少年修仙传客户端代码仓库
hch
2025-06-12 204ef05a831c9484e2abc561d27ecbff7c797453
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using System.Collections.Generic;
using vnxbqy.UI;
using UnityEngine;
 
public static class AttackHandler
{
    /// <summary>
    /// 攻击者服务器id, 被击者服务器id, 攻击类型, 伤害
    /// </summary>
    public static UnityEngine.Events.UnityAction<uint, uint, byte, ulong> OnAttackTarget;
 
    private static TreasureSkillModel m_tsModel;
    private static TreasureSkillModel TsSkillModel
    {
        get
        {
            return m_tsModel ?? (m_tsModel = ModelCenter.Instance.GetModel<TreasureSkillModel>());
        }
    }
 
 
    public static void HandlerAttackTarget(GActorFight attacker,
                                           GActorFight target,
                                           ulong hurtValue,
                                           ulong realHurtValue,
                                           byte attackType,
                                           int skillID,
                                           int soConfigID,
                                           SoConfigBase soConfig,
                                           bool canDie)
    {
        if (target == null)
        {
            return;
        }
 
        int _hitEffectId = -1;
        Skill _skill = attacker.SkillMgr.Get(skillID);
 
        foreach (var _buffId in GeneralDefine.BuffToHitEffect.Keys)
        {
            if (_skill.cacheBuffList.Contains(_buffId))
            {
                _hitEffectId = GeneralDefine.BuffToHitEffect[_buffId];
                break;
            }
        }
 
        if (_hitEffectId != -1)
        {
            SFXController _controller = target.MP_Hit ?
                SFXPlayUtility.Instance.PlayEffectAsync(_hitEffectId,
                                                        target.MP_Hit.position,
                                                        Vector3.forward) :
                SFXPlayUtility.Instance.PlayEffectAsync(_hitEffectId,
                                                        target.Root.position,
                                                        Vector3.forward);
 
            if (CameraController.Instance.CameraObject)
            {
                _controller.transform.rotation = CameraController.Instance.CameraObject.transform.rotation * Quaternion.Euler(0, 0, Random.Range(0, 360));
            }
 
            // 播放受击音效
            if (target.ActorType == GameObjType.gotNPC)
            {
                target.PlayHurtAudio(attacker);
            }
        }
        else
        {
            if ((attacker.ServerInstID == PlayerDatas.Instance.PlayerId
             || (attacker.ActorInfo.ownerSID != 0
              && attacker.ActorInfo.ownerSID == PlayerDatas.Instance.PlayerId)))
            {
                if (attackType != (int)HurtAttackType.Miss
                 && attackType != (int)HurtAttackType.Recovery
                 && soConfig.floodPercent != 0)
                {
                    target.DoFlashWhite();
                }
 
                if (soConfig.hitEffectId != 0)
                {
                    SFXController _controller = target.MP_Hit
                        ? SFXPlayUtility.Instance.PlayEffectAsync(soConfig.hitEffectId,
                                                                  target.MP_Hit.position,
                                                                  Vector3.forward) :
                          SFXPlayUtility.Instance.PlayEffectAsync(soConfig.hitEffectId,
                                                                  target.Root.position,
                                                                  Vector3.forward);
 
                    bool _isPlayHurtAudio = false;
                    var _cNpc = target as GA_NpcClientFightNorm;
                    if (_cNpc != null)
                    {
                        if (_cNpc.hitSoundId > 0)
                        {
                            target.PlaySkillAudio(_cNpc.hitSoundId);
                            _isPlayHurtAudio = true;
                        }
                    }
 
                    if (!_isPlayHurtAudio)
                    {
                        // 播放受击音效
                        if (target.ActorType == GameObjType.gotNPC)
                        {
                            target.PlayHurtAudio(attacker);
                        }
                    }
                }
            }
        }
 
        if (soConfig.floodPercent != 0)
        {
            if (target.CanAtkedRotate())
            {
                target.Forward = target.destForward = MathUtility.ForwardXZ(attacker.Pos, target.Pos);
            }
        }
 
        if (!canDie && attackType != (int)HurtAttackType.Miss && attackType != (int)HurtAttackType.Recovery)
        {
            //if (soConfig.hitPauseTime > 0)
            //{
            //target.DoAnimatorPause(soConfig.hitPauseTime);//???
            //}
 
            // 决定目标是否处于释放不能打断的技能中
            bool _canInterrupt = true;
            if (target.SkillMgr.CurCastSkill != null)
            {
                if (!target.SkillMgr.CurCastSkill.SkillCompelete)
                {
                    if (target.SkillMgr.CurCastSkill.skillInfo.soFile != null)
                    {
                        _canInterrupt = target.SkillMgr.CurCastSkill.skillInfo.soFile.interrupt;
                    }
                }
            }
 
            if (CheckHitEffect(attacker, target, skillID))
            {
                if (soConfig.floodPercent > 0
                && (_skill.skillInfo.soFile != null && _canInterrupt))
                {
                    if (soConfig.hitType == E_HitType.Hurt)
                    {
                        target.Hurt();
                    }
                    else if (soConfig.hitType == E_HitType.HitDown)
                    {
                        target.HurtDown();
                    }
                }
            }
 
            if (CheckPull(attacker, target, soConfig.bodyControlId))
            {
                float _extDis = 0;
                SkillHelper.EffectValue _effectValue;
                if (_skill.skillInfo.effectValue.TryGetValue(4015, out _effectValue))
                {
                    _extDis += _effectValue.value1 * .5f;
                }
                target.StartBeatBack(attacker.ServerInstID, soConfig.bodyControlId, MathUtility.ForwardXZ(target.Pos, attacker.Pos), (HurtAttackType)attackType, _extDis);
            }
        }
 
        // 是否计算血量
        bool _calculateHp = hurtValue != 0;
 
