hch
2026-01-26 aa84cb62bebb9c8a4e586bcc1ec28eb7a16a8860
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using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using Spine;
using System.Linq;
using System;
 
public class SkillBase
{
    const float moveTime = 0.5f;
 
    private static readonly Color colorGreen = new Color(33f / 255f,
                                                        133f / 255f,
                                                        6f / 255f);
    private static readonly Color colorBlue = new Color(40f / 255f,
                                                        87f / 255f,
                                                        189f / 255f);
 
    protected SkillEffect skillEffect;
    public HB427_tagSCUseSkill tagUseSkillAttack;
    public SkillConfig skillConfig;
    protected bool isFinished = false;
    protected BattleField battleField = null; // 战场
    protected RectTransform targetNode = null; // 目标节点
    public BattleObject caster = null; // 施法者
    protected List<GameNetPackBasic> packList;
 
    protected List<RecordAction> currentWaitingSkill = new List<RecordAction>();
 
    protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>();
    protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>();
 
    protected bool moveFinished = false;
    public SkillBase fromSkill;
    public bool isPlay = false;
 
    //  父RecordAction(SkillRecordAction),用于子技能建立父子关系
    protected RecordAction parentRecordAction;
    
    //  技能动画是否播放完成(针对有动画的技能)
    protected bool isMotionCompleted = false;
 
    private float MoveSpeed = 750f;
 
    private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>();
    private Dictionary<int, BattleDeadPack> tempDeadPackList = new Dictionary<int, BattleDeadPack>();
 
    // Buff相关包集合,支持 HB428(刷新) 和 HB429(删除)
    protected List<GameNetPackBasic> buffPackCollections = new List<GameNetPackBasic>();
 
 
    // 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;
        skillConfig = _skillCfg;
        tagUseSkillAttack = vNetData;
        battleField = _battleField;
        packList = _packList;
 
        // 注册正在释放的技能
        if (battleField != null && caster != null)
        {
            battleField.AddCastingSkill(caster.ObjID, this);
        }
 
        SafetyCheck();
    }
 
    public virtual void AfterAddToQueue()
    {
        
    }
 
    //  设置父RecordAction
    public void SetParentRecordAction(RecordAction recordAction)
    {
        parentRecordAction = recordAction;
    }
 
#if UNITY_EDITOR
    public static Dictionary<string, string> changeListDict = new Dictionary<string, string>();
#endif
    private void PinrtHB427Hp()
    {
#if UNITY_EDITOR
        string skillDetail = "SkillCaster : " + tagUseSkillAttack.ObjID + " -> cast SkillID: " + skillConfig.SkillID + "\n";
        
        skillDetail += "------------------ HurtList ------------------\n";
        for (int i = 0; i < tagUseSkillAttack.HurtCount; i++)
        {
            var Hurt = tagUseSkillAttack.HurtList[i];
            BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)Hurt.ObjID);
            
            string targetName = battleObject != null ? battleObject.teamHero.name : "Unknown";
            long hurtHp = GeneralDefine.GetFactValue(Hurt.HurtHP, Hurt.HurtHPEx);
            long curHp = GeneralDefine.GetFactValue(Hurt.CurHP, Hurt.CurHPEx);
            
            skillDetail += $"  [{i}] Target: {targetName} (ObjID:{Hurt.ObjID})\n";
            skillDetail += $"      HurtHP: {hurtHp}\n";
            skillDetail += $"      CurHP: {curHp}\n";
            skillDetail += $"      SuckHP: {Hurt.SuckHP}\n";
            skillDetail += $"      BounceHP: {Hurt.BounceHP}\n";
            skillDetail += $"      AttackTypes: {Hurt.AttackTypes}\n";
            
            if (Hurt.HurtListEx != null && Hurt.HurtListEx.Length > 0)
            {
                skillDetail += $"      HurtListEx ({Hurt.HurtListEx.Length}):\n";
                for (int j = 0; j < Hurt.HurtListEx.Length; j++)
                {
                    var hurtEx = Hurt.HurtListEx[j];
                    long hurtExHp = GeneralDefine.GetFactValue(hurtEx.HurtHP, hurtEx.HurtHPEx);
                    long curExHp = GeneralDefine.GetFactValue(hurtEx.CurHP, hurtEx.CurHPEx);
                    
                    skillDetail += $"        [{j}] ObjID:{hurtEx.ObjID} HurtHP:{hurtExHp} CurHP:{curExHp} SuckHP:{hurtEx.SuckHP} AttackTypes:{hurtEx.AttackTypes}\n";
                }
            }
        }
 
        skillDetail += "------------------ HurtListEx ------------------\n";
        if (tagUseSkillAttack.HurtListEx != null)
        {
            for (int i = 0; i < tagUseSkillAttack.HurtListEx.Length; i++)
            {
                var HurtEx = tagUseSkillAttack.HurtListEx[i];
                BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)HurtEx.ObjID);
                
                string targetName = battleObject != null ? battleObject.teamHero.name : "Unknown";
                long hurtHp = GeneralDefine.GetFactValue(HurtEx.HurtHP, HurtEx.HurtHPEx);
                long curHp = GeneralDefine.GetFactValue(HurtEx.CurHP, HurtEx.CurHPEx);
                
                skillDetail += $"  [{i}] Target: {targetName} (ObjID:{HurtEx.ObjID})\n";
                skillDetail += $"      HurtHP: {hurtHp}\n";
                skillDetail += $"      CurHP: {curHp}\n";
                skillDetail += $"      SuckHP: {HurtEx.SuckHP}\n";
                skillDetail += $"      AttackTypes: {HurtEx.AttackTypes}\n";
            }
        }
 
        skillDetail += "------------------ END ------------------\n";
 
        if (changeListDict.ContainsKey(caster.battleField.guid))
        {
            string origin = changeListDict[caster.battleField.guid];
            origin += skillDetail;
            changeListDict[caster.battleField.guid] = origin;
            
