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