using System.Collections.Generic; 
 | 
using UnityEngine; 
 | 
using DG.Tweening; 
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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; 
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        battleField = _battleField; 
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        packList = _packList; 
 | 
    } 
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 | 
    // 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(); 
 | 
            } 
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            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); 
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                    OnSkillFinished(); 
 | 
                } 
 | 
                else if (moveFinished) 
 | 
                { 
 | 
                    action.Run(); 
 | 
                } 
 | 
            } 
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        } 
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    } 
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 | 
    // 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); 
 | 
  
 | 
        if (caster != null) 
 | 
        { 
 | 
            // 战斗类型 0-常规;1-连击;2-反击;3-追击;4-子技能;5-被动触发的 
 | 
            DamageNumConfig hintConfig = null; 
 | 
            if (tagUseSkillAttack.BattleType == 1) 
 | 
            { 
 | 
                hintConfig = DamageNumConfig.Get(BattleConst.BattleComboAttack); 
 | 
            } 
 | 
            else if (tagUseSkillAttack.BattleType == 2) 
 | 
            { 
 | 
                hintConfig = DamageNumConfig.Get(BattleConst.BattleCounterAttack); 
 | 
            } 
 | 
            else if (tagUseSkillAttack.BattleType == 3) 
 | 
            { 
 | 
                hintConfig = DamageNumConfig.Get(BattleConst.BattleChaseAttack); 
 | 
            } 
 | 
             
 | 
            if (hintConfig != null) 
 | 
            { 
 | 
                caster.heroInfoBar.ShowTips(((char)hintConfig.prefix).ToString(), true); 
 | 
            } 
 | 
        } 
 | 
  
 | 
        // 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); 
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            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 
 | 
                        } 
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                        catch (Exception ex) 
 | 
                        { 
 | 
                            Debug.LogError($"ExecuteMoveAndCastSequence回调异常: {ex.Message}"); 
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                            throw; 
 | 
                        } 
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                    }, -1f); 
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                }); 
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            }, -1f); 
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        }); 
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    } 
 | 
  
 | 
    // 移动到目标位置:处理角色的移动动画和逻辑 
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    protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 500f) 
 | 
    { 
 | 
        if (skillConfig.CastDistance >= 9999) 
 | 
        { 
 | 
            _onComplete?.Invoke(); 
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            return; 
 | 
        } 
 | 
  
 | 
        caster.motionBase.PlayAnimation(MotionName.run, true); 
 | 
        var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () => 
 | 
        { 
 | 
            caster.motionBase.PlayAnimation(MotionName.idle, true); 
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            _onComplete?.Invoke(); 
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        }, speed); 
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        battleField.battleTweenMgr.OnPlayTween(tweener); 
 | 
    } 
 | 
  
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    // 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; 
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            caster.heroGo.transform.localScale = scale; 
 | 
        } 
 | 
        _onComplete?.Invoke(); 
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    } 
 | 
  
 | 
    // 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); 
 | 
    } 
 | 
  
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    // 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; 
 | 
    } 
 | 
} 
 |