调:通知技能效果处理中摇结束 | 
|     public virtual void OnMiddleFrameEnd(int times, int hitIndex) | 
|     { | 
|         skillEffect?.OnMiddleFrameEnd(times, hitIndex); // 修复:添加空值检查 | 
|     } | 
|   | 
|     // 技能后摇开始回调:通知技能效果处理后摇开始 | 
|     public virtual void OnFinalFrameStart() | 
|     { | 
|         skillEffect?.OnFinalFrameStart(); // 修复:添加空值检查 | 
|     } | 
|   | 
|     // 技能后摇结束回调:通知技能效果处理后摇结束 | 
|     public virtual void OnFinalFrameEnd() | 
|     { | 
|         skillEffect?.OnFinalFrameEnd(); // 修复:添加空值检查 | 
|     } | 
|   | 
|     // 高亮所有相关目标:设置施法者和目标的显示层级 | 
|     protected void HighLightAllTargets() | 
|     { | 
|         caster.layerMgr.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder); | 
|   | 
|         if (skillConfig.FuncType != 2) | 
|             return; | 
|   | 
|         List<BattleObject> targetList = battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack); | 
|         List<BattleObject> highlightList = new List<BattleObject>(targetList) { caster }; | 
|         List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); | 
|          | 
|         // 修复:使用HashSet优化性能,避免重复设置 | 
|         var targetSet = new HashSet<BattleObject>(targetList); | 
|         var highlightSet = new HashSet<BattleObject>(highlightList); | 
|          | 
|         caster.heroInfoBar.SetActive(false); | 
|   | 
|         foreach (BattleObject bo in allList) | 
|         { | 
|             bool isHighlight = highlightSet.Contains(bo); | 
|             bool isTarget = targetSet.Contains(bo); | 
|              | 
|             if (isHighlight) | 
|             { | 
|                 bo.layerMgr.SetFront(); | 
|             } | 
|             else | 
|             { | 
|                 bo.layerMgr.SetBack(); | 
|             } | 
|   | 
|             bo.heroInfoBar.SetActive(isTarget); | 
|         } | 
|   | 
|         battleField.battleRootNode.skillMaskNode.SetActive(true); | 
|         battleField.battleRootNode.SetSortingOrder(); | 
|     } | 
|   | 
|     // 命中目标回调:处理所有被命中的目标 | 
|     protected virtual void OnHitTargets(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList) | 
|     { | 
|         foreach (var hurt in hitList) | 
|         { | 
|             BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); | 
|             if (target == null) | 
|             { | 
|                 Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); | 
|                 continue; | 
|             } | 
|   | 
|             OnHitEachTarget(_hitIndex, target, hurt); | 
|         } | 
|     } | 
|   | 
|     // 处理单个目标被命中:应用伤害和施法者效果 | 
|     protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt) | 
|     { | 
|         List<int> damageDivide = new List<int>(); | 
|         if (_hitIndex == 0 && skillConfig.DamageDivide.Length <= 0) | 
|         { | 
|             damageDivide.Add(10000); | 
|         } | 
|         else | 
|         { | 
|             if (skillConfig.DamageDivide.Length <= _hitIndex) | 
|             { | 
|                 Debug.LogError("技能伤害分布配置错误 skillId: " + skillConfig.SkillID + " hitIndex: " + _hitIndex); | 
|                 damageDivide.Add(10000); | 
|             } | 
|             else | 
|             { | 
|                 damageDivide = skillConfig.DamageDivide[_hitIndex].ToList(); | 
|             } | 
|         } | 
|   | 
|         // 伤害分布计算和应用 | 
|         long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx); | 
|         List<long> damageList = BattleUtility.DivideDamageToList(damageDivide.ToArray(), totalDamage); | 
|   | 
|         // 获取临时数据并应用伤害 | 
|         int objID = (int)target.ObjID; | 
|         tempDropList.TryGetValue(objID, out BattleDrops battleDrops); | 
|         tempDeadPackList.TryGetValue(objID, out HB422_tagMCTurnFightObjDead deadPack); | 
|         target.Hurt(damageList, totalDamage, hurt, skillConfig, _hitIndex, battleDrops, deadPack); | 
|   | 
|         // 处理施法者相关效果 | 
|         caster.SuckHp(hurt.SuckHP, skillConfig); | 
