yyl
2025-12-09 821b91fce3202521edd37897b2023e007fa92df1
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using System.Collections.Generic;
using UnityEngine;
 
public class BattleDmg
{
    public long damage;
    public int attackType;
 
    public bool IsType(DamageType damageType)
    {
        return (attackType & (int)damageType) == (int)damageType;
    }
}
 
public class BattleDmgInfo
{
    public string battleFieldGuid { get; private set; }
    public BattleHurtParam battleHurtParam { get; private set; }
    
    private bool isCasterView = false; // 标记是否是施法者视角
 
    // 新增属性:自动判断是处理目标还是施法者
    public List<long> damageList 
    { 
        get 
        { 
            // 施法者视角:使用吸血和反伤列表的总和
            if (isCasterView)
            {
                List<long> casterDamages = new List<long>();
                if (battleHurtParam.caster?.suckHpList != null)
                    casterDamages.AddRange(battleHurtParam.caster.suckHpList);
                if (battleHurtParam.caster?.reflectHpList != null)
                    casterDamages.AddRange(battleHurtParam.caster.reflectHpList);
                return casterDamages;
            }
            // 目标视角:使用目标的伤害列表
            if (battleHurtParam.hurter != null && battleHurtParam.hurter.damageList != null)
                return battleHurtParam.hurter.damageList;
            return new List<long>();
        } 
    }
    
    public BattleObject hurtObj 
    { 
        get 
        { 
            // 如果是施法者视角,返回施法者作为受伤对象
            if (isCasterView)
                return battleHurtParam.caster?.casterObj;
            // 否则返回目标
            return battleHurtParam.hurter?.hurtObj; 
        } 
    }
    
    public BattleObject casterObj 
    { 
        get 
        { 
            return battleHurtParam.caster?.casterObj; 
        } 
    }
    
    public HB427_tagSCUseSkill.tagSCUseSkillHurt hurt { get { return battleHurtParam.hurt; } }
    public SkillConfig skillConfig { get { return battleHurtParam.skillConfig; } }
 
    public bool isBlocked = false;
    public bool isImmune = false;
    public bool isLastHit = false;
 
    public bool isFirstHit = false;
 
    public List<BattleDmg> targetDamageList = new List<BattleDmg>();
    public List<BattleDmg> casterDamageList = new List<BattleDmg>();
 
    public uint m_rawAttackType;
 
    #region Initialization
 
    public BattleDmgInfo(string battleFieldGuid, BattleHurtParam battleHurtParam, bool isCasterView = false)
    {
        this.battleFieldGuid = battleFieldGuid;
        this.battleHurtParam = battleHurtParam;
        this.isCasterView = isCasterView;
        this.isLastHit = battleHurtParam.hitIndex >= battleHurtParam.skillConfig.DamageDivide.Length - 1;
        this.isFirstHit = battleHurtParam.hitIndex == 0;
        
        m_rawAttackType = hurt == null ? 0 : hurt.AttackTypes;
 
        HandleDamageType();
        HandleAttackTypeAndDamage();
    }
 
    #endregion
 
    #region Damage Type Processing
 
    private void HandleDamageType()
    {
        if (hurt == null) return;
 
        uint originalAttackTypes = hurt.AttackTypes;
        int convertedAttackTypes = 0;
 
        // 遍历服务器发来的所有伤害类型标记
        foreach (ServerDamageType serverDamageType in System.Enum.GetValues(typeof(ServerDamageType)))
        {
            int serverValue = (int)serverDamageType;
    
            // 检查服务器类型是否存在
            if ((originalAttackTypes & serverValue) != serverValue)
                continue;
    
            // 转换映射
            switch (serverDamageType)
            {
                case ServerDamageType.Damage:
                    convertedAttackTypes |= (int)DamageType.Damage;
                    break;
                
                case ServerDamageType.Recovery:
                    convertedAttackTypes |= (int)DamageType.Recovery;
                    break;
                
                case ServerDamageType.Immune:
                    convertedAttackTypes |= (int)DamageType.Immune;
                    break;
                
                case ServerDamageType.Block:
                    convertedAttackTypes |= (int)DamageType.Block;
                    break;
                
                case ServerDamageType.Realdamage:
                    convertedAttackTypes |= (int)DamageType.Realdamage;
                    break;
                
                case ServerDamageType.Crit:
                    convertedAttackTypes |= (int)DamageType.Crit;
                    break;
 
                case ServerDamageType.Stunned:
                    convertedAttackTypes |= (int)DamageType.Stunned;
                    break;
                
                case ServerDamageType.Dodge:
                    convertedAttackTypes |= (int)DamageType.Dodge;
                    break;
                
                case ServerDamageType.DamageReverse:
                    convertedAttackTypes |= (int)DamageType.Damage;
                    break;
                
                case ServerDamageType.SuckHpReverse:
                    convertedAttackTypes |= (int)DamageType.Damage;
                    break;
                
                case ServerDamageType.SelfHarm:
                    convertedAttackTypes |= (int)DamageType.Damage;
                    break;
                
                default:
                    Debug.LogError($"[BattleDmgInfo] 未知的服务器伤害类型: {serverDamageType}({serverValue})");
                    break;
            }
        }
 