        }
        else
            changeListDict.Add(caster.battleField.guid, skillDetail);
 
        Debug.LogError("skillDetail : " + skillDetail);
#endif
    }
 
    private void SafetyCheck()
    {
#if UNITY_EDITOR
        if (Launch.Instance.isOpenSkillLogFile)
        {
            PinrtHB427Hp();
        }
#endif
 
        bool safety = caster != null 
                        && skillConfig != null 
                        && tagUseSkillAttack != null 
                        && battleField != null;
 
        
        if (!safety)
        {
            Debug.LogError("SkillBase SafetyCheck failed! Caster or SkillConfig or TagUseSkillAttack or BattleField is null, or Caster is dead.");
            ForceFinished();
        }
 
        
    }
 
    // 技能运行主逻辑:处理技能效果和其他技能动作
    public virtual void Run()
    {
        if (skillEffect != null)
        {
            if (skillEffect.IsFinished())
            {
                skillEffect = null;
                OnSkillFinished();
            }
            else
            {
                skillEffect.Run();
            }
            return;
        }
 
 
    }
 
    protected void ShadowIllutionCreate(bool create)
    {
        if (create)
        {
            Color color = Color.white;
            //1-连击;2-反击;3-追击
            //  反击蓝色
            //  追击连击绿色
            bool change = false;
            if (tagUseSkillAttack.BattleType == 1)
            {
                color = colorGreen;
                change = true;
            }
            else if (tagUseSkillAttack.BattleType == 2)
            {
                color = colorBlue;
                change = true;
            }
            else if (tagUseSkillAttack.BattleType == 3)
            {
                color = colorGreen;
                change = true;
            }
            
            if (change)
            {
                MoveSpeed = 1125f;
                caster.motionBase.ShowIllusionShadow(true, color);
            }
        }
        else
        {
            MoveSpeed = 750f;
            caster.motionBase.ShowIllusionShadow(false);
        }
    }
 
    // 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 (skillConfig.SkinllSFX1 != 0)
        {
            battleField.soundManager.PlayEffectSound(skillConfig.SkinllSFX1, false);
        }
 
        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);
            }
            
            Hint(caster, hintConfig);
 
 
        }
 
        // 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.None:
            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;
        }
    }
 
    protected void Hint(BattleObject battleObject, DamageNumConfig hintConfig)
    {
        if (hintConfig != null)
        {
            battleObject.heroInfoBar.ShowTips(((char)hintConfig.prefix).ToString(), true, false, 1.25f);
        }
    }
 
    // 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, () =>
        {
            if (skillConfig.ClientTriggerTiming == 1)
            {
                OnAttackFinish();
            }
            else
            {
                // ShadowIllutionCreate(true);
                MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
                {
                    // ShadowIllutionCreate(false);
                    OnAttackFinish();
                }, MoveSpeed);   
            }
        });
    }
 
    // 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(this, 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);
            // ShadowIllutionCreate(true);
            MoveToTarget(rectTransform, Vector2.zero, () =>
            {
                // ShadowIllutionCreate(false);
                OnAttackFinish();
            }, MoveSpeed);
        });
    }
 
    // 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, () =>
        {
            if (skillConfig.ClientTriggerTiming == 1)
            {
                OnAttackFinish();
            }
            else
            {
                // ShadowIllutionCreate(true);
                MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
                {
                    // ShadowIllutionCreate(false);
                    OnAttackFinish();
                }, MoveSpeed);   
            }
        });
    }
 
    // 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)
    {
        ShadowIllutionCreate(true);
        MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () =>
        {
            if (skillConfig.CastDistance < 9999 && skillConfig.SkinllSFX2 != 0)
            {
                battleField.soundManager.PlayEffectSound(skillConfig.SkinllSFX2, false);
            }
 
            TurnBack(() =>
            {
                ShadowIllutionCreate(false);
                
                CastImpl(() =>
                {
                    TurnBack(() => 
                    {
                        try
                        {
                            onReturnComplete?.Invoke(); // 添加异常处理防止回调异常导致状态不完整
                        }
                        catch (Exception ex)
                        {
                            Debug.LogError($"ExecuteMoveAndCastSequence回调异常: {ex.Message}");
                            throw;
                        }
                    }, -1f);
                });
            }, -1f);
        });
    }
 
    // 移动到目标位置:处理角色的移动动画和逻辑
    protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 750f)
    {
        if (skillConfig.CastDistance >= 9999)
        {
            _onComplete?.Invoke();
            return;
        }
 
        caster.motionBase.PlayAnimation(MotionName.run, true);
        var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () =>
        {
            caster.motionBase.PlayAnimation(MotionName.idle, true);
            _onComplete?.Invoke();
        }, speed);
        battleField.battleTweenMgr.OnPlayTween(tweener);
    }
 