        // 是否显示飘字
        bool _popHp = (attackType == (byte)HurtAttackType.Miss || _calculateHp);
 
        bool _alive = target.ActorInfo.RealHp > 0;
 
        if (_calculateHp)
        {
            if (!PreFightMission.Instance.IsFinished())
            {
                if (target.ServerInstID == PlayerDatas.Instance.baseData.PlayerID)
                {
                    ulong _realHurt = hurtValue;
                    ulong _limit = (ulong)(PlayerDatas.Instance.extersion.MaxHP * 0.4f);
                    if (PlayerDatas.Instance.baseData.HP - hurtValue < _limit)
                    {
                        _realHurt = hurtValue - (_limit - (PlayerDatas.Instance.baseData.HP - hurtValue));
                    }
                    float _pencent = PlayerDatas.Instance.baseData.HP * 1f / PlayerDatas.Instance.extersion.MaxHP;
                    if (_pencent > 0.4f)
                    {
                        target.ActorInfo.ReduceHp(_realHurt);
                        PlayerDatas.Instance.FightRefreshPlayerHp(target.ActorInfo.Hp);
                    }
                }
                else if (target is GA_NpcClientFightBoss)
                {
                    if (target.ActorInfo.RealHp > 10 && target.ActorInfo.RealHp - hurtValue < 10)
                    {
                        hurtValue = target.ActorInfo.RealHp - 10;
                    }
 
                    target.ActorInfo.ReduceHp(hurtValue);
                }
                else
                {
                    target.ActorInfo.ReduceHp(hurtValue);
                }
            }
            else
            {
                // 处理封魔坛英雄伤害
                JiaDemonJarDungeonStage _dungeon = StageLoad.Instance.currentStage as JiaDemonJarDungeonStage;
                if (_dungeon != null)
                {
                    if (attacker.ServerInstID == PlayerDatas.Instance.PlayerId)
                    {
                        _dungeon.AddHeroHurt(hurtValue);
                    }
                    var _cnpc = target as GA_NpcClientFightNorm;
                    if (_cnpc != null)
                    {
                        _cnpc.StartCantAtkedRotate();
                    }
                }
                else
                {
                    bool _doReduceHp = true;
 
                    if (attacker is GA_NpcClientFightNorm)
                    {
                        if ((target.ActorInfo.RealHp - realHurtValue) <= (target.ActorInfo.RealMaxHp * .5f))
                        {
                            hurtValue = 0;
                            realHurtValue = 0;
                        }
                    }
                    else if (target is GA_NpcClientFightNorm)
                    {
                        var _cnpc = target as GA_NpcClientFightNorm;
                        _cnpc.StartCantAtkedRotate();
                        if (_cnpc.NpcConfig.AIType == 196)
                        {
                            _doReduceHp = false;
                        }
                        else if (_cnpc.lockHp > 0)
                        {
                            var _lockHp = (ulong)(target.ActorInfo.RealMaxHp * _cnpc.lockHp);
                            if (realHurtValue >= target.ActorInfo.Hp)
                            {
                                target.ActorInfo.ResetHp((long)_lockHp);
                                _doReduceHp = false;
                            }
                            else if (target.ActorInfo.Hp - realHurtValue < _lockHp)
                            {
                                realHurtValue = target.ActorInfo.Hp - _lockHp;
                                hurtValue = 0;
                            }
                        }
                    }
 
                    if (_doReduceHp)
                    {
                        target.ActorInfo.ReduceHp(realHurtValue);
                    }
 
                    if (target.ServerInstID == PlayerDatas.Instance.baseData.PlayerID)
                    {
                        PlayerDatas.Instance.FightRefreshPlayerHp(target.ActorInfo.RealHp);
                    }
 
                    if (ClientDungeonStageUtility.isClientDungeon
#if UNITY_EDITOR
                    || RuntimeLogUtility.TEST_CLIENT_PVP
#endif
                    )
                    {
                        if (target.ServerInstID == PlayerDatas.Instance.PlayerId && target.ActorInfo.RealHp == 0)
                        {
                            GA_PVPClientPlayer.Result(false);
                            GA_ILClientPlayer.Result(false);
                            var _hero = target as GA_Hero;
                            if (_hero != null)
                            {
                                _hero.Die();
                                if (_hero.State == E_ActorState.AutoRun)
                                {
                                    _hero.StopPathFind();
                                }
                                _hero.StopRush();
                                _hero.Behaviour.StopHandupAI(true);
                            }
                        }
                    }
                }
 
                if (target.ServerInstID == PlayerDatas.Instance.PlayerId)
                {
                    GA_Hero _hero = target as GA_Hero;
                    if (_hero.SelectTarget == null)
                    {
                        _hero.SelectTarget = attacker;
                    }
                }
            }
        }
 
        if (_popHp)
        {
            GAStaticDefine.PopHp(attacker, target, attackType, hurtValue);
        }
 
        if (_alive)
        {
            if (target.ActorInfo.RealHp == 0)
            {
                target.KillerPos = attacker.Pos;
            }
        }
 
 
        if (canDie
         && (target.ActorInfo.serverDie || target.ActorInfo.RealHp == 0))
        {
            target.Die(attacker.ServerInstID, soConfig.deadFlyId, (byte)attackType);
        }
 
        if (target.ActorInfo.serverDie
         && soConfig.floodPercent > 0)
        {
            target.ReleaseLifeBar();
            if (target.ActorType != GameObjType.gotPlayer)
            {
                target.ReleaseName();
            }
        }
 
        if (OnAttackTarget != null)
        {
            OnAttackTarget(attacker.ServerInstID, target.ServerInstID, attackType, hurtValue);
        }
 
#if UNITY_EDITOR
        if (hurtValue != 0 && attacker.ActorType == GameObjType.gotPlayer)
        {
            string _content = string.Format("STM_BaseAttack => {0} 使用技能:{1} 的 {2} 插帧, 攻击了 {3}, 伤害为: {4}, 剩余血量: {5}, 是否可以死亡: {6}",
                                            attacker.ServerInstID,
                                            soConfigID,
                                            skillID,
                                            target.ServerInstID,
                                            hurtValue,
                                            target.ActorInfo.RealHp,
                                            canDie);
            RuntimeLogUtility.AddLog_Blue(_content, target.ServerInstID);
        }
#endif
    }
 
    public static void CalculateDamage(GActorFight attacker,
                                       GActorFight target,
                                       Skill skill,
                                       int hitTime,
                                       ref ulong hurtValue,
                                       ref byte attackType)
    {
        SkillHelper.SkillInfo _exceptSkill = SkillHelper.Instance.GetExpertSkill(skill.id);
 
        int _hitRate = 1;
        int _missRate = 0;
 
        int _aSuperHitRate = 0;
        int _aLuckyHitRate = 0;
        int _aZhuXianHitRate = 0;
 
        bool _isMiss = false;
        bool _isCrit = false;
        bool _isZhongJi = false;
        bool _isLucky = false;
        bool _isZhuxianHit = false;
 