        // DOT技能特殊处理(SkillType == 3 或 4)
        if (skillConfig != null && (skillConfig.SkillType == 3 || skillConfig.SkillType == 4))
        {
            // 如果是伤害类型,替换为流血类型
            if ((convertedAttackTypes & (int)DamageType.Damage) != 0)
            {
                // 流血标记
                convertedAttackTypes = (int)DamageType.Bloody;
            }
            // 治疗类型保持不变
        }
 
        hurt.AttackTypes = (uint)convertedAttackTypes;
    }
 
    #endregion
 
    #region Damage List Generation
 
    // HandleAttackTypeAndDamage 中只生成对应视角的飘字列表
    private void HandleAttackTypeAndDamage()
    {
        isBlocked = HaveBlockDamage();
        isImmune = IsImmune();
        int rawAttackType = hurt == null ? 0 : (int)hurt.AttackTypes;
        
        if (isImmune)
        {
            targetDamageList.Add(new BattleDmg 
            { 
                damage = 0, 
                attackType = (int)DamageType.Immune 
            });
            return;
        }
        
        int maxCount = CalculateMaxDamageSegmentCount();
 
        for (int i = 0; i < maxCount; i++)
        {
            if (isCasterView)
            {
                // 施法者视角:只处理吸血和反伤,添加到targetDamageList用于飘字
                ProcessSuckHpDamage(i);
                ProcessReflectDamage(i);
            }
            else
            {
                // 目标视角:处理反伤和吸血添加到casterDamageList,主伤害添加到targetDamageList
                ProcessReflectDamage(i);
                ProcessSuckHpDamage(i);
                ProcessMainDamage(i, rawAttackType);
            }
        }
    }
 
    /// <summary>
    /// 计算最大伤害段数
    /// </summary>
    private int CalculateMaxDamageSegmentCount()
    {
        int maxCount = 0;
        
        // 目标受伤的伤害段数
        if (battleHurtParam.hurter != null && battleHurtParam.hurter.damageList != null)
            maxCount = Mathf.Max(maxCount, battleHurtParam.hurter.damageList.Count);
        
        // 施法者的吸血和反伤段数
        if (battleHurtParam.caster != null)
        {
            if (battleHurtParam.caster.suckHpList != null)
                maxCount = Mathf.Max(maxCount, battleHurtParam.caster.suckHpList.Count);
            if (battleHurtParam.caster.reflectHpList != null)
                maxCount = Mathf.Max(maxCount, battleHurtParam.caster.reflectHpList.Count);
        }
        
        return maxCount;
    }
 
    /// <summary>
    /// 处理反伤伤害
    /// </summary>
    private void ProcessReflectDamage(int segmentIndex)
    {
        if (battleHurtParam.caster == null || battleHurtParam.caster.reflectHpList == null)
            return;
            
        if (segmentIndex >= battleHurtParam.caster.reflectHpList.Count)
            return;
 
        long reflectHp = battleHurtParam.caster.reflectHpList[segmentIndex];
        if (reflectHp > 0)
        {
            if (isCasterView)
            {
                // 施法者视角:反伤显示在自己身上(targetDamageList)
                targetDamageList.Add(new BattleDmg
                {
                    damage = reflectHp,
                    attackType = (int)DamageType.Reflect
                });
            }
            else
            {
                // 目标视角:反伤显示在施法者身上(casterDamageList)
                casterDamageList.Add(new BattleDmg
                {
                    damage = reflectHp,
                    attackType = (int)DamageType.Reflect
                });
            }
        }
    }
 
    /// <summary>
    /// 处理吸血伤害
    /// </summary>
    private void ProcessSuckHpDamage(int segmentIndex)
    {
        if (battleHurtParam.caster == null || battleHurtParam.caster.suckHpList == null)
            return;
            
        if (segmentIndex >= battleHurtParam.caster.suckHpList.Count)
            return;
 
        long suckHp = battleHurtParam.caster.suckHpList[segmentIndex];
        if (suckHp > 0)
        {
            if (isCasterView)
            {
                // 施法者视角:吸血显示在自己身上(targetDamageList)
                targetDamageList.Add(new BattleDmg
                {
                    damage = suckHp,
                    attackType = (int)DamageType.SuckHP
                });
            }
            else
            {
                // 目标视角:吸血显示在施法者身上(casterDamageList)
                casterDamageList.Add(new BattleDmg
                {
                    damage = suckHp,
                    attackType = (int)DamageType.SuckHP
                });
            }
        }
    }
 
    /// <summary>
    /// 处理主要伤害
    /// </summary>
    private void ProcessMainDamage(int segmentIndex, int rawAttackType)
    {
        // 只处理目标受伤的主要伤害
        if (battleHurtParam.hurter == null || battleHurtParam.hurter.damageList == null)
            return;
            
        if (segmentIndex >= battleHurtParam.hurter.damageList.Count)
            return;
 
        long actualDamage = battleHurtParam.hurter.damageList[segmentIndex];
 
        if (isBlocked)
        {
            ProcessBlockedDamage(actualDamage, rawAttackType);
        }
        else
        {
            ProcessNormalDamage(actualDamage, rawAttackType);
        }
    }
 
