using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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// SkillBase(Finish 部分):完成判定与强制结束。
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public partial class SkillBase
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{
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public virtual bool IsActionCompleted()
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{
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if (!isPlay) return false;
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if (skillEffect != null)
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{
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if (!skillEffect.IsFinished()) return false;
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}
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if (moveFinished)
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{
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// 如果技能有动画(SkillMotionName不为空),需要等待动画播放完成
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if (skillSkinConfig != null && !string.IsNullOrEmpty(skillSkinConfig.SkillMotionName))
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{
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if (!isMotionCompleted)
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{
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BattleDebug.LogError($"SkillBase.IsActionCompleted: 技能 {skillConfig.SkillID} 等待动画播放完成");
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return false;
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}
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}
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return true;
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}
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return false;
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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
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public virtual bool IsFinished()
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{
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if (!isPlay)
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{
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ReportStuckIfNeeded("isPlay=false(OnSkillStart 未被调用或提前退出)");
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return false;
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}
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bool tempRetValue = true;
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// 检查技能效果是否完成
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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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ReportStuckIfNeeded("skillEffect 未完成");
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return false;
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}
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skillEffect = null;
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OnSkillFinished();
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tempRetValue = false;
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}
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// 检查其他技能动作是否完成
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if (currentWaitingSkill.Count > 0)
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{
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if (currentWaitingSkill.Any(s => s.IsFinished()))
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{
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currentWaitingSkill.RemoveAll(s => s.IsFinished());
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OnSkillFinished();
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}
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else
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{
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tempRetValue = false;
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}
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}
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if (!tempRetValue)
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{
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if (currentWaitingSkill.Count > 0)
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{
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ReportStuckIfNeeded($"currentWaitingSkill 仍有 {currentWaitingSkill.Count} 个子动作");
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}
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return false;
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}
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// 检查最终完成状态
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if (isFinished && moveFinished)
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{
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if (packList.Count > 0)
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{
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OnSkillFinished();
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ReportStuckIfNeeded($"packList 仍剩 {packList.Count} 个包,ResolvePackList 未消费完");
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return false;
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}
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// 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
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if (ownRecordAction != null && ownRecordAction.GetInnerRecordPlayer().IsPlaying())
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{
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ReportStuckIfNeeded("ownRecordAction.innerRecordPlayer.IsPlaying() == true(子 RecordAction 未播完)");
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return false;
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}
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// 技能完全结束,移除技能注册并触发延迟的死亡判定
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// useInnerPlayer=true:DeathRecordAction 投到 ownRecordAction.innerRecordPlayer,等待当前技能完成
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// clearEvenIfNotDispatched=false:保持原有行为,OnObjsDead 返回 null 时不清空缓存
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if (FlushPendingDeathActions(useInnerPlayer: true, clearEvenIfNotDispatched: false))
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{
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ReportStuckIfNeeded("FlushPendingDeathActions 投递了 DeathRecordAction,等待其播放完成");
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return false;
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}
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bool done = !ownRecordAction.GetInnerRecordPlayer().IsPlaying();
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if (!done) ReportStuckIfNeeded("末尾 innerRecordPlayer.IsPlaying() == true");
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else ResetStuckCounter();
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return done;
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}
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ReportStuckIfNeeded($"isFinished={isFinished} moveFinished={moveFinished}(还没到末段)");
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return false;
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}
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#if UNITY_EDITOR
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// 卡死侦测计数器:IsFinished 连续多少次返回 false。
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// 第 StuckThreshold 次首次 dump,之后每 StuckRepeatInterval 次再 dump,避免刷屏。
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private int _stuckCheckCount = 0;
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private string _lastStuckReason = null;
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private const int StuckThreshold = 120; // ~2 秒(60fps)
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private const int StuckRepeatInterval = 180; // ~3 秒
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#endif
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/// <summary>
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/// 当 IsFinished 持续返回 false 时打一次详细诊断。reason 描述阻塞原因。
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/// 只在 UNITY_EDITOR + BattleDebug 开关下输出。
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/// </summary>
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private void ReportStuckIfNeeded(string reason)
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{
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#if UNITY_EDITOR
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_stuckCheckCount++;
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// 阻塞原因切换了 → 立刻打一次,并重置计数
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bool reasonChanged = _lastStuckReason != reason;
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if (reasonChanged)
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{
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_lastStuckReason = reason;
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_stuckCheckCount = 1;
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}
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bool firstHit = _stuckCheckCount == StuckThreshold;
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bool repeat = _stuckCheckCount > StuckThreshold
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&& (_stuckCheckCount - StuckThreshold) % StuckRepeatInterval == 0;
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if (!firstHit && !repeat) return;
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int skillId = skillConfig != null ? skillConfig.SkillID : 0;
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ulong casterId = tagUseSkillAttack != null ? tagUseSkillAttack.ObjID : 0UL;
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string subSkillDump = " (无)";
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if (currentWaitingSkill.Count > 0)
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{