    // 转身逻辑:根据技能配置处理角色转向
    protected void TurnBack(Action _onComplete, float forward)
    {
        if (skillConfig.CastDistance < 0)
        {
            Vector3 scale = caster.heroGo.transform.localScale;
            scale.x = Mathf.Abs(scale.x) * forward;
            caster.heroGo.transform.localScale = scale;
        }
        _onComplete?.Invoke();
    }
 
    // 攻击完成后的处理:转身、恢复状态、播放待机动画
    protected void OnAttackFinish()
    {
        TurnBack(null, 1f);
        OnAllAttackMoveFinished();
        caster.motionBase.PlayAnimation(MotionName.idle, true);
    }
 
    // 所有攻击移动完成后的处理:恢复UI显示状态
    protected virtual void OnAllAttackMoveFinished()
    {
        moveFinished = true;
        List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>();
        foreach (BattleObject bo in allList)
        {
            bo.layerMgr.SetFront();
            bo.heroInfoBar.SetActive(true);
        }
        battleField.battleRootNode.skillMaskNode.SetActive(false);
    }
 
    // 执行技能释放动画和逻辑:播放施法动作并提供回调
    protected TrackEntry CastImpl(Action onComplete = null)
    {
        return caster.motionBase.PlaySkillAnimation(skillConfig, this, tagUseSkillAttack.BattleType == 4, onComplete);
    }
 
    // 技能开始回调:处理死亡、子技能、技能效果初始化
    public void OnSkillStart()
    {
        if (isPlay)
        {
            Debug.LogError(" play twice OnSkillStart skillId :" + skillConfig.SkillID);
            return;
        }
 
        //  先把死亡包收集了
        HandleDead();
 
        //  再处理 内嵌技能
        ProcessSubSkill();
 
        skillEffect = SkillEffectFactory.CreateSkillEffect(this, caster, skillConfig, tagUseSkillAttack);
        skillEffect.Play(OnHitTargets);
        
 
        isPlay = true;
    }
 
    protected void ProcessSubSkill()
    {
        // 按packUID排序所有子技能
        var allSubSkills = new List<(ulong packUID, SkillRecordAction action)>();
        
        List<GameNetPackBasic> removePackList = new List<GameNetPackBasic>();
 
        foreach (var pack in packList)
        {
            if (pack is HB427_tagSCUseSkill skillPack)
            {
                SkillConfig ssc = SkillConfig.Get((int)skillPack.SkillID);
                if (!string.IsNullOrEmpty(ssc.SkillMotionName))
                {
                    break;
                }
                SkillRecordAction skillRecordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic> { skillPack });
                allSubSkills.Add((skillPack.packUID, skillRecordAction));
                removePackList.Add(pack);
            }
            else if (pack is HB422_tagMCTurnFightObjDead dead)
            {
                break;
            }
            else if (pack is CustomHB426CombinePack combinePack)
            {
                HB427_tagSCUseSkill sp = combinePack.GetMainHB427SkillPack();
                SkillConfig ssc = SkillConfig.Get((int)sp.SkillID);
 
                if (!string.IsNullOrEmpty(ssc.SkillMotionName))
                {
                    break;
                }
                SkillRecordAction skillRecordAction = combinePack.CreateSkillAction();
                allSubSkills.Add((sp.packUID, skillRecordAction));
                removePackList.Add(pack);
            }
        }
 
        for (int i = 0; i < removePackList.Count; i++)
        {
            packList.Remove(removePackList[i]);
        }
 
        // 按packUID排序
        allSubSkills.Sort((a, b) => a.packUID.CompareTo(b.packUID));
 
        foreach (var (packUID, recordAction) in allSubSkills)
        {
            battleField.recordPlayer.ImmediatelyPlay(recordAction);
 
            if (recordAction.IsNeedWaiting())
            {
                currentWaitingSkill.Add(recordAction);
            }
        }
    }
 
    // 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()
    {
        //  标记动画播放完成
        isMotionCompleted = true;
        BattleDebug.LogError($"SkillBase.OnFinalFrameEnd: 技能 {skillConfig?.SkillID} 动画播放完成");
        
        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.SkillMaskOrder + BattleConst.BattleActiveHeroOffset);
 
        if (skillConfig.FuncType != 2)
            return;
 
        // 收集所有目标(包含 HurtList、每个 Hurt 的 HurtListEx、以及顶层 HurtListEx)
        var targetSet = new HashSet<BattleObject>();
        if (tagUseSkillAttack != null)
        {
            // 主目标列表
            if (tagUseSkillAttack.HurtList != null)
            {
                foreach (var hurt in tagUseSkillAttack.HurtList)
                {
                    var bo = battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
                    if (bo != null) targetSet.Add(bo);
 
                    // 主目标的额外目标(弹射/平摊)
                    if (hurt.HurtListEx != null)
                    {
                        foreach (var hurtEx in hurt.HurtListEx)
                        {
                            var exBo = battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID);
                            if (exBo != null) targetSet.Add(exBo);
                        }
                    }
                }
            }
 
