using System; 
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using System.Collections.Generic; 
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using UnityEngine; 
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using UnityEngine.UI; 
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using DG.Tweening; 
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using DG.Tweening.Core; 
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using System.Linq; 
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public static class BattleUtility 
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{ 
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    // 其他通用的战斗工具方法可以放在这里 
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    public static void MarkStartAndEnd(RectTransform startNode, RectTransform endNode) 
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    { 
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        // 运行时才执行 
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        if (!Application.isPlaying) 
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        { 
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            Debug.LogWarning("请在运行时使用该功能!"); 
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            return; 
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        } 
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        var battleField = BattleManager.Instance.storyBattleField; 
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        if (battleField == null) 
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        { 
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            Debug.LogError("BattleManager.storyBattleField 未初始化!"); 
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            return; 
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        } 
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        BattleWin battleWin = UIManager.Instance.GetUI<BattleWin>(); 
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        RectTransform canvasRect = battleWin.transform as RectTransform; 
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        CreateMarker(canvasRect, startNode, "StartMarker"); 
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        CreateMarker(canvasRect, endNode, "EndMarker"); 
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    } 
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    private static void CreateMarker(RectTransform canvasRect, RectTransform targetNode, string markerName) 
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    { 
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        // 获取目标节点的世界坐标(中心点) 
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        Vector3 worldPos = targetNode.TransformPoint(targetNode.rect.center); 
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        // 转换到Canvas本地坐标 
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        Vector2 localPoint; 
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        RectTransformUtility.ScreenPointToLocalPointInRectangle( 
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            canvasRect, 
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            RectTransformUtility.WorldToScreenPoint(null, worldPos), 
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            null, 
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            out localPoint); 
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        // 创建RawImage 
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        GameObject marker = new GameObject(markerName, typeof(RawImage)); 
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        GameObject.Destroy(marker, 5f); 
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        marker.transform.SetParent(canvasRect, false); 
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        var rawImage = marker.GetComponent<RawImage>(); 
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        rawImage.color = Color.white; 
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        rawImage.rectTransform.sizeDelta = new Vector2(100, 100); 
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        rawImage.rectTransform.anchoredPosition = localPoint; 
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    } 
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    public static TweenerCore<Vector2, Vector2, DG.Tweening.Plugins.Options.VectorOptions> MoveToTarget( 
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        RectTransform transform, RectTransform target, Vector2 offset, Action onComplete = null, float speed = 500f) 
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    { 
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        // 获取目标节点的世界坐标(锚点位置) 
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        Vector3 worldPos = target.position; 
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        // 如果需要加 offset,需考虑 scale 
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        Vector3 offsetWorld = target.TransformVector(offset); 
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        worldPos += offsetWorld; 
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        RectTransform canvasRect = transform.parent as RectTransform; 
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        // 转换到Canvas本地坐标 
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        Vector2 localPoint; 
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        RectTransformUtility.ScreenPointToLocalPointInRectangle( 
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            canvasRect, 
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            RectTransformUtility.WorldToScreenPoint(null, worldPos), 
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            null, 
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            out localPoint); 
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        float distance = Vector2.Distance(transform.anchoredPosition, localPoint); 
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        float duration = distance / speed; 
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        var tween = transform.DOAnchorPos(localPoint, duration).SetEase(Ease.Linear); 
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        tween.onComplete += () => 
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        { 
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            onComplete?.Invoke(); 
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        }; 
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        return tween; 
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    } 
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    public static string DisplayDamageNum(long num, int attackType) 
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    { 
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        var config = DamageNumConfig.Get(attackType); 
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        var basePowerStr = UIHelper.ReplaceLargeArtNum(num); 
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        var result = string.Empty; 
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        for (int i = 0; i < basePowerStr.Length; i++) 
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        { 
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            var numChar = (char)GetDamageNumKey(config, basePowerStr[i]); 
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            if (numChar > 0) 
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            { 
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                result += numChar; 
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            } 
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        } 
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        return result; 
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    } 
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    public static string DisplayDamageNum(BattleDmg damage) 
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    { 
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        var config = DamageNumConfig.Get(damage.attackType); 
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        string result = string.Empty; 
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        //  如果是闪避 则只显示闪避两个字 
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        if (damage.IsType(DamageType.Dodge)) 
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        { 
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            result += (char)config.prefix; 
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        } 
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        else 
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        { 
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            result = ConvertToArtFont(config, damage.damage); 
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        } 
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        return result; 
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    } 
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    static string ConvertToArtFont(DamageNumConfig config, float _num) 