|         caster.HurtByReflect(hurt.BounceHP, skillConfig); | 
|     } | 
|   | 
|     // 处理死亡相关逻辑:分配掉落和经验 | 
|     protected void HandleDead() | 
|     { | 
|         var deadPackList = BattleUtility.FindDeadPack(packList); | 
|         if (deadPackList.Count <= 0) return; | 
|   | 
|         CheckAfterDeadhPack(); | 
|   | 
|         // 修复:先收集要删除的包,避免在foreach中修改集合 | 
|         var dropPacksToRemove = new List<H0704_tagRolePackRefresh>(dropPackList); | 
|         foreach (var _dropPack in dropPacksToRemove) | 
|         { | 
|             PackageRegedit.Distribute(_dropPack); | 
|             packList.Remove(_dropPack); | 
|         } | 
|   | 
|         // 获取并分配掉落物品和经验 | 
|         var dropPack = PackManager.Instance.GetSinglePack(PackType.DropItem); | 
|         var itemDict = dropPack.GetAllItems(); | 
|         List<ItemModel> itemList = new List<ItemModel>(itemDict.Values.Where(item => item != null && item.isAuction)); | 
|   | 
|         var dropAssign = AssignDrops(itemList, deadPackList.Count); | 
|         var expAssign = AssignExp(expPackList, deadPackList.Count); | 
|   | 
|         // 构造BattleDrops并缓存 | 
|         for (int i = 0; i < deadPackList.Count; i++) | 
|         { | 
|             int objID = (int)deadPackList[i].ObjID; | 
|             BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject(objID); | 
|              | 
|             // 修复:添加空值检查 | 
|             if (deadTarget == null) | 
|             { | 
|                 Debug.LogError($"找不到死亡目标,ObjID: {objID}"); | 
|                 continue; | 
|             } | 
|              | 
|             List<int> itemIndexList = dropAssign[i].Select(item => item.gridIndex).ToList(); | 
|              | 
|             BattleDrops battleDrops = new BattleDrops() | 
|             { | 
|                 rectTransform = deadTarget.heroRectTrans, | 
|                 dropItemPackIndex = itemIndexList, | 
|                 expDrops = expAssign[i] | 
|             }; | 
|   | 
|             // 修复:避免字典键冲突,使用安全的添加方式 | 
|             if (!tempDropList.ContainsKey(objID)) | 
|             { | 
|                 tempDropList.Add(objID, battleDrops); | 
|             } | 
|             else | 
|             { | 
|                 Debug.LogWarning($"tempDropList中已存在ObjID={objID}的记录,将覆盖原值"); | 
|                 tempDropList[objID] = battleDrops; // 覆盖现有值 | 
|             } | 
|   | 
|             if (!tempDeadPackList.ContainsKey(objID)) | 
|             { | 
|                 tempDeadPackList.Add(objID, deadPackList[i]); | 
|             } | 
|             else | 
|             { | 
|                 Debug.LogWarning($"tempDeadPackList中已存在ObjID={objID}的记录,将覆盖原值"); | 
|                 tempDeadPackList[objID] = deadPackList[i]; // 覆盖现有值 | 
|             } | 
|         } | 
|   | 
|         // 修复:避免在遍历时修改集合,先收集后删除 | 
|         var deadPacksToRemove = new List<GameNetPackBasic>(deadPackList.Cast<GameNetPackBasic>()); | 
|         foreach (var deadPack in deadPacksToRemove) | 
|         { | 
|             packList.Remove(deadPack); | 
|         } | 
|     } | 
|   | 
|     // 分配掉落物品:将掉落物品平均分配给死亡对象 | 
|     protected List<List<ItemModel>> AssignDrops(List<ItemModel> itemList, int deadCount) | 
|     { | 
|         var dropAssign = new List<List<ItemModel>>(); | 
|         for (int i = 0; i < deadCount; i++) | 
|             dropAssign.Add(new List<ItemModel>()); | 
|         for (int i = 0; i < itemList.Count; i++) | 
|             dropAssign[i % deadCount].Add(itemList[i]); | 
|         return dropAssign; | 
|     } | 
|   | 
|     // 分配经验值:将经验包平均分配给每个死亡对象 | 
|     protected List<List<HB405_tagMCAddExp>> AssignExp(List<HB405_tagMCAddExp> expList, int deadCount) | 
|     { | 
|         var expAssign = new List<List<HB405_tagMCAddExp>>(); | 
|         for (int i = 0; i < deadCount; i++) | 
|             expAssign.Add(new List<HB405_tagMCAddExp>()); | 
|   | 
|         // 修复:检查除零风险 | 