        SkillHelper.EffectValue _effectValue;
 
        float _aAtkSkillPer = 0;
        int _atkSkillValue = 0;
        int _aZhuxianHurtPer = 0;
        int _aLuckyHit = 0;// 会心一击伤害加成    万分率, 默认0, 会心一击时有值
        float _aSuperHit = 0;// 暴击伤害            固定值, 默认0, 暴击时有值
        int _aMinAtk = 1;// 最小攻击            固定值
        int _aMaxAtk = 1;// 最大攻击            固定值
        int _aIceAtk = 0;// 真实伤害            固定值
        int _aIgnoreDefRate = 0;// 无视防御比率        万分率
        int _aSkillAtkRate = 0;// 技能伤害加成        万分率
        int _aDamagePVP = 0;// 伤害加成            固定值
        int _aDamagePerPVP = 0;// PVP伤害加成            万分率
        int _aFinalHurt = 0;// 最终伤害加成        固定值
        //int _aIceAtkSuperHit = 1;// 真实伤害暴击倍值    倍值, 默认1
        int _aOnlyFinalHurt = 0;
        int _aFinalHurtPer = 0;
        int _aDamagePVE = 0;
        int _superHit = 0;
        int _luckyHit = 0;
        int _aNPCHurtAddPer = 0;
        int _aRealmLv = 0;
        int _suppressLV = 0;
        float _suppressLV_0 = 0;
        int _dLuckyHitReduce = 0;// 会心一击伤害减少 固定值
        int _dLuckyHitRateReduce = 0; //会心一击抵抗 万分率
        int _dSuperHitReduce = 0;// 暴击伤害减少        固定值
        int _dSuperHitRateReduce = 0;// 暴击伤害减少        万分率
        int _dDamChanceDef = 0;// 抵御伤害比例        万分率, 默认0, 只在格挡成功才有值, 格挡成功率默认20%
        int _dDef = 0;// 防御值                固定值
        int _dIceDef = 1;// 真实伤害防御        固定值
        int _dIgnoreDefRateReduce = 0;// 无视防御比率抗性    万分率
        int _dSkillAtkRateReduce = 0;// 技能伤害减少        万分率
        int _dDamagePerPVPReduce = 0;// PVP伤害减少            万分率
        int _dDamagePVPReduce = 0;// PVP伤害减少            固定值
        int _dFinalHurtReduce = 0;// 最终伤害减少        固定值
        int _dFinalHurtReducePer = 0;// 最终伤害减少        万分率
        int _dRealmLv = 0;
 
        int _suppressValueRealmRate = 10000;
        float _suppressFightPower = 0;
        float _suppressValueFP_0 = 0;
        float _superHitAdd = 0;
 
        #region 伤害替换
 
        GActorNpcFight _npc = target as GActorNpcFight;
 
        if (_npc != null && _npc.NpcConfig.IsBoss == 0)
        {
            // 没有1009的时候使用1010
            if (!skill.skillInfo.effectValue.TryGetValue(1009, out _effectValue))
            {
                skill.skillInfo.effectValue.TryGetValue(1010, out _effectValue);
            }
            else
            {
#if UNITY_EDITOR
                if (RuntimeLogUtility.s_SkillEffectLog)
                {
                    Debug.LogFormat("替换了1010为1009", _effectValue.value1);
                }
#endif
            }
        }
        else
        {
            skill.skillInfo.effectValue.TryGetValue(1010, out _effectValue);
        }
 
        _aAtkSkillPer = _effectValue.value1;
        _atkSkillValue = _effectValue.value2;// 技能固定值(1010或者1009的value2)
 
        if (skill.skillInfo.config.FuncType == 1
         || skill.skillInfo.config.FuncType == 2)
        {
            _atkSkillValue += PlayerDatas.Instance.baseData.FabaoHurt;
            _aAtkSkillPer += PlayerDatas.Instance.baseData.FabaoHurtPer;
        }
        else if (skill.skillInfo.config.FuncType == 8)
        {
            _atkSkillValue += PlayerDatas.Instance.baseData.NormalHurt;
            _aAtkSkillPer += PlayerDatas.Instance.baseData.NormalHurtPer;
        }
 
        #endregion
 
        #region 伤害衰减或者递增
 
        skill.skillInfo.effectValue.TryGetValue(1056, out _effectValue);
        float _atkReduceRate = _effectValue.value1;
        if (_effectValue.value2 == 0)
        {
            _aAtkSkillPer = _aAtkSkillPer - (hitTime * _atkReduceRate);
        }
        else if (_effectValue.value2 == 1)
        {
            _aAtkSkillPer = _aAtkSkillPer + (hitTime * _atkReduceRate);
        }
 
        #endregion
 
        // -------------- 指定防御方属性 --------------
        if (target.ActorType == GameObjType.gotNPC)
        {
            GActorNpcFight _npcBase = target as GActorNpcFight;
            if (_npcBase == null)
            {
                return;
            }
 
            _missRate = _npcBase.NpcConfig.MissRate;
            _dDef = _npcBase.NpcConfig.Def;
            _dRealmLv = _npcBase.NpcConfig.Realm;
            _dIceDef = _npcBase.NpcConfig.IceDef;
        }
        else if (target.ActorType == GameObjType.gotPlayer)
        {
 
 
            if (ArenaManager.isArenaClient && target is GA_ILClientPlayer)
            {
 
                if (ArenaManager.isArenaRobot)
                {
                    //防守方是守护者
                    _dDef = ArenaManager.playInfo[0][2];
                    _missRate = ArenaManager.playInfo[0][4];
 
                    //取玩家境界
                    _dRealmLv = PlayerDatas.Instance.baseData.realmLevel;
                }
                else
                {
                    //防守方是玩家机器人
                    _dDef = ArenaManager.playInfo[1][2];
                    _missRate = ArenaManager.playInfo[1][4];
                    _dSkillAtkRateReduce = (int)(ArenaManager.playInfo[1][6]);
                    _dLuckyHitRateReduce = ArenaManager.playInfo[1][9];
                    _dLuckyHitReduce = ArenaManager.playInfo[1][10];
                    _dSuperHitRateReduce = ArenaManager.playInfo[1][13];
                    _dSuperHitReduce = ArenaManager.playInfo[1][14];
                    _dIceDef = (int)(ArenaManager.playInfo[1][16]);
                    _dIgnoreDefRateReduce = (int)(ArenaManager.playInfo[1][18]); // 无视防御伤害减免
                    _dDamagePerPVPReduce = ArenaManager.playInfo[1][22];
                    _dDamagePVPReduce = ArenaManager.playInfo[1][24];
                    _dFinalHurtReduce = (int)(ArenaManager.playInfo[1][26]);
                    _dFinalHurtReducePer = (ArenaManager.playInfo[1][28]);
                    _dDamChanceDef = (int)(ArenaManager.playInfo[1][30]);
                    _dRealmLv = (int)(ArenaManager.playInfo[1][32]);
 