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var lines = new List<string>();
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for (int i = 0; i < currentWaitingSkill.Count; i++)
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{
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var s = currentWaitingSkill[i];
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lines.Add($" [{i}] type={s.GetType().Name} IsFinished={s.IsFinished()}");
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}
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subSkillDump = string.Join("\n", lines);
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}
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string packListDump = " (无)";
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if (packList != null && packList.Count > 0)
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{
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var lines = new List<string>();
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for (int i = 0; i < packList.Count && i < 8; i++)
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{
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var p = packList[i];
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string tag = p is CustomHB426CombinePack cb ? $" tag={cb.startTag?.Tag}" : "";
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lines.Add($" [{i}] {p.GetType().Name}{tag}");
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}
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if (packList.Count > 8) lines.Add($" ... 还有 {packList.Count - 8} 个");
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packListDump = string.Join("\n", lines);
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}
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bool innerPlaying = ownRecordAction != null && ownRecordAction.GetInnerRecordPlayer().IsPlaying();
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string innerPlayerDump = " (innerRecordPlayer: 无)";
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if (ownRecordAction != null)
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{
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innerPlayerDump = " innerRecordPlayer: " + ownRecordAction.GetInnerRecordPlayer().DumpPlayingState();
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}
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// 额外诊断:caster 动画状态 + SkillEffect 内部标志位 + 技能动作名
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string casterAnim = " (caster 信息不可用)";
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if (caster is HeroBattleObject hbo && hbo.motionBase != null)
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{
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casterAnim = $" caster.motionBase: playingSkillWithAnim={hbo.motionBase.PlayingSkillWithAnimForDebug}";
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}
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string skinInfo = $" skillSkinConfig.SkillMotionName={(skillSkinConfig == null ? "null" : (string.IsNullOrEmpty(skillSkinConfig.SkillMotionName) ? "(空)" : skillSkinConfig.SkillMotionName))}";
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string skillEffectDump = skillEffect == null ? " skillEffect=null" : $" skillEffect: {skillEffect.DumpState()}";
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BattleDebug.LogError(
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"SkillBase.IsFinished 疑似卡死 (持续 " + _stuckCheckCount + " 次未完成)\n" +
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$" skillId={skillId} caster={casterId} 原因: {reason}\n" +
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$" StateFlags={_stateFlags}\n" +
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$"{skillEffectDump}\n" +
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$"{skinInfo}\n" +
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$"{casterAnim}\n" +
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$" currentWaitingSkill.Count={currentWaitingSkill.Count}\n{subSkillDump}\n" +
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$" packList.Count={(packList?.Count ?? 0)}\n{packListDump}\n" +
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$" innerRecordPlayer.IsPlaying={innerPlaying}\n" +
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$"{innerPlayerDump}\n" +
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$" tempDeadPackList.Count={tempDeadPackList.Count}\n" +
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$" buffPackCollections.Count={buffPackCollections.Count}");
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#endif
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}
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private void ResetStuckCounter()
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{
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#if UNITY_EDITOR
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_stuckCheckCount = 0;
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_lastStuckReason = null;
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#endif
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}
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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()
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{
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if (isFinished)
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return;
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// 强制结束路径:移除注册 + 投递死亡动作(不等技能完成,直接播放)+ 始终清空缓存。
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// useInnerPlayer=false 保持原 ForceFinished 的行为(不指定 _playSkillRecordAction)。
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// clearEvenIfNotDispatched=true 保持 ForceFinished 原有的"无论是否投递都 Clear"语义。
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FlushPendingDeathActions(useInnerPlayer: false, clearEvenIfNotDispatched: true);
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// 1. 强制结束技能效果
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skillEffect?.ForceFinished();
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skillEffect = null;
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// 2. 强制结束所有子技能动作
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if (currentWaitingSkill.Count > 0)
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{
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foreach (var skill in currentWaitingSkill)
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{
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skill.ForceFinish();
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}
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currentWaitingSkill.Clear();
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}
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// 3. 清理 DOTween 动画(防止移动回调在战斗结束后执行)
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if (caster != null)
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{
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caster.StopMoveAnimation();
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}
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// 4. 重置施法者状态
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if (caster != null)
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{
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// 重置位置到原点
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caster.ResetPosition();
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// 重置朝向
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caster.ResetFacing();
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// 取消幻影效果
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caster.ShowIllusionShadow(false);
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}
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// 5. 恢复 UI 状态
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if (battleField != null)
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{
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// 恢复所有角色的显示层级和血条
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var allList = battleField.battleObjMgr?.allBattleObjDict?.Values;
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if (allList != null)
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{
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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.GetHeroInfoBar()?.SetActive(true);
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}
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}
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// 关闭技能遮罩
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if (battleField.battleRootNode != null && battleField.battleRootNode.skillMaskNode != null)
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{
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battleField.battleRootNode.skillMaskNode.SetActive(false);
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}
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}
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isFinished = true;
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moveFinished = true;
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isPlay = true;
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// 强制结束时,无论是否有动画,都标记动画完成
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isMotionCompleted = true;
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// 6. 处理所有剩余包(包括 buff 包)
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// 先处理 buffPackCollections
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DistributeBuffPacks(buffPackCollections);
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buffPackCollections.Clear();
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// 处理剩余的 packList
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while (packList.Count > 0)
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{
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var pack = packList[0];
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packList.RemoveAt(0);