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    { 
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        var stringBuild = new System.Text.StringBuilder(); 
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        if (0 != config.plus) 
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            stringBuild.Append((char)config.plus); 
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        if (0 != config.prefix) 
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            stringBuild.Append((char)config.prefix); 
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        var chars = UIHelper.ReplaceLargeArtNum(_num); 
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        for (var i = 0; i < chars.Length; i++) 
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        { 
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            int numChar = GetDamageNumKey(config, (int)chars[i]); 
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            if (numChar > 0) 
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            { 
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                stringBuild.Append((char)numChar); 
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            } 
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        } 
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        return stringBuild.ToString(); 
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    } 
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    public static int GetMainTargetPositionNum(BattleObject caster, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> targetList, SkillConfig skillConfig) 
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    { 
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        int returnIndex = 0; 
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        //  根据敌方血量阵营 存活人数来选择 
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        BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); 
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        List<BattleObject> targetObjList = caster.battleField.battleObjMgr.GetBattleObjList(battleCamp); 
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        // 瞄准的目标范围,如果目标个数为0则为范围内全部 
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        // 0    全部范围 
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        // 1    对位,默认只选1个 
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        // 2    前排 
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        // 3    后排 
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        // 4    纵排,按对位规则选择纵排 
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        // 5    自己,默认只选自己 
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        switch (skillConfig.TagAim) 
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        { 
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            case 0: 
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                // 0   全部范围: 
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                // 若TagCount目标个数为0或6,根据TagFriendly敌我配置,代表作用于敌方全体或我方全体,此时主目标为敌我站位中的2号位置 
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                // 若TagCount目标个数为1~5个,根据TagFriendly敌我+TagAffect细分目标配置,代表随机作用于敌方或我方x个武将,第一个为主目标 
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                if (skillConfig.TagCount == 0 || skillConfig.TagCount == 6) 
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                { 
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                    returnIndex = 1; 
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                } 
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                else 
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                { 
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                    uint objId = targetList[0].ObjID; 
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                    BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)objId); 
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                    return target.teamHero.positionNum; 
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                } 
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                break; 
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            case 1: 
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                // 1    对位: 
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                // 默认只选1个,对位规则为A1优先打B1,A2优先打B2,A3优先打B3,对位目标死亡时,优先前排,比如B2已经死亡,那么A2将优先打B1,前排1、2、3号位置全部死亡之后才开始选择后排4、5、6号位置,对位只可选1个目标,即主目标 
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                if (targetList.Count > 0) 
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                { 
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                    BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)targetList[0].ObjID); 
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                    if (battleObject != null) 
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                    { 
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                        returnIndex = battleObject.teamHero.positionNum; 
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                    } 
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                    else 
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                    { 
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                        Debug.LogError("GetMainTargetPositionNum 找不到目标 ObjId : " + targetList[0].ObjID); 
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                        returnIndex = 0; 
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                    } 
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                } 
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                else 
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                { 
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                    Debug.LogError("targetList 目标列表为空"); 
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                    returnIndex = 0; 
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                } 
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                break; 
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            case 2: 
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                //  1、2、3号位为前排,默认2号位置为主目标,当1、2、3号位置角色全部死亡,前排将替换成后排,5号位置变更为主目标, 
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                //  若配置TagAffect细分目标,且人数小于3,则所有被选择目标均为主目标(施法位置会用客户端配置) 
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                // (即前排默认2号位或5号位规则无效,实际作用多少人就是多少个主目标) (YL : TagAffect>0 && TagAffect != 3就是全体都是主目标 后排一样 ) 
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                if (skillConfig.TagAffect != 0 || skillConfig.TagCount < 3) 
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                { 
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                    uint objId = targetList[0].ObjID; 
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                    BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)objId); 
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                    returnIndex = target.teamHero.positionNum; 
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                } 
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                else 
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                { 
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                    //  看看对面前排是否都活着 
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                    List<BattleObject> front = new List<BattleObject>(from bo in targetObjList where !bo.IsDead() && bo.teamHero.positionNum < 3 select bo); 
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                    if (front.Count > 0) 
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                    { 
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                        returnIndex = 1; 
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                    } 
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                    else 
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                    { 
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                        returnIndex = 4; 
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                    } 
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                } 
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                break; 
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            case 3: 
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                if (skillConfig.TagAffect != 0 || skillConfig.TagCount < 3) 
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                { 
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                    uint objId = targetList[0].ObjID; 
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                    BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)objId); 
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                    returnIndex = target.teamHero.positionNum; 
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                } 