                }
            }
            else
            {
                //防守方为真玩家
                _dDef = PlayerDatas.Instance.extersion.DEF;
                _missRate = PlayerDatas.Instance.extersion.Miss;
                _dSkillAtkRateReduce = PlayerDatas.Instance.extersion.skillAtkRateReduce;
                _dLuckyHitRateReduce = PlayerDatas.Instance.extersion.LuckyHitRateReduce;
                _dLuckyHitReduce = PlayerDatas.Instance.baseData.reduceHeartHurt;
                _dSuperHitRateReduce = PlayerDatas.Instance.baseData.reduceCrit;
                _dSuperHitReduce = PlayerDatas.Instance.extersion.SuperHitReduce;
                _dIceDef = PlayerDatas.Instance.extersion.realDEF;
                _dIgnoreDefRateReduce = PlayerDatas.Instance.extersion.IgnoreDefRateReduce;
                _dFinalHurtReduce = PlayerDatas.Instance.extersion.FinalHurtReduce;
                _dDamChanceDef = PlayerDatas.Instance.extersion.DamChanceDef;
                _dRealmLv = PlayerDatas.Instance.baseData.realmLevel;
                _dDamagePerPVPReduce = PlayerDatas.Instance.extersion.DamagePerPVPReduce;
                _dDamagePVPReduce = PlayerDatas.Instance.extersion.DamagePerPVPReduce;
                _dFinalHurtReducePer = PlayerDatas.Instance.baseData.reduceFinalHurt;
            }
        }
 
        // -------------- 指定攻击方属性 --------------
        if (attacker.ActorType == GameObjType.gotPlayer)
        {
            if (ArenaManager.isArenaClient && attacker is GA_ILClientPlayer)
            {
 
                if (ArenaManager.isArenaRobot)
                {
                    //攻击方是守护者
                    _aMinAtk = (int)(ArenaManager.playInfo[0][0]);
                    _aMaxAtk = (int)(ArenaManager.playInfo[0][1]);
                    //_dDef = PlayerDatas.Instance.extersion.DEF;
                    _hitRate = (int)(ArenaManager.playInfo[0][3]);
                    //_missRate = PlayerDatas.Instance.extersion.Miss;
 
                    float _rate = 0.1f; //守护者没有的属性取玩家 此处只是为了做表现
                    _aSuperHitRate = PlayerDatas.Instance.extersion.SuperHitRate;
                    _aLuckyHitRate = PlayerDatas.Instance.extersion.luckHitRate;
                    _luckyHit = (int)(PlayerDatas.Instance.extersion.luckHitVal * _rate);
                    _superHit = (int)(PlayerDatas.Instance.extersion.SuperHit * _rate);
                    //取玩家境界
                    _aRealmLv = PlayerDatas.Instance.baseData.realmLevel;
 
                }
                else
                {
                    //攻击方是玩家机器人
                    _aMinAtk = (int)(ArenaManager.playInfo[1][0]);
                    _aMaxAtk = (int)(ArenaManager.playInfo[1][1]);
                    //_dDef = PlayerDatas.Instance.extersion.DEF;
                    _hitRate = (int)(ArenaManager.playInfo[1][3]);
                    //_missRate = PlayerDatas.Instance.extersion.Miss;
                    _aSkillAtkRate = (int)(ArenaManager.playInfo[1][5]);
                    //_dSkillAtkRateReduce = (int)(ArenaManager.playInfo[1][6]);
                    _aLuckyHitRate = (int)(ArenaManager.playInfo[1][7]);
                    _luckyHit = (int)(ArenaManager.playInfo[1][8]);
                    _aSuperHitRate = (int)(ArenaManager.playInfo[1][11]);
                    _superHit = (int)(ArenaManager.playInfo[1][12]);
                    _aIceAtk = (int)(ArenaManager.playInfo[1][15]);
                    //_dIceDef = (int)(ArenaManager.playInfo[1][16]);
                    _aIgnoreDefRate = (int)(ArenaManager.playInfo[1][17]);
                    //_dIgnoreDefRateReduce = (int)(ArenaManager.playInfo[1][18]); // 无视防御伤害减免
                    _aDamagePVE = (int)(ArenaManager.playInfo[1][20]);
                    _aDamagePerPVP = (int)(ArenaManager.playInfo[1][21]);
                    _aDamagePVP = (int)(ArenaManager.playInfo[1][23]);
                    _aFinalHurt = (int)(ArenaManager.playInfo[1][25]);
                    //_dFinalHurtReduce = (int)(ArenaManager.playInfo[1][26]);
                    _aFinalHurtPer = (int)(ArenaManager.playInfo[1][27]);
                    _aOnlyFinalHurt = (int)(ArenaManager.playInfo[1][29]);
                    //_dDamChanceDef = (int)(ArenaManager.playInfo[1][30]);
                    _aNPCHurtAddPer = (int)(ArenaManager.playInfo[1][31]);
                    _aRealmLv = (int)(ArenaManager.playInfo[1][32]);
                }
 
            }
            else
            {
                //攻击方为真玩家
                float _rate = 1f;
                if (attacker is GA_PVPClientPlayer)
                {
                    _rate = GeneralDefine.ClientPvpAttributePer;
                }
                _hitRate = PlayerDatas.Instance.extersion.HIT;
                _aSuperHitRate = PlayerDatas.Instance.extersion.SuperHitRate;
                _aLuckyHitRate = PlayerDatas.Instance.extersion.luckHitRate;
                _aZhuxianHurtPer = PlayerDatas.Instance.extersion.zhuxianHurtPer;
                _aZhuXianHitRate = PlayerDatas.Instance.extersion.zhuxianRate;
                _aMaxAtk = (int)(PlayerDatas.Instance.extersion.MAXATK * _rate);
                _aMinAtk = (int)(PlayerDatas.Instance.extersion.MINATK * _rate);
                _aIgnoreDefRate = PlayerDatas.Instance.extersion.IgnoreDefRate;
                _aSkillAtkRate = PlayerDatas.Instance.extersion.SkillAtkRate;
                _aDamagePVP = PlayerDatas.Instance.extersion.DamagePVP;
                _aFinalHurt = (int)(PlayerDatas.Instance.extersion.FinalHurt);
                _aIceAtk = (int)(PlayerDatas.Instance.extersion.realATK * _rate);
                _aOnlyFinalHurt = PlayerDatas.Instance.extersion.OnlyFinalHurt;
                _luckyHit = PlayerDatas.Instance.extersion.luckHitVal;
                _superHit = PlayerDatas.Instance.extersion.SuperHit;
                _aNPCHurtAddPer = PlayerDatas.Instance.extersion.NpcHurtAddPer;
                _aFinalHurtPer = PlayerDatas.Instance.extersion.FunalHurtPer;
                _aDamagePVE = PlayerDatas.Instance.extersion.DamagePVE;
                _aRealmLv = PlayerDatas.Instance.baseData.realmLevel;
                _aDamagePerPVP = PlayerDatas.Instance.extersion.DamagePerPVP;
 
            }
            if (attacker.ServerInstID == PlayerDatas.Instance.PlayerId)
            {
                _isZhongJi = IsZhongji(skill.id, target);
            }
 
