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22 小时以前 51761dd1710c50fb26f4c7424faaa5466306fa27
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using UnityEngine;
using System.Collections.Generic;
 
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)
    {
        isFinish = false;
        deadPackList = _deadPackList;
    }
 
    public override bool IsFinished()
    {
        return isFinish;
    }
 
 
    public override void Run()
    {
        base.Run();
 
        if (!isRunOnce)
        {
            isRunOnce = true;
            bool isLastOne = false;
            int index = 0;
            int total = deadPackList.Count;
            foreach (var deadPack in deadPackList)
            {
                index++;
                isLastOne = index >= total;
                BattleObject deadObj = battleField.battleObjMgr.GetBattleObject((int)deadPack.ObjID);
                deadObj.OnDeath(() =>
                {
                    OnDeathAnimationEnd(deadObj);
 
                    if (isLastOne)
                    {
                        isFinish = true;
                    }
                });
            }
            return;
        }
 
    }
 
    private void OnDeathAnimationEnd(BattleObject deadObj)
    {
        //  只有主线掉落物品
        if (battleField.MapID == 1 || battleField.MapID == 2)
        {
            deadObj.PerformDrop();
        }
    }
    
    public override void ForceFinish()
    {
        //  设置结束flag 记得清空motionBase里的事件
        base.ForceFinish();
    }
}