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                else 
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                { 
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                    //  看看对面后排是否都活着 
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                    List<BattleObject> back = new List<BattleObject>(from bo in targetObjList where !bo.IsDead() && bo.teamHero.positionNum >= 3 select bo); 
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                    if (back.Count > 0) 
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                    { 
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                        returnIndex = 4; 
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                    } 
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                    else 
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                    { 
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                        returnIndex = 1; 
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                    } 
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                } 
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                break; 
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            // 4    纵排,按对位规则选择纵排 
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            case 4: 
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                returnIndex = int.MaxValue; 
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                for (int i = 0; i < targetList.Count; i++) 
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                { 
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                    var hurt = targetList[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("GetMainTargetPositionNum 找不到目标 ObjId : " + hurt.ObjID); 
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                        continue; 
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                    } 
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                    else 
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                    { 
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                        returnIndex = Mathf.Min(returnIndex, target.teamHero.positionNum); 
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                    } 
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                } 
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                break; 
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            // 5    自己,默认只选自己 
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            case 5: 
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                returnIndex = caster.teamHero.positionNum; 
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                break; 
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            default: 
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                Debug.LogError("暂时不支持其他的方式选择主目标 有需求请联系策划 技能id:" + skillConfig.SkillID + " TagAim " + skillConfig.TagAim); 
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                returnIndex = 0; 
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                break; 
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        } 
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        return returnIndex; 
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    } 
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    public static int GetDamageNumKey(DamageNumConfig config, int _num) 
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    { 
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        if (_num == 46)      return config.nums[10]; // '.' 
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        else if (_num == 107) return config.nums[11]; // 'k' 
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        else if (_num == 109) return config.nums[12]; // 'm' 
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        else if (_num == 98)  return config.nums[13]; // 'b' 
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        else if (_num == 116) return config.nums[14]; // 't' 
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        int targetNum = _num - 48; 
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        if (targetNum >= config.nums.Length || targetNum < 0) 
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        { 
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            Debug.LogError("damage config " + config.TypeID + " _num is " +  _num + " out of range"); 
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            return _num; 
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        } 
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        return config.nums[_num - 48]; 
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    } 
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    /// <summary> 
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    /// 保证所有分配项加起来等于totalDamage,避免因整除导致的误差 
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    /// </summary> 
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    public static List<long> DivideDamageToList(int[] damageDivide, long totalDamage) 
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    { 
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        List<long> fixedDamageList = new List<long>(); 
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        for (int i = 0; i < damageDivide.Length; i++) 
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        { 
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            float fixedDamage = (float)totalDamage * (float)damageDivide[i] / 10000f; 
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            fixedDamageList.Add((int)fixedDamage); 
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        } 
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        return fixedDamageList; 
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    } 
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    public static List<HB422_tagMCTurnFightObjDead> FindDeadPack(List<GameNetPackBasic> packList) 
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    { 
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        List<HB422_tagMCTurnFightObjDead> deadPacks = new List<HB422_tagMCTurnFightObjDead>(); 
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        for (int i = 0; i < packList.Count; i++) 
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        { 
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            var pack = packList[i]; 
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            //    寻找死亡包 找到死亡包之后要找掉落包 不能超过技能包 
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            if (pack is HB422_tagMCTurnFightObjDead deadPack) 
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            { 
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                deadPacks.Add(deadPack); 
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            } 
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            else if (pack is CustomHB426CombinePack) 
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            { 
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                break; 
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            } 
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        } 
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        // Debug.LogError("find dead pack " + deadPacks.Count); 
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        return deadPacks; 
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    } 
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    public static List<HB423_tagMCTurnFightObjReborn> FindRebornPack(List<GameNetPackBasic> packList) 
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    { 
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        List<HB423_tagMCTurnFightObjReborn> rebornPackList = new List<HB423_tagMCTurnFightObjReborn>(); 
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        for (int i = 0; i < packList.Count; i++) 
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        { 
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            var pack = packList[i]; 
 | 
            //    寻找死亡包 找到死亡包之后要找掉落包 不能超过技能包 
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            if (pack is HB423_tagMCTurnFightObjReborn rebornPack) 
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            { 
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                rebornPackList.Add(rebornPack); 
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            } 
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            else if (pack is CustomHB426CombinePack) 
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            { 
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                break; 
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            } 
 | 
        } 
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        return rebornPackList; 
 | 
    } 
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} 
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