        }
        else if (attacker.ActorType == GameObjType.gotNPC)
        {
            GActorNpcFight _npcBase = attacker as GActorNpcFight;
            if (_npcBase == null)
            {
                return;
            }
            var _config = _npcBase.NpcConfig;
 
            _hitRate = _config.Hit;
 
            _aSuperHitRate = _config.SuperHiteRate;
 
            _aMaxAtk = _config.MaxAtk;
            _aMinAtk = _config.MinAtk;
            _aRealmLv = _config.Realm;
            _aIceAtk = _config.IceAtk;
 
            //战力压制
            ulong _aNPCFightPower = _npcBase.NpcConfigEx == null ? 0 : (ulong)_npcBase.NpcConfigEx.SuppressFightPower;
 
            if (target.ActorType == GameObjType.gotPlayer)
            {
                _suppressLV = Mathf.Max(0, _config.NPCLV - PlayerDatas.Instance.baseData.LV);
                _suppressFightPower = Mathf.Max(0, _aNPCFightPower - PlayerDatas.Instance.baseData.FightPoint);
 
                /* 等级压制
                    (min(max(suppressLV-10,0),10)*0.02
                    +min(max(suppressLV-20,0),10)*0.03
                    +min(max(suppressLV-30,0),10)*0.05
                    +min(max(suppressLV-40,0),10)*1
                    +min(max(suppressLV-50,0),50)*0.1)
                 */
                _suppressLV_0 = Mathf.Min(Mathf.Max(_suppressLV - 10, 0), 10) * .02f
                              + Mathf.Min(Mathf.Max(_suppressLV - 20, 0), 10) * .03f
                              + Mathf.Min(Mathf.Max(_suppressLV - 30, 0), 10) * .05f
                              + Mathf.Min(Mathf.Max(_suppressLV - 40, 0), 10)
                              + Mathf.Min(Mathf.Max(_suppressLV - 50, 0), 10) * .1f;
                /* 战力压制
                    min(max(suppressFightPower*1.0/suppressNPCFightPower-0,0),0.05)*5
                   +min(max(suppressFightPower*1.0/suppressNPCFightPower-0.05,0),0.15)*8
                   +min(max(suppressFightPower*1.0/suppressNPCFightPower-0.2,0),1)*10
                 */
                _suppressValueFP_0 = Mathf.Min(Mathf.Max(_suppressFightPower * 1f / _aNPCFightPower, 0), .05f) * 5
                                   + Mathf.Min(Mathf.Max(_suppressFightPower * 1f / _aNPCFightPower - .05f, 0), .15f) * 8
                                   + Mathf.Min(Mathf.Max(_suppressFightPower * 1f / _aNPCFightPower - .2f, 0), 1f) * 10;
            }
        }
 
        #region 4094,4507 增加暴击概率
        if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4094, out _effectValue))
        {
            bool _vaild = true;
            if (_effectValue.value2 != 0)
            {
                if (!target.ActorInfo.status4012.ContainsKey((byte)_effectValue.value2))
                {
                    _vaild = false;
                }
            }
            if (_vaild)
            {
                _aSuperHitRate += _effectValue.value1;
            }
        }
 
        if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4507, out _effectValue))
        {
            bool _vaild = true;
            if (_effectValue.value2 == 1)
            {
                if (attacker.SelectTarget == null
                 || attacker.SelectTarget.ServerInstID != target.ServerInstID)
                {
                    _vaild = false;
                }
            }
            if (_effectValue.value3 == 0)
            {
                if (skill.skillInfo.config.FuncType != (int)E_SkillFuncType.NormalAttack)
                {
                    _vaild = false;
                }
            }
            if (_vaild)
            {
                _aSuperHitRate += _effectValue.value1;
            }
        }
 
        #endregion
 
        if (_aRealmLv != 0 && _dRealmLv != 0)
        {
            _suppressValueRealmRate = Mathf.Max(_aRealmLv - _dRealmLv, 0) * 200 + 10000;
        }
 
        if (Random.Range(0, 10000) >= 2000)
        {
            //只在格挡成功才有值, 格挡成功率默认20%
            _dDamChanceDef = 0;
        }
 
        _isMiss = IsMiss(_hitRate, _missRate, 10000, 0);
        _isCrit = Random.Range(0, 10000) < (_aSuperHitRate - _dSuperHitRateReduce);
        _isLucky = Random.Range(0, 10000) < (_aLuckyHitRate - _dLuckyHitRateReduce);
        _isZhuxianHit = false;//IsZhuXianHit(_aZhuXianHitRate);
        if (_isZhongJi)
        {
            _isCrit = true;
        }
        // 4014 必定触发 按位配置 1为必命中,2为必暴击,4为必会心一击
        if (skill.skillInfo.effectValue.TryGetValue(4014, out _effectValue))
        {
            if ((_effectValue.value1 & 0x1) == 1)
            {
                _isMiss = false;
            }
 
            if ((_effectValue.value1 & 0x10) == 1)
            {
                _isCrit = true;
            }
 
            if ((_effectValue.value1 & 0x100) == 1)
            {
                _isLucky = true;
            }
 
#if UNITY_EDITOR
            if (RuntimeLogUtility.s_SkillEffectLog)
            {
                Debug.LogFormat("技能 {0} 触发了效果 {1} , 命中: {2}, 暴击: {3}, 会心: {4}",
                    skill.id,
                    4014,
                    (_effectValue.value1 & 0x1) == 1,
                    (_effectValue.value1 & 0x10) == 1,
                    (_effectValue.value1 & 0x100) == 1);
            }
#endif
        }
 
        // 4510 buff中攻击必命中
        if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4510, out _effectValue))
        {
            _isMiss = false;
        }
 
        // 如果MISS, 则不再进行计算
        if (_isMiss)
        {
            hurtValue = 0;
            attackType = (byte)HurtAttackType.Miss;
            return;
        }
 
        _aLuckyHit = _isLucky ? _luckyHit : 0;
        _aSuperHit = _isCrit ? _superHit : 0;
        if (_isZhongJi)
        {
            _aSuperHit *= 2;
#if UNITY_EDITOR
            Debug.LogFormat("技能: {0} 计算伤害的时候发生重击, 暴击伤害翻倍: {1}", skill.id, _aSuperHit);
#endif
 