            // 技能包顶层的 HurtListEx(如溅射、顶层平摊)
            if (tagUseSkillAttack.HurtListEx != null)
            {
                foreach (var hurtEx in tagUseSkillAttack.HurtListEx)
                {
                    var exBo = battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID);
                    if (exBo != null) targetSet.Add(exBo);
                }
            }
        }
 
        // 确保施法者也被高亮(原逻辑)
        var highlightList = new List<BattleObject>(targetSet) { caster };
 
        var allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList();
 
        // 构造集合便于判断
        var targetSetLookup = new HashSet<BattleObject>(targetSet);
        var highlightSet = new HashSet<BattleObject>(highlightList);
 
        // 先把施法者的 InfoBar 隐藏(原逻辑保留)
        caster.heroInfoBar.SetActive(false);
 
        foreach (BattleObject bo in allList)
        {
            bool isHighlight = highlightSet.Contains(bo);
            bool isTarget = targetSetLookup.Contains(bo);
 
            if (isHighlight)
            {
                bo.layerMgr.SetFront();
            }
            else
            {
                bo.layerMgr.SetBack();
            }
 
            // 目标(含 HurtListEx)都应显示 InfoBar
            bo.heroInfoBar.SetActive(isTarget);
        }
 
        battleField.battleRootNode.skillMaskNode.SetActive(true);
    }
 
 
    // 命中目标回调:处理所有被命中的目标(包括主目标、弹射目标、溅射目标)
    protected virtual void OnHitTargets(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList)
    {
        // Debug.LogError($"Skill {skillConfig.SkillID} hit targets _hitIndex: {_hitIndex} hit {string.Join(", ", hitList.Select(h => h.ObjID + ":" + battleField.battleObjMgr.GetBattleObject((int)h.ObjID)?.teamHero.name))}");
 
        //  造成伤害前先处理血量刷新包
        HandleRefreshHP();
 
        bool suckHp = true;
 
        // 处理主目标列表
        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, suckHp);
 
            suckHp = false;
 
            // 处理该目标的额外目标列表(如弹射伤害的平摊目标)
            if (hurt.HurtListEx != null && hurt.HurtListEx.Length > 0)
            {
                foreach (var hurtEx in hurt.HurtListEx)
                {
                    BattleObject exTarget = caster.battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID);
                    if (exTarget == null)
                    {
                        Debug.LogError($"额外目标为空 HurtListEx target == null ObjId : {hurtEx.ObjID}");
                        continue;
                    }
 
                    OnHitEachTargetEx(_hitIndex, exTarget, hurtEx);
                }
            }
        }
 
        // 处理技能包顶层的额外目标列表(如溅射伤害、平摊伤害)
        if (tagUseSkillAttack.HurtListEx != null && tagUseSkillAttack.HurtListEx.Length > 0)
        {
            foreach (var hurtEx in tagUseSkillAttack.HurtListEx)
            {
                BattleObject exTarget = caster.battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID);
                if (exTarget == null)
                {
                    Debug.LogError($"顶层额外目标为空 tagUseSkillAttack.HurtListEx target == null ObjId : {hurtEx.ObjID}");
                    continue;
                }
 
                OnHitEachTargetEx(_hitIndex, exTarget, hurtEx);
            }
        }
 
        HandleHint(_hitIndex, hitList);
    }
 
    protected void HandleHint(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList)
    {
        if (0 == _hitIndex)
        {
            bool needhint = false;
 
            for (int i = 0; i < hitList.Count; i++)
            {
                var hurt = hitList[i];
 
                //8-击晕
                if ((hurt.AttackTypes & (int)DamageType.Stunned) == (int)DamageType.Stunned)
                {
                    needhint = true;
                    break;
                }
 
                for (int j = 0; j < hurt.HurtListEx?.Length; j++)
                {
                    var hurtex = hurt.HurtListEx[j];
                    //8-击晕
                    if ((hurtex.AttackTypes & (int)ServerDamageType.Stunned) == (int)ServerDamageType.Stunned)
                    {
                        needhint = true;
                        break;
                    }
                }
 
                if (needhint)
                    break;
            }
 
            if (needhint)
            {
                DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.BattleStun);
                Hint(caster, hintConfig);
            }
 
            for (int i = 0; i < hitList.Count; i++)
            {
                var hurt = hitList[i];
 
                if ((hurt.AttackTypes & (int)DamageType.BreakArmor) == (int)DamageType.BreakArmor)
                {
                    BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
                    if (battleObject != null)
                    {
                        DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.BreakArmor);
                        Hint(battleObject, hintConfig);
                        battleField.battleEffectMgr.PlayEffect(battleObject, 
                            BattleConst.BreakArmorEffectID, battleObject.heroRectTrans, battleObject.Camp, 
                            battleObject.teamHero.modelScale);
                    }
                }
                else if ((hurt.AttackTypes & (int)DamageType.Parry) == (int)DamageType.Parry)
                {
                    BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
                    if (battleObject != null)
                    {
                        DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.Parry);
                        Hint(battleObject, hintConfig);
                        battleField.battleEffectMgr.PlayEffect(battleObject, 
                            BattleConst.ParryEffectID, battleObject.heroRectTrans, battleObject.Camp, 
                            battleObject.teamHero.modelScale);
                    }
                }
            }
        }
    }
 
