yyl
2026-04-22 b8f554f03a6114db353736741eda63bdd6c63854
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
 
// SkillBase(Hit 部分):命中阶段——OnHit 分发到主目标 / 溅射目标 / 命中提示。
public partial class SkillBase
{
    // 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)?.GetName()))}");
 
        //  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.GetRectTransform(), battleObject.Camp,
                            battleObject.GetModelScale());
                    }
                }
                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.GetRectTransform(), battleObject.Camp,
                            battleObject.GetModelScale());
                    }
                }
            }
        }
    }
 
    // 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, ownRecordAction);
 
        if (null != recordAc)
        {
            tempDeadPackList.Remove(hurtParam.hurter.hurtObj.ObjID);
            ownRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(recordAc, ownRecordAction, 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.skillSkinConfig.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.GetName()} (ObjID:{hurtParam.caster.casterObj.ObjID})\n" +
            $"目标: {hurtParam.hurter.hurtObj.GetName()} (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.skillSkinConfig.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 System.Collections.Generic.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 System.Collections.Generic.List<long>())}]\n" +
            $"反伤: {currentHitReflectHp} / 总反伤: {totalReflectHp}\n" +
            $"反伤分段: [{string.Join(", ", hurtParam.caster.reflectHpList ?? new System.Collections.Generic.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
}