|         if (deadCount == 0) | 
|         { | 
|             Debug.LogWarning("AssignExp: deadCount为0,无法分配经验"); | 
|             return expAssign; | 
|         } | 
|   | 
|         // 修复:先收集要删除的包,避免在foreach中修改packList | 
|         var expPacksToRemove = new List<HB405_tagMCAddExp>(); | 
|   | 
|         foreach (var expPack in expList) | 
|         { | 
|             long totalExp = GeneralDefine.GetFactValue(expPack.Exp, expPack.ExpPoint); | 
|             long avgExp = totalExp / deadCount; | 
|             long remain = totalExp % deadCount; | 
|   | 
|             for (int i = 0; i < deadCount; i++) | 
|             { | 
|                 long assignExp = avgExp + (i < remain ? 1 : 0); | 
|                 var newPack = new HB405_tagMCAddExp | 
|                 { | 
|                     Exp = (uint)(assignExp % 100000000), | 
|                     ExpPoint = (uint)(assignExp / 100000000), | 
|                     Source = expPack.Source | 
|                 }; | 
|                 expAssign[i].Add(newPack); | 
|             } | 
|             expPacksToRemove.Add(expPack); | 
|         } | 
|          | 
|         // 统一删除收集的包 | 
|         foreach (var pack in expPacksToRemove) | 
|         { | 
|             packList.Remove(pack); | 
|         } | 
|   | 
|         return expAssign; | 
|     } | 
|   | 
|     // 检查死亡后的包处理:处理技能包、掉落包、经验包 | 
|     protected void CheckAfterDeadhPack() | 
|     { | 
|         List<int> removeIndexList = new List<int>(); | 
|          | 
|         for (int i = 0; i < packList.Count; i++) | 
|         { | 
|             var pack = packList[i]; | 
|   | 
|             // 复活基本都靠技能包 | 
|             if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_")) | 
|                 break; | 
|                  | 
|             if (pack is H0704_tagRolePackRefresh h0704Pack && h0704Pack.PackType == (byte)PackType.DropItem && h0704Pack.IsBind == 1) | 
|             { | 
|                 dropPackList.Add(h0704Pack); | 
|                 removeIndexList.Add(i); | 
|             } | 
|              | 
|             if (pack is HB405_tagMCAddExp h405Pack && h405Pack.Source == 2) | 
|             { | 
|                 expPackList.Add(h405Pack); | 
|                 removeIndexList.Add(i); | 
|             } | 
|         } | 
|   | 
|         for (int i = removeIndexList.Count - 1; i >= 0; i--) | 
|             packList.RemoveAt(removeIndexList[i]); | 
|     } | 
|   | 
|     // 检查技能是否完成:综合检查所有完成条件 | 
|     public virtual bool IsFinished() | 
|     { | 
|         if (!isPlay) return false; | 
|          | 
|   | 
|         // 检查技能效果是否完成 | 
|         if (skillEffect != null) | 
|         { | 
|             if (!skillEffect.IsFinished()) return false; | 
|             skillEffect = null; | 
|             OnSkillFinished(); | 
|             return false; | 
|         } | 
|   | 
|         // 检查其他技能动作是否完成 | 
|         if (otherSkillActionList.Count > 0) | 
|         { | 
|             for (int i = otherSkillActionList.Count - 1; i >= 0; i--) | 
|             { | 
|                 var action = otherSkillActionList[i]; | 
|                 if (action.IsFinished()) | 
|                 { | 
|                     otherSkillActionList.RemoveAt(i); | 
|                     OnSkillFinished(); | 
|                 } | 
|             } | 
|             if (otherSkillActionList.Count > 0) return false; | 
|         } | 
|   | 
|         // 检查最终完成状态 | 
|         if (isFinished && moveFinished) | 
|         { | 
|             if (packList.Count > 0) | 
|             { | 
|                 OnSkillFinished(); | 
|                 return false; | 
|             } | 
|   | 
|             return true; | 
|         } | 
|   | 
|         return false; | 
|     } | 
|   | 
|   | 
|     // 强制结束技能:立即结束所有技能相关的处理 | 
|     public virtual void ForceFinished() | 
|     { | 
|         skillEffect?.ForceFinished(); | 
|          | 
|         otherSkillActionList.ForEach(action => action.ForceFinish()); | 