    /// <summary>
    /// 处理被格挡的伤害
    /// </summary>
    private void ProcessBlockedDamage(long actualDamage, int rawAttackType)
    {
        float blockRatio = GeneralDefine.blockRatio;
        int attackType = rawAttackType & (~(int)DamageType.Block);
 
        // 添加格挡伤害显示
        long totalDamage = (long)(actualDamage / (1 - blockRatio));
        long blockDmg = totalDamage - actualDamage;
        targetDamageList.Add(new BattleDmg { damage = blockDmg, attackType = (int)DamageType.Block });
 
        // 添加实际伤害显示
        if (IsRealdamage())
        {
            AddRealdamageToList(actualDamage);
        }
        else
        {
            AddNormalDamageToList(actualDamage, attackType);
        }
    }
 
    /// <summary>
    /// 处理正常伤害(未被格挡)
    /// </summary>
    private void ProcessNormalDamage(long actualDamage, int rawAttackType)
    {
        if (IsRealdamage())
        {
            AddRealdamageToList(actualDamage);
        }
        else
        {
            AddNormalDamageToList(actualDamage, rawAttackType);
        }
    }
 
    /// <summary>
    /// 添加真实伤害到列表
    /// </summary>
    private void AddRealdamageToList(long damage)
    {
        int showAttackType = (int)DamageType.Realdamage + (IsCrit() ? (int)DamageType.Crit : 0);
        targetDamageList.Add(new BattleDmg { damage = damage, attackType = showAttackType });
    }
 
    /// <summary>
    /// 添加普通伤害/治疗到列表
    /// </summary>
    private void AddNormalDamageToList(long damage, int attackType)
    {
        attackType = ValidateAndFixAttackType(attackType);
        targetDamageList.Add(new BattleDmg { damage = damage, attackType = attackType });
    }
 
    /// <summary>
    /// 验证并修复攻击类型
    /// </summary>
    private int ValidateAndFixAttackType(int attackType)
    {
        if (IsType(DamageType.Stunned))
        {
            // 特殊处理击晕类型
            //  去掉击晕类型
            attackType &= ~(int)DamageType.Stunned;
        }
 
        if (DamageNumConfig.Get(attackType) != null)
            return attackType;
 
        UnityEngine.Debug.LogError($"转换伤害类型错误或者未实现,强制转换为普通伤害/治疗, attackType: {attackType} rawAttackType: {m_rawAttackType}");
 
        if ((attackType & (int)DamageType.Damage) != 0)
            return (int)DamageType.Damage;
 
        if ((attackType & (int)DamageType.Recovery) != 0)
            return (int)DamageType.Recovery;
 
        UnityEngine.Debug.LogError($"强制转换失败,该类型不是治疗也不是伤害 {attackType}");
        return attackType;
    }
 
    #endregion
 
    #region Type Checking
 
    public bool IsType(DamageType damageType)
    {
        return hurt != null && (hurt.AttackTypes & (int)damageType) == (int)damageType;
    }
 
    public bool IsCrit()
    {
        return IsType(DamageType.Crit);
    }
 
    public bool HaveBlockDamage()
    {
        return IsType(DamageType.Block);
    }
 
    public bool IsImmune()
    {
        return IsType(DamageType.Immune);
    }
 
    public bool IsRealdamage()
    {
        return skillConfig.HurtType / 10 == 1;
    }
 
    public bool IsDamage()
    {
        return IsType(DamageType.Damage) || IsRealdamage() || IsType((DamageType)11) || IsType((DamageType)12);
    }
 
    #endregion
}
 
public class BattleHurtObj
{
    public BattleObject hurtObj;
    public List<long> damageList;
 
    public long fromHp;
 
    public long toHp;
 
    public long maxHp
    {
        get
        {
            return hurtObj != null ? hurtObj.teamHero.maxHp : 0;
        }
    }
 
    public long fromShieldValue;
 
    public long toShieldValue;
 
    public long totalDamage
    {
        get
        {
            long total = 0;
            if (damageList != null)
            {
                foreach (var dmg in damageList)
                {
                    total += dmg;
                }
            }
 
            return total;
        }
    }
}
 
public class BattleCastObj
{
    public BattleObject casterObj;
    public List<long> suckHpList;
    public List<long> reflectHpList;
 
    public long fromHp;
 
    public long toHp;
 
    public long maxHp
    {
        get
        {
            return casterObj != null ? casterObj.teamHero.maxHp : 0;
        }
    }
 
    public long fromShieldValue;
 
    public long toShieldValue;
}
 
public class BattleHurtParam
{
    public BattleCastObj caster;
    public BattleHurtObj hurter;
 
    public BattleDrops battleDrops;
    public HB427_tagSCUseSkill.tagSCUseSkillHurt hurt;
    public HB427_tagSCUseSkill hB427_TagSCUseSkill;
    public int hitIndex;
    public HB422_tagMCTurnFightObjDead deadPack;
    public SkillConfig skillConfig;
 
 
}