    // 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, bool suckHp)
    {
        // ============ 获取临时数据(掉落、死亡等) ============
        int objID = (int)target.ObjID;
        tempDropList.TryGetValue(objID, out BattleDrops battleDrops);
        tempDeadPackList.TryGetValue(objID, out BattleDeadPack deadPack);
 
        // 如果目标正在释放技能,跳过死亡处理(延迟到技能结束)
        if (battleField != null && battleField.IsCastingSkill(target.ObjID))
        {
            deadPack = null;
        }
 
        // ============ 参数打包 ============
        BattleHurtParam hurtParam = BattleUtility.CalcBattleHurtParam(this, _hitIndex, target, hurt, battleDrops, deadPack, suckHp);
#if UNITY_EDITOR
        PrintHurtParamDebugInfo(hurtParam);
#endif
 
        // 先调用目标受伤
        DeathRecordAction recordAc = target.Hurt(hurtParam, parentRecordAction);
 
        if (null != recordAc)
        {
            tempDeadPackList.Remove(hurtParam.hurter.hurtObj.ObjID);
            battleField.recordPlayer.ImmediatelyPlay(recordAc, parentRecordAction, true);
            currentWaitingSkill.Add(recordAc);
        }
        
        // 再调用施法者吸血/反伤
        caster.OnHurtTarget(hurtParam);
    }
 
    // 处理额外目标被命中(HurtListEx):溅射、弹射、平摊伤害等
    protected virtual void OnHitEachTargetEx(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurtEx hurtEx)
    {
        // ============ 获取临时数据(掉落、死亡等) ============
        int objID = (int)target.ObjID;
        tempDropList.TryGetValue(objID, out BattleDrops battleDrops);
 
        tempDeadPackList.TryGetValue(objID, out BattleDeadPack deadPack);
 
        // 如果目标正在释放技能,跳过死亡处理(延迟到技能结束)
        if (battleField != null && battleField.IsCastingSkill(target.ObjID))
        {
            deadPack = null;
        }
        // ============ 参数打包(将 tagSCUseSkillHurtEx 转换为 tagSCUseSkillHurt)============
        HB427_tagSCUseSkill.tagSCUseSkillHurt hurt = new HB427_tagSCUseSkill.tagSCUseSkillHurt
        {
            ObjID = hurtEx.ObjID,
            AttackTypes = hurtEx.AttackTypes,
            HurtHP = hurtEx.HurtHP,
            HurtHPEx = hurtEx.HurtHPEx,
            CurHP = hurtEx.CurHP,
            CurHPEx = hurtEx.CurHPEx,
            SuckHP = 0,//hurtEx.SuckHP, 获取全部吸血时已经计算过 这里就不再计算
            BounceHP = 0, // HurtEx 没有反伤字段
            HurtCountEx = 0,
            HurtListEx = null
        };
 
        OnHitEachTarget(_hitIndex, target, hurt, false);//获取全部吸血时已经计算过 这里就不再计算
    }
 
#if UNITY_EDITOR
    private void PrintHurtParamDebugInfo(BattleHurtParam hurtParam)
    {
        bool isLastHit = hurtParam.hitIndex >= hurtParam.skillConfig.DamageDivide.Length - 1;
        
        long currentHitDamage = hurtParam.hurter.damageList != null ? hurtParam.hurter.damageList.Sum() : 0;
        long currentHitSuckHp = hurtParam.caster.suckHpList != null ? hurtParam.caster.suckHpList.Sum() : 0;
        long currentHitReflectHp = hurtParam.caster.reflectHpList != null ? hurtParam.caster.reflectHpList.Sum() : 0;
        
        long totalDamage = GeneralDefine.GetFactValue(hurtParam.hurt.HurtHP, hurtParam.hurt.HurtHPEx);
        long totalSuckHp = BattleUtility.GetSuckHp(tagUseSkillAttack);
        long totalReflectHp = hurtParam.hurt.BounceHP;
        
        BattleDebug.LogError(
            (hurtParam.caster.casterObj.Camp == BattleCamp.Red ? "【红方行动】" : "【蓝方行动】 ") +
            $"攻击者: {hurtParam.caster.casterObj.teamHero.name} (ObjID:{hurtParam.caster.casterObj.ObjID})\n" +
            $"目标: {hurtParam.hurter.hurtObj.teamHero.name} (ObjID:{hurtParam.hurter.hurtObj.ObjID})\n" +
            $"技能: {hurtParam.skillConfig.SkillName} (ID:{hurtParam.skillConfig.SkillID})\n" +
            $"击数: 第{hurtParam.hitIndex + 1}击 / 共{hurtParam.skillConfig.DamageDivide.Length}击" + (isLastHit ? " [最后一击]" : " [中间击]") + "\n" +
            $"\n" +
            $"========== 目标受伤数据 ==========\n" +
            $"伤害: {currentHitDamage} / 总伤害: {totalDamage}\n" +
            $"伤害分段: [{string.Join(", ", hurtParam.hurter.damageList ?? new List<long>())}]\n" +
            $"目标血量: {hurtParam.hurter.fromHp} -> {hurtParam.hurter.toHp} (最大:{hurtParam.hurter.maxHp})\n" +
            $"目标护盾: {hurtParam.hurter.fromShieldValue} -> {hurtParam.hurter.toShieldValue}\n" +
            $"攻击类型: {hurtParam.hurt.AttackTypes}\n" +
            $"\n" +
            $"========== 施法者数据 ==========\n" +
            $"吸血: {currentHitSuckHp} / 总吸血: {totalSuckHp}\n" +
            $"吸血分段: [{string.Join(", ", hurtParam.caster.suckHpList ?? new List<long>())}]\n" +
            $"反伤: {currentHitReflectHp} / 总反伤: {totalReflectHp}\n" +
            $"反伤分段: [{string.Join(", ", hurtParam.caster.reflectHpList ?? new List<long>())}]\n" +
            $"施法者血量: {hurtParam.caster.fromHp} -> {hurtParam.caster.toHp} (最大:{hurtParam.caster.maxHp})\n" +
            $"施法者护盾: {hurtParam.caster.fromShieldValue} -> {hurtParam.caster.toShieldValue}\n"
        );
    }
#endif
 