            #region 4528,4083 增加重击伤害
 
            if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4528, out _effectValue))
            {
                bool _vaild = true;
                if (_effectValue.value2 == 1)
                {
                    if (attacker.SelectTarget == null
                     || attacker.SelectTarget.ServerInstID != target.ServerInstID)
                    {
                        _vaild = false;
                    }
                }
                if (_effectValue.value3 == 1)
                {
                    if (skill.skillInfo.config.FuncType != (int)E_SkillFuncType.NormalAttack
                     && skill.skillInfo.config.FuncType != (int)E_SkillFuncType.FaBaoActiveSkill)
                    {
                        _vaild = false;
                    }
                }
                if (_vaild)
                {
                    if (_vaild)
                    {
                        _superHitAdd += _effectValue.value1;
                    }
                }
            }
 
            if (_exceptSkill != null)
            {
                if (_exceptSkill.effectValue.TryGetValue(4083, out _effectValue))
                {
                    bool _vaild = true;
                    if (_effectValue.value2 == 1)
                    {
                        if (attacker.SelectTarget == null
                         || attacker.SelectTarget.ServerInstID != target.ServerInstID)
                        {
                            _vaild = false;
                        }
                    }
                    if (_vaild)
                    {
                        _superHitAdd += _effectValue.value1;
                    }
                }
 
                if (_exceptSkill.effectValue.TryGetValue(4030, out _effectValue))
                {
                    _superHit += _effectValue.value1;
                }
 
                if (_exceptSkill.effectValue.TryGetValue(4075, out _effectValue))
                {
                    float _val = (PlayerDatas.Instance.extersion.battleValEx1 - 10000) * _effectValue.value1;
                    _superHitAdd += _val;
                }
            }
 
            #endregion
        }
 
 
        // 4051 当发生会心伤害时, 增加会心一击伤害
        if (_isLucky
         && skill.skillInfo.effectValue.TryGetValue(4051, out _effectValue))
        {
            _aLuckyHit += _effectValue.value1;
        }
 
        // HurtType == 2 为pve类型
        if (skill.skillInfo.config.HurtType == 2
         || skill.skillInfo.config.HurtType == 0)
        {
            // 处理本身的技能
            CalculateSkillEffect(attacker, target, skill.skillInfo, ref _aFinalHurtPer, ref _aAtkSkillPer, ref _atkSkillValue, ref _aIceAtk, ref _aFinalHurt, ref _superHitAdd, ref _aDamagePVE, _isCrit);
 
            // 处理sp技能
            List<SkillHelper.SkillInfo> _spSkillList = SkillHelper.Instance.GetSpSkill(skill.id);
 
            if (_spSkillList != null)
            {
                for (int i = 0; i < _spSkillList.Count; ++i)
                {
                    CalculateSkillEffect(attacker, target, _spSkillList[i], ref _aFinalHurtPer, ref _aAtkSkillPer, ref _atkSkillValue, ref _aIceAtk, ref _aFinalHurt, ref _superHitAdd, ref _aDamagePVE, _isCrit);
                }
            }
        }
 
        Dictionary<int, int> _attrValues;
        if (vnxbqy.UI.CalculateSkillGetAttrHurtUtility.Instance.TryGetAttrDictBySkill(skill.id, out _attrValues))
        {
            foreach (var _per in _attrValues.Values)
            {
                _aAtkSkillPer += (_per * Constants.F_DELTA);
            }
        }
        _aAtkSkillPer = _aAtkSkillPer * Constants.F_DELTA;
 
        _aSuperHit *= (1 + _superHitAdd * Constants.F_DELTA);
 
        // -------------- 公式计算 --------------
        // PVE
        if (attacker.ActorType == GameObjType.gotPlayer
         && (target.ActorType == GameObjType.gotNPC || target is GA_PVPClientPlayer))
        {
            /* "PVE_1"    :"int(SuppressValueRealmRate/10000*
                          max((((
                              max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*(1-max(aIgnoreDefRate-dIgnoreDefRateReduce,0)/10000.0),0)
                          +(max(aLuckyHit,0) if  isLuckyHit else 0)
                          +(max(aSuperHit,0) if isSuperHit else 0)
                          +max(aIceAtk-dIceDef,0))
                          *max((atkSkillPer
                              +(aZhuxianHurtPer/10000.0 if  isZhuxianHit else 0)
                              +(aSkillAtkRate-dSkillAtkRateReduce)/10000.0)
                              +aNPCHurtAddPer/10000.0-(min(dDamChanceDef,8000)/10000.0),0.5))
                              +aFinalHurt-dFinalHurtReduce+atkSkillValue+aDamagePVE)
                              *max((1+aFinalHurtPer/10000.0)*(1-dFinalHurtReducePer/10000.0),0.2),(aMaxAtk+aMinAtk)/2*0.05+(aMaxAtk+aMinAtk)/2*0.1*rand))" 
            */
 
            hurtValue = (ulong)Mathf.Ceil(_suppressValueRealmRate /10000.0f * (Mathf.Max((((Mathf.Max((_isLucky ? _aMaxAtk : _aMinAtk + (_aMaxAtk - _aMinAtk) * Random.Range(0f, 1f)) - _dDef * (1 - Mathf.Max(_aIgnoreDefRate - _dIgnoreDefRateReduce, 0) * Constants.F_DELTA), 0)
                             + (_isLucky ? Mathf.Max(_aLuckyHit, 0) : 0)
                             + (_isCrit ? Mathf.Max(_aSuperHit, 0) : 0)
                             + Mathf.Max(_aIceAtk - _dIceDef, 0))
                             * Mathf.Max((_aAtkSkillPer
                                        + (_isZhuxianHit ? _aZhuxianHurtPer * Constants.F_DELTA : 0)
                                        + (_aSkillAtkRate - _dSkillAtkRateReduce) * Constants.F_DELTA)
                                        + _aNPCHurtAddPer * Constants.F_DELTA - Mathf.Min(_dDamChanceDef, 8000) * Constants.F_DELTA, .5f))
                                        + _aFinalHurt - _dFinalHurtReduce + _atkSkillValue + _aDamagePVE)
                                        * Mathf.Max((1 + _aFinalHurtPer * Constants.F_DELTA) * (1 - _dFinalHurtReduce * Constants.F_DELTA), .2f), (_aMaxAtk + _aMinAtk) * .5f * .05f + (_aMaxAtk + _aMinAtk) * .5f * .1f * Random.Range(0, 1))));
 