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if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_"))
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{
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var otherSkillAction = combinePack.CreateSkillAction();
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otherSkillAction.fromSkill = this;
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otherSkillAction.ForceFinish();
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}
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else
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{
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// 【使用 parentRecordAction.innerRecordPlayer】
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// 原因:ForceFinished时剩余的包也是技能内部产生的,应该由innerRecordPlayer管理
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// 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
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PackageRegedit.Distribute(pack);
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}
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}
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}
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// 技能完成处理:正常完成时的清理工作
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public void OnSkillFinished()
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{
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// 修复:使用循环代替递归,避免栈溢出风险
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while (true)
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{
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// 验证技能效果是否完成
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if (skillEffect != null && !skillEffect.IsFinished())
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return;
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if (skillEffect != null)
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{
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skillEffect = null;
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continue; // 使用continue代替递归调用
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}
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// 验证其他技能动作是否完成
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if (currentWaitingSkill.Count > 0)
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{
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bool hasFinishedAction = currentWaitingSkill.All(s => s.IsFinished());
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if (hasFinishedAction)
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{
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// 修复死循环:完成后需要清空 currentWaitingSkill
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currentWaitingSkill.Clear();
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continue; // 使用continue代替递归调用
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}
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return;
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}
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break; // 没有更多需要处理的,退出循环
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}
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// 处理剩余包
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if (!ResolvePackList())
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{
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return;
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}
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isFinished = true;
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}
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protected virtual bool ResolvePackList()
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{
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if (currentWaitingSkill.Count > 0)
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{
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return false;
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}
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while (packList.Count > 0)
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{
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var pack = packList[0];
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packList.RemoveAt(0);
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if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_"))
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{
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var skillRecordAction = combinePack.CreateSkillAction();
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skillRecordAction.fromSkill = this;
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currentWaitingSkill.Add(skillRecordAction);
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// 需要给真正parent播的
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if (skillRecordAction.useParentRecordPlayer && skillRecordAction.parentSkillAction != null)
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{
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skillRecordAction.parentSkillAction.GetInnerRecordPlayer().PlayRecord(skillRecordAction);
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}
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else
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{
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ownRecordAction.GetInnerRecordPlayer().PlayRecord(skillRecordAction);
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}
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return false;
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}
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else if (IsBuffPack(pack))
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{
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// 从找到第一个 Buff 包开始,收集连续的 HB428/HB429 包
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buffPackCollections.Add(pack);
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while (packList.Count > 0)
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{
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var nextPack = packList[0];
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if (IsBuffPack(nextPack))
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{
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buffPackCollections.Add(nextPack);
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packList.RemoveAt(0);
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}
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else
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{
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break;
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}
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}
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// 处理所有收集到的 buff 包
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ProcessBuffPacks(buffPackCollections);
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// 清空已处理的 buff 集合
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buffPackCollections.Clear();
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continue;
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}
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else
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{
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// 【使用 parentRecordAction.innerRecordPlayer】
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// 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
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// 应该由SkillRecordAction的innerRecordPlayer管理,确保与技能生命周期一致
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PackageRegeditEx.DistributeToRecordAction(pack, ownRecordAction);
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}
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}
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return true;
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}
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// 添加清理方法:防止内存泄漏
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public virtual void Cleanup()
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{
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tempDropList?.Clear();
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tempDeadPackList?.Clear();
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currentWaitingSkill?.Clear();
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dropPackList?.Clear();
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expPackList?.Clear();
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buffPackCollections?.Clear();
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skillEffect = null;
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packList = null;
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}
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public virtual bool CanStartExecution()
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{
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if (null == caster)
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{
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return false;
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}
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if (null == skillConfig)
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{
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return false;
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}
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if (string.IsNullOrEmpty(skillSkinConfig.SkillMotionName))
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{
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return true;
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}
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return !battleField.IsCastingSkill(caster.ObjID);
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}
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}
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