    // 处理HP刷新包(简化逻辑)
    private void HandleRefreshHP()
    {
        // 查找HP刷新包
        HB419_tagSCObjHPRefresh refreshPack = BattleUtility.FindObjHPRefreshPack(packList);
 
        if (refreshPack != null)
        {
            // 分发HP刷新包
            // 【使用 parentRecordAction.innerRecordPlayer】
            // 原因:HP刷新包是技能内部产生的,应该由当前SkillRecordAction的innerRecordPlayer管理
            // 这样可以确保HP刷新与技能的生命周期绑定,ForceFinish时一并处理
            PackageRegeditEx.DistributeToRecordAction(refreshPack, parentRecordAction);
            packList.Remove(refreshPack);
        }
    }
 
    // 处理死亡相关逻辑:分配掉落和经验
    protected void HandleDead()
    {
        List<BattleDeadPack> deadPackList = BattleUtility.FindDeadPack(packList);
        if (deadPackList.Count <= 0) return;
 
        foreach (var deadPack in deadPackList)
        {
            packList.Remove(deadPack.deadPack);
            packList.Remove(deadPack.deadTriggerSkill);
        }
 
        // 找到最大的死亡包 packUID
        BattleDeadPack lastBattleDeadPack = null;
        ulong maxDeathPackUID = 0;
        foreach (var deadPack in deadPackList)
        {
            if (deadPack.deadPack != null && deadPack.deadPack.packUID > maxDeathPackUID)
            {
                maxDeathPackUID = deadPack.deadPack.packUID;
                lastBattleDeadPack = deadPack;
            }
        }
        
        // 如果找到了死亡包,收集所有 packUID > maxDeathPackUID 的包
        if (maxDeathPackUID > 0 && lastBattleDeadPack != null)
        {
            BattleDebug.LogError($"SkillBase.HandleDead: 找到死亡包,maxDeathPackUID = {maxDeathPackUID},开始收集死亡后的包");
            
            // 1. 收集 packList 中 packUID 大于死亡包的包(排除经验包和掉落包,它们需要在当前技能中处理)
            List<GameNetPackBasic> packsToRemove = new List<GameNetPackBasic>();
            foreach (var pack in packList)
            {
                ulong packUID = GetPackUID(pack);
                if (packUID > maxDeathPackUID)
                {
                    // 排除经验包和掉落包,它们属于当前死亡事件的一部分,不是"死亡后"的包
                    if (pack is HB405_tagMCAddExp expPack && expPack.Source == 2 || 
                        (pack is H0704_tagRolePackRefresh h0704 && h0704.PackType == (byte)PackType.DropItem && h0704.IsBind == 1))
                    {
                        continue; // 跳过经验包和掉落包,让 CheckAfterDeadhPack() 处理它们
                    }
                    
                    BattleDebug.LogError($"SkillBase.HandleDead: 从packList收集死亡后的包 - Type: {pack.GetType().Name}, UID: {packUID}");
                    lastBattleDeadPack.packListAfterDeath.Add(pack);
                    packsToRemove.Add(pack);
                }
            }
 
            packList.RemoveAll(p => packsToRemove.Contains(p));
        }
 
        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)
        {
            // 【使用 parentRecordAction.innerRecordPlayer】
            // 原因:掉落包是技能效果的一部分,应该由当前SkillRecordAction管理
            // 掉落包的分发与技能完成绑定,确保在技能ForceFinish时正确处理
            PackageRegeditEx.DistributeToRecordAction(_dropPack, parentRecordAction);
            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++)
        {
            BattleDeadPack bdp = deadPackList[i];
            int objID = (int)bdp.deadPack.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.Select(d => d.deadPack));
        deadPacksToRemove.AddRange(deadPackList.Where(d => d.deadTriggerSkill != null).Select(d => d.deadTriggerSkill));
        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;
    }
 