        }
        // EVP
        else if ((attacker.ActorType == GameObjType.gotNPC
              && target.ActorType == GameObjType.gotPlayer) || attacker is GA_PVPClientPlayer)
        {
            /* int(max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)
                        +max(aIceAtk - dIceDef, 0))
                        *max(atkSkillPer+aSkillAtkRate/10000.0-min(dDamChanceDef,8000)/10000.0,0.5)
                        +aFinalHurt-dFinalHurtReduce+atkSkillValue)
                        *max((1+aFinalHurtPer/10000.0)*(1-dFinalHurtReducePer/10000.0),0.2)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05)) */
            hurtValue = (ulong)Mathf.Ceil((Mathf.Max(((Mathf.Max((_aMinAtk + _aMaxAtk) * .5f * (1 + _suppressLV_0) - _dDef, 0)
                              + Mathf.Max(_aIceAtk - _dIceDef, 0))
                              * Mathf.Max(_aAtkSkillPer + _aSkillAtkRate * Constants.F_DELTA - Mathf.Min(_dDamChanceDef, 8000) * Constants.F_DELTA, .5f)
                              + _aFinalHurt - _dFinalHurtReduce + _atkSkillValue)
                              * Mathf.Max((1 + _aFinalHurtPer * Constants.F_DELTA)
                              * (1 - _dFinalHurtReduce * Constants.F_DELTA), .2f) * (1 + _suppressValueFP_0), _aMaxAtk * .05f + Random.Range(0f, 1f) * _aMaxAtk * .05f)));
        }
        //竞技场战斗
        else if (attacker is GA_ILClientPlayer || target is GA_ILClientPlayer)
        {
            /*
             * int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else  (aMinAtk+(aMaxAtk-aMinAtk)*rand))-dDef*(1-max(aIgnoreDefRate-dIgnoreDefRateReduce,0)/10000.0),0)
             * +(max(aLuckyHit-dLuckyHitReduce,0) if  isLuckyHit else 0)
             * +(max(aSuperHit-dSuperHitReduce,0) if isSuperHit else 0)
             * +max(aIceAtk-dIceDef,0))
             * *max((atkSkillPer/10000.0
             * +(aZhuxianHurtPer/10000.0 if  isZhuxianHit else 0)
             * +(aSkillAtkRate-dSkillAtkRateReduce)/10000.0)
             * +(aDamagePerPVP/10000.0-dDamagePerPVPReduce/10000.0)-(min(dDamChanceDef,8000)/10000.0),0.5))
             * +(aFinalHurt-dFinalHurtReduce)+atkSkillValue+aOnlyFinalHurt+(aDamagePVP-dDamagePVPReduce))
             * *max((1+aFinalHurtPer/10000.0)*(1-dFinalHurtReducePer/10000.0),0),(aMaxAtk+aMinAtk)/2*0.05+(aMaxAtk+aMinAtk)/2*0.1*rand))",
             */
            hurtValue = (ulong)Mathf.Ceil(_suppressValueRealmRate/10000.0f * (Mathf.Max((((Mathf.Max((_isLucky ? _aMaxAtk : _aMinAtk + (_aMaxAtk - _aMinAtk) * Random.Range(0f, 1f)) - _dDef * (1 - Mathf.Max(_aIgnoreDefRate - _dIgnoreDefRateReduce, 0) * Constants.F_DELTA), 0)
                + (_isLucky ? Mathf.Max(_aLuckyHit -_dLuckyHitReduce, 0) : 0)
                + (_isCrit ? Mathf.Max(_aSuperHit - _dSuperHitReduce, 0) : 0)
                + Mathf.Max(_aIceAtk - _dIceDef, 0))
                * Mathf.Max((_aAtkSkillPer
                            + (_aSkillAtkRate - _dSkillAtkRateReduce) * Constants.F_DELTA)
                            + (_aDamagePerPVP - _dDamagePerPVPReduce) * Constants.F_DELTA - Mathf.Min(_dDamChanceDef, 8000) * Constants.F_DELTA, .5f)) 
                            + _aFinalHurt - _dFinalHurtReduce + _atkSkillValue + _aOnlyFinalHurt + _aDamagePVP - _dDamagePVPReduce)
                            * Mathf.Max((1 + _aFinalHurtPer * Constants.F_DELTA) * (1 - _dFinalHurtReducePer * Constants.F_DELTA), 0f), (_aMaxAtk + _aMinAtk) * .5f * .05f + (_aMaxAtk + _aMinAtk) * .5f * .1f * Random.Range(0, 1))));
 
        }
 
        if (_isZhuxianHit)
        {
            attackType = (byte)HurtAttackType.ZhuXianAtk;
        }
        else if (_isZhongJi)
        {
            attackType = (byte)HurtAttackType.ThumpHit;
        }
        else if (_isCrit
#if UNITY_EDITOR
        || RuntimeLogUtility.s_ForceSupperHit
#endif
        )
        {
            attackType = (byte)HurtAttackType.SuperHit;
        }
        else if (_isLucky
#if UNITY_EDITOR
        || RuntimeLogUtility.s_ForceLuckHit
#endif
        )
        {
            attackType = (byte)HurtAttackType.LuckyHit;
        }
        else
        {
            attackType = (byte)HurtAttackType.Normal;
        }
 
        GActorNpcFight _actorFight = target as GActorNpcFight;
 
        if (ClientSceneManager.Instance.IsClientFightMode || (_actorFight != null && _actorFight.NpcConfig.IsBoss == 0))
        {
            if (_exceptSkill != null && _exceptSkill.effectValue.ContainsKey(4092))
            {
                if (PlayerDatas.Instance.baseData.yinjiCount >= _exceptSkill.effectValue[4092].value1)
                {
                    attackType = (byte)HurtAttackType.Yinji;
                }
            }
        }
    }
 
    private static bool IsMiss(int hit, int miss, int hitSuccessRate, int missSuccessRate)
    {
        // max(min(max(min(aHit*9.0 / max(aHit*9.0 + dMiss , 1),0.99),0.7) + max(aHitSuccessRate-10000,0)/10000.0 - dMissSuccessRate/10000.0,1),0.6) - random.random()
        return Mathf.Max(Mathf.Min(Mathf.Max(Mathf.Min(hit * 9.0f / Mathf.Max(hit * 9.0f + miss, 1), 0.99f), 0.7f) + Mathf.Max(hitSuccessRate - 10000, 0) / 10000 - missSuccessRate / 10000, 1), 0.6f) - Random.Range(0.0f, 1.0f) < 0;
    }
 
    private static bool IsZhongji(int skillId, GActorFight target)
    {
        var _hero = PlayerDatas.Instance.hero;
        if (_hero == null
        || target == null)
        {
            return false;
        }
 
        SkillHelper.EffectValue _effectValue;
        SkillHelper.SkillInfo _skillInfo;
 
        int _rate = 0;
 
        var _dict = StatusMgr.Instance.ZhongJiDict;
        foreach (var _info in _dict.Values)
        {
            if (_info.onlyFirstTarget)
            {
                if (_hero.SelectTarget.ServerInstID == target.ServerInstID)
                {
                    _rate += _info.rate;
                }
            }
            else
            {
                _rate += _info.rate;
            }
        }
 
        _skillInfo = SkillHelper.Instance.GetExpertSkill(skillId);
        if (_skillInfo != null && _skillInfo.effectValue.TryGetValue(4081, out _effectValue))
        {
            if (_effectValue.value2 == 1)
            {
                if (_hero.SelectTarget.ServerInstID == target.ServerInstID)
                {
                    _rate += _effectValue.value1;
                }
            }
            else
            {
                _rate += _effectValue.value1;
            }
        }
 
        var _skill = _hero.SkillMgr.Get(skillId);
 
        if (StatusMgr.Instance.TryGetSkillEffectValue(_hero.ServerInstID, 4526, out _effectValue))
        {
            bool _vaild = true;
            if (_effectValue.value2 == 1)
            {
                if (_hero.SelectTarget == null
                 || _hero.SelectTarget.ServerInstID != target.ServerInstID)
                {
                    _vaild = false;
                }
            }
            if (_effectValue.value3 == 1)
            {
                if (_skill.skillInfo.config.FuncType != (int)E_SkillFuncType.NormalAttack
                 && _skill.skillInfo.config.FuncType != (int)E_SkillFuncType.FaBaoActiveSkill)
                {
                    _vaild = false;
                }
            }
            if (_vaild)
            {
                _rate += _effectValue.value1;
            }
        }
 
#if UNITY_EDITOR
        var _random = Random.Range(0, 10000);
        var _result = _random < _rate;
        // Debug.LogFormat("攻击目标: {3}, 重击概率为: {0}, 随机为: {1}, 是否可以重击: {2}", _rate, _random, _result, target.ServerInstID);
        return _result;
#else
        return Random.Range(0, 10000) < _rate;
#endif
    }
 
    private static bool IsCrit(int superHitRate)
    {
        return Random.Range(0, 10000) < superHitRate;
    }
 
    private static bool IsLucky(int luckHitRate)
    {
        return Random.Range(0, 10000) < luckHitRate;
    }
 
    private static bool IsZhuXianHit(int zxHitRate)
    {
        return Random.Range(0, 10000) < zxHitRate;
    }
 
    private static float HpPer(GActor actor)
    {
        return actor.ActorInfo.RealHp * 1f / actor.ActorInfo.RealMaxHp;
    }
 
    private static void CalculateSkillEffect(GActorFight attacker,
                                             GActorFight target,
                                             SkillHelper.SkillInfo skillInfo,
                                             ref int _aDamagePer,
                                             ref float _aAtkSkillPer,
                                             ref int _atkSkillValue,
                                             ref int _aIceAtk,
                                             ref int _aFinalHurt,
                                             ref float _aSuperHitAdd,
                                             ref int _aDamagePVE,
                                             bool _isCrit)
    {
 
 
        SkillHelper.EffectValue _effectValue;
        SkillHelper.SkillInfo _skillInfo;
 
        SkillHelper.SkillInfo _exceptSkill = null;
        if (attacker is GA_Hero)
        {
            _exceptSkill = SkillHelper.Instance.GetExpertSkill(skillInfo.config.SkillID);
        }
 
        #region 伤害增加
 
        if (skillInfo.effectValue.TryGetValue(1062, out _effectValue))
        {
            GActorNpcFight _npcFight = target as GActorNpcFight;
 
            if (_npcFight != null)
            {
                if (_npcFight.NpcConfig.PoisionDef == _effectValue.value3)
                {
                    _aAtkSkillPer += _effectValue.value1;
                    _atkSkillValue += _effectValue.value2;
#if UNITY_EDITOR
                    if (RuntimeLogUtility.s_SkillEffectLog)
                    {
                        Debug.LogFormat("技能 {0} 触发了效果 {1} , _aAtkSkillPer 翻了 {2} 倍", skillInfo.config.SkillID, 1062, _effectValue.value2 * Constants.F_DELTA);
                    }
#endif
                }
            }
        }
 
        if (attacker is GA_Hero)
        {
            if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4102, out _effectValue))
            {
                int _val = _effectValue.value1;
                int _needCount = _effectValue.value2;
                bool _valid = true;
                if (_exceptSkill.effectValue.TryGetValue(4092, out _effectValue))
                {
                    if (_effectValue.value2 == 0)
                    {
                        if (PlayerDatas.Instance.baseData.yinjiCount != _needCount)
                        {
                            _valid = false;
                        }
                    }
                    else if (_effectValue.value2 == 1)
                    {
                        if (PlayerDatas.Instance.baseData.yinjiCount == 0
                         || PlayerDatas.Instance.baseData.yinjiCount < _effectValue.value1)
                        {
                            _valid = false;
                        }
                    }
                }
                if (_valid)
                {
                    if (PlayerDatas.Instance.baseData.yinjiCount > _needCount)
                    {
                        _aDamagePVE += _val;
                    }
                }
            }
 
            if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4086, out _effectValue))
            {
                bool _vaild = true;
                if (_effectValue.value3 == 1)
                {
                    if (attacker.SelectTarget == null
                     || attacker.SelectTarget.ServerInstID != target.ServerInstID)
                    {
                        _vaild = false;
                    }
                }
 
                if (_vaild)
                {
                    int _limit = PlayerDatas.Instance.baseData.yinjiCount > _effectValue.value2 ?
                                 _effectValue.value2 : PlayerDatas.Instance.baseData.yinjiCount;
                    _aAtkSkillPer += _limit * _effectValue.value1;
                }
            }
 
            if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4087, out _effectValue))
            {
                if (PlayerDatas.Instance.baseData.yinjiCount > _effectValue.value2)
                {
                    _aAtkSkillPer += _effectValue.value1;
                }
            }
 
            if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4088, out _effectValue))
            {
                int _per = _effectValue.value1;
                int _needCount = _effectValue.value2;
                bool _valid = true;
                if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4092, out _effectValue))
                {
                    if (_effectValue.value2 == 0)
                    {
                        if (PlayerDatas.Instance.baseData.yinjiCount != _needCount)
                        {
                            _valid = false;
                        }
                    }
                    else if (_effectValue.value2 == 1)
                    {
                        if (PlayerDatas.Instance.baseData.yinjiCount == 0
                         || PlayerDatas.Instance.baseData.yinjiCount < _effectValue.value1)
                        {
                            _valid = false;
                        }
                    }
                }
                if (_valid)
                {
                    _needCount = PlayerDatas.Instance.baseData.yinjiCount > _needCount ?
                                 _needCount : PlayerDatas.Instance.baseData.yinjiCount;
                    _aAtkSkillPer += _per * _needCount;
                }
            }
 
            if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4015, out _effectValue))
            {
                if (target.ActorInfo.status4012.ContainsKey((byte)_effectValue.value2))
                {
                    uint _selfSID = _effectValue.value3 == 1 ? attacker.ServerInstID : 0;
                    if (StatusMgr.Instance.IsBurning(target.ServerInstID, _selfSID))
                    {
                        _aAtkSkillPer += _effectValue.value1;
 
                        if (attacker.SkillMgr.TryGetPassiveEffectValue(4538, out _effectValue, out _skillInfo))
                        {
                            _aDamagePVE += _effectValue.value1;
                        }
                        if (attacker.SkillMgr.TryGetPassiveEffectValