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using UnityEngine;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
 
public class DeathRecordAction : RecordAction
{
    protected List<HB422_tagMCTurnFightObjDead> deadPackList = new List<HB422_tagMCTurnFightObjDead>();
 
    public DeathRecordAction(BattleField _battleField, List<HB422_tagMCTurnFightObjDead> _deadPackList)
        : base(RecordActionType.Death, _battleField, null)
    {
        deadPackList = _deadPackList;
    }
 
 
    public override void Run()
    {
        if (isFinish)
        {
            return;
        }
 
        base.Run();
 
        if (!isRunOnce)
        {
            isRunOnce = true;
            bool isLastOne = false;
            int index = 0;
            int total = deadPackList.Count;
 
            bool canFind = true;
 
            foreach (var deadPack in deadPackList)
            {
                BattleObject deadObj = battleField.battleObjMgr.GetBattleObject((int)deadPack.ObjID);
                if (null != deadObj)
                {
                    deadObj.OnDeath(() =>
                    {
                        index++;
 
                        isLastOne = index >= total;
 
                        OnDeathAnimationEnd(deadObj);
 
                        if (isLastOne)
                        {
                            // UniTaskExtension.DelayTime((GameObject)null, 0.3f / battleField.speedRatio, () =>
                            // {
                            isFinish = true;
                            // });
                        }
                    });
                }
                else
                {
                    canFind = false;
                }
            }
 
            if (!canFind)
            {
                isFinish = true;
            }
 
            return;
        }
    }
 
    public override void ForceFinish()
    {
        isFinish = true;
 
        //  直接结束
        foreach (var deadPack in deadPackList)
        {
            BattleObject deadObj = battleField.battleObjMgr.GetBattleObject((int)deadPack.ObjID);
            if (null != deadObj)
            {
                OnDeathAnimationEnd(deadObj);
            }
        }
 
        base.ForceFinish();
    }
 
    private void OnDeathAnimationEnd(BattleObject deadObj)
    {
        //  只有主线掉落物品
        if (battleField.MapID == 1 || battleField.MapID == 2)
        {
            deadObj.PerformDrop();
        }
    }
}