    // 获取包的 packUID
    protected ulong GetPackUID(GameNetPackBasic pack)
    {
        if (pack == null) return 0;
        
        if (pack is HB422_tagMCTurnFightObjDead deadPack)
            return deadPack.packUID;
        
        if (pack is CustomHB426CombinePack combinePack)
        {
            var mainSkillPack = combinePack.GetMainHB427SkillPack();
            return mainSkillPack?.packUID ?? 0;
        }
        
        if (pack is HB427_tagSCUseSkill skillPack)
            return skillPack.packUID;
        
        if (pack is HB428_tagSCBuffRefresh buffRefresh)
            return buffRefresh.packUID;
        
        if (pack is HB429_tagSCBuffDel buffDel)
            return buffDel.packUID;
        
        if (pack is HB419_tagSCObjHPRefresh hpRefresh)
            return hpRefresh.packUID;
        
        if (pack is HB405_tagMCAddExp expPack)
            return expPack.packUID;
        
        if (pack is H0704_tagRolePackRefresh dropPack)
            return dropPack.packUID;
        
        // 尝试通过反射获取 packUID
        var packUIDField = pack.GetType().GetField("packUID");
        if (packUIDField != null)
        {
            return (ulong)packUIDField.GetValue(pack);
        }
        
        return 0;
    }
 
    // 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 % Constants.ExpPointValue),
                    ExpPoint = (uint)(assignExp / Constants.ExpPointValue),
                    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]);
    }
 
 
    public virtual bool IsActionCompleted()
    {
        if (!isPlay) return false;
 
        if (skillEffect != null)
        {
            if (!skillEffect.IsFinished()) return false;
        }
 
        if (moveFinished)
        {
            //  如果技能有动画(SkillMotionName不为空),需要等待动画播放完成
            if (skillConfig != null && !string.IsNullOrEmpty(skillConfig.SkillMotionName))
            {
                if (!isMotionCompleted)
                {
                    BattleDebug.LogError($"SkillBase.IsActionCompleted: 技能 {skillConfig.SkillID} 等待动画播放完成");
                    return false;
                }
            }
 
            return true;
        }
 
        return false;
    }
 
    // 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;
        
        bool tempRetValue = true;
 
        // 检查技能效果是否完成
        if (skillEffect != null)
        {
            if (!skillEffect.IsFinished()) return false;
            skillEffect = null;
            OnSkillFinished();
            tempRetValue = false;
        }
 
        // 检查其他技能动作是否完成
        if (currentWaitingSkill.Count > 0)
        {
            if (currentWaitingSkill.Any(s => s.IsFinished()))
            {
                currentWaitingSkill.RemoveAll(s => s.IsFinished());
                OnSkillFinished();
            }
            else
            {
                tempRetValue = false;
            }
        }
 
        if (!tempRetValue)
        {
            return false;
        }
 
        // 检查最终完成状态
        if (isFinished && moveFinished)
        {
            if (packList.Count > 0)
            {
                OnSkillFinished();
                return false;
            }
 
            //  如果自己内部的recora action的 inner record player还有没执行完的包 也是返回false
            if (parentRecordAction != null && parentRecordAction.GetInnerRecordPlayer().IsPlaying())
            {
                return false;
            }
 
            // 技能完全结束,移除技能注册并触发延迟的死亡判定
            if (battleField != null && caster != null)
            {
                battleField.RemoveCastingSkill(caster.ObjID, this);
                
                //  传递parentRecordAction,让死亡技能等待当前技能完成
                DeathRecordAction recordAction = battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values));
                if (null != recordAction)
                {
                    parentRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(recordAction);
                    tempDeadPackList.Clear();
                    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()
    {
        if (isFinished)
            return;
 
        // 移除技能注册
        if (battleField != null && caster != null)
        {
            battleField.RemoveCastingSkill(caster.ObjID, this);
        }
 
        //  传递parentRecordAction,让死亡技能等待当前技能完成
        RecordAction rc = battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values));
        if (null != rc)
        {
            parentRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(rc);
        }
        tempDeadPackList.Clear();
 
        // 1. 强制结束技能效果
        skillEffect?.ForceFinished();
        skillEffect = null;
        
        // 2. 强制结束所有子技能动作
        if (currentWaitingSkill.Count > 0)
        {
            foreach (var skill in currentWaitingSkill)
            {
                skill.ForceFinish();
            }
            currentWaitingSkill.Clear();
        }
 
        // 3. 清理 DOTween 动画(防止移动回调在战斗结束后执行)
        if (caster != null && caster.heroRectTrans != null)
        {
            DG.Tweening.DOTween.Kill(caster.heroRectTrans);
        }
 
        // 4. 重置施法者状态
        if (caster != null)
        {
            // 重置位置到原点
            if (caster.heroRectTrans != null)
            {
                caster.heroRectTrans.anchoredPosition = Vector2.zero;
            }
            
            // 重置朝向
            if (caster.heroGo != null)
            {
                Vector3 scale = caster.heroGo.transform.localScale;
                scale.x = Mathf.Abs(scale.x);
                caster.heroGo.transform.localScale = scale;
            }
 
            // 取消幻影效果
            caster.motionBase?.ShowIllusionShadow(false);
        }
 
        // 5. 恢复 UI 状态
        if (battleField != null)
        {
            // 恢复所有角色的显示层级和血条
            var allList = battleField.battleObjMgr?.allBattleObjDict?.Values;
            if (allList != null)
            {
                foreach (BattleObject bo in allList)
                {
                    bo.layerMgr?.SetFront();
                    bo.heroInfoBar?.SetActive(true);
                }
            }
            
            // 关闭技能遮罩
            if (battleField.battleRootNode != null && battleField.battleRootNode.skillMaskNode != null)
            {
                battleField.battleRootNode.skillMaskNode.SetActive(false);
            }
        }
 
        isFinished = true;
        moveFinished = true;
        isPlay = true;
        
        //  强制结束时,无论是否有动画,都标记动画完成
        isMotionCompleted = true;
 
        // 6. 处理所有剩余包(包括 buff 包)
        // 先处理 buffPackCollections
        DistributeBuffPacks(buffPackCollections);
        buffPackCollections.Clear();
 
        // 处理剩余的 packList
        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.fromSkill = this;
                otherSkillAction.ForceFinish();
            }
            else
            {
                // 【使用 parentRecordAction.innerRecordPlayer】
                // 原因:ForceFinished时剩余的包也是技能内部产生的,应该由innerRecordPlayer管理
                // 这样可以确保即使强制结束,包的处理也在正确的上下文中
                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 (currentWaitingSkill.Count > 0)
            {
                bool hasFinishedAction = currentWaitingSkill.All(s => s.IsFinished());
 
                if (hasFinishedAction)
                {
                    // 修复死循环:完成后需要清空 currentWaitingSkill
                    currentWaitingSkill.Clear();
                    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
        if (!ResolvePackList())
        {
            return;
        }
            // }
            // 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;
    }
    
    protected virtual bool ResolvePackList()
    {
        if (currentWaitingSkill.Count > 0)
        {
            return false;
        }
 
        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 skillRecordAction = combinePack.CreateSkillAction();
                skillRecordAction.fromSkill = this;
                currentWaitingSkill.Add(skillRecordAction);
                parentRecordAction.GetInnerRecordPlayer().PlayRecord(skillRecordAction);
                return false;
            }
            else if (IsBuffPack(pack))
            {
                // 从找到第一个 Buff 包开始,收集连续的 HB428/HB429 包
                buffPackCollections.Add(pack);
                while (packList.Count > 0)
                {
                    var nextPack = packList[0];
                    if (IsBuffPack(nextPack))
                    {
                        buffPackCollections.Add(nextPack);
                        packList.RemoveAt(0);
                    }
                    else
                    {
                        break;
                    }
                }
 
                // 处理所有收集到的 buff 包
                ProcessBuffPacks(buffPackCollections);
 
                // 清空已处理的 buff 集合
                buffPackCollections.Clear();
                continue;
            }
            else
            {
                // 【使用 parentRecordAction.innerRecordPlayer】
                // 原因:技能执行过程中的包(Buff、属性刷新等)是技能效果的一部分
                // 应该由SkillRecordAction的innerRecordPlayer管理,确保与技能生命周期一致
                PackageRegeditEx.DistributeToRecordAction(pack, parentRecordAction);
            }
        }
 
        return true;
    }
 
    // 添加清理方法:防止内存泄漏
    public virtual void Cleanup()
    {
        tempDropList?.Clear();
        tempDeadPackList?.Clear();
        currentWaitingSkill?.Clear();
        dropPackList?.Clear();
        expPackList?.Clear();
        buffPackCollections?.Clear();
        
        skillEffect = null;
        packList = null;
    }
 
    #region Buff包处理
 
    /// <summary>
    /// 判断是否为 Buff 相关的包(HB428 或 HB429)
    /// </summary>
    protected bool IsBuffPack(GameNetPackBasic pack)
    {
        return pack is HB428_tagSCBuffRefresh || pack is HB429_tagSCBuffDel;
    }
 
    /// <summary>
    /// 处理收集到的 Buff 包列表(HB428 刷新 和 HB429 删除)
    /// </summary>
    protected void ProcessBuffPacks(List<GameNetPackBasic> buffPacks)
    {
        if (buffPacks == null || buffPacks.Count == 0) return;
 
        foreach (var pack in buffPacks)
        {
            if (pack is HB428_tagSCBuffRefresh buffRefresh)
            {
                BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buffRefresh.ObjID);
                if (battleObj != null)
                {
                    battleObj.buffMgr.RefreshBuff(buffRefresh, true);
                }
            }
            else if (pack is HB429_tagSCBuffDel buffDel)
            {
                BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buffDel.ObjID);
                if (battleObj != null)
                {
                    battleObj.buffMgr.RemoveBuff(buffDel, false);
                }
            }
        }
    }
 
    /// <summary>
    /// 强制分发 Buff 包(用于 ForceFinished 场景)
    /// </summary>
    protected void DistributeBuffPacks(List<GameNetPackBasic> buffPacks)
    {
        if (buffPacks == null || buffPacks.Count == 0) return;
 
        foreach (var pack in buffPacks)
        {
            // 【使用 parentRecordAction.innerRecordPlayer】
            // 原因:Buff包是技能效果的核心组成部分,应该由SkillRecordAction管理
            // 即使是强制分发的情况,也要保持在正确的RecordAction上下文中
            PackageRegeditEx.DistributeToRecordAction(pack, parentRecordAction);
        }
    }
 
    public virtual bool CanStartExecution()
    {
        if (null == caster)
        {
            return false;
        }
 
        if (null == skillConfig)
        {
            return false;
        }
 
        if (string.IsNullOrEmpty(skillConfig.SkillMotionName))
        {
            return true;
        }
 
        return !battleField.IsCastingSkill(caster.ObjID);
    }
 
    #endregion
 
}