|         otherSkillActionList.Clear(); | 
|   | 
|         isFinished = true; | 
|         moveFinished = true; | 
|         isPlay = true; | 
|   | 
|         // 处理所有剩余包 | 
|         while (packList.Count > 0) | 
|         { | 
|             var pack = packList[0]; | 
|             packList.RemoveAt(0); | 
|   | 
|             if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_")) | 
|             { | 
|                 var otherSkillAction = combinePack.CreateSkillAction(); | 
|                 otherSkillAction.fromSkillId = skillConfig.SkillID; | 
|                 otherSkillAction.ForceFinish(); | 
|             } | 
|             else | 
|             { | 
|                 if (pack is CustomB421ActionPack actionPack) | 
|                     actionPack.Distribute(); | 
|                 PackageRegedit.Distribute(pack); | 
|             } | 
|         } | 
|     } | 
|   | 
|     // 技能完成处理:正常完成时的清理工作 | 
|     public void OnSkillFinished() | 
|     { | 
|         // 修复:使用循环代替递归,避免栈溢出风险 | 
|         try | 
|         { | 
|             while (true) | 
|             { | 
|                 // 验证技能效果是否完成 | 
|                 if (skillEffect != null && !skillEffect.IsFinished())  | 
|                     return; | 
|                      | 
|                 if (skillEffect != null) | 
|                 { | 
|                     skillEffect = null; | 
|                     continue; // 使用continue代替递归调用 | 
|                 } | 
|   | 
|                 // 验证其他技能动作是否完成 | 
|                 if (otherSkillActionList.Count > 0) | 
|                 { | 
|                     bool hasFinishedAction = false; | 
|                     for (int i = otherSkillActionList.Count - 1; i >= 0; i--) | 
|                     { | 
|                         var action = otherSkillActionList[i]; | 
|                         if (action.IsFinished()) | 
|                         { | 
|                             otherSkillActionList.RemoveAt(i); | 
|                             hasFinishedAction = true; | 
|                         } | 
|                     } | 
|                     if (hasFinishedAction) | 
|                     { | 
|                         continue; // 使用continue代替递归调用 | 
|                     } | 
|                     return; | 
|                 } | 
|   | 
|                 break; // 没有更多需要处理的,退出循环 | 
|             } | 
|   | 
|             // 处理剩余包 | 
|             while (packList.Count > 0) | 
|             { | 
|                 var pack = packList[0]; | 
|                 packList.RemoveAt(0); | 
|   | 
|                 if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_")) | 
|                 { | 
|                     BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag); | 
|                     var otherSkillAction = combinePack.CreateSkillAction(); | 
|                     otherSkillAction.fromSkillId = skillConfig.SkillID; | 
|                     otherSkillActionList.Add(otherSkillAction); | 
|                     return; | 
|                 } | 
|   | 
|                 if (pack is CustomB421ActionPack actionPack) | 
|                     actionPack.Distribute(); | 
|                 PackageRegedit.Distribute(pack); | 
|             } | 
|         } | 
|         catch (Exception ex) | 
|         { | 
|             Debug.LogError($"OnSkillFinished异常: {ex.Message},技能ID={skillConfig.SkillID}"); | 
|             // 确保状态一致性,即使出现异常也要标记完成 | 
|             isFinished = true; | 
|             throw; // 重新抛出异常供上层处理 | 
|         } | 
|   | 
|         isFinished = true; | 
|     } | 
|   | 
|     // 添加清理方法:防止内存泄漏 | 
|     public virtual void Cleanup() | 
|     { | 
|         tempDropList?.Clear(); | 
|         tempDeadPackList?.Clear(); | 
|         otherSkillActionList?.Clear(); | 
|         dropPackList?.Clear(); | 
|         expPackList?.Clear(); | 
|          | 
|         skillEffect = null; | 
|         packList = null; | 
|     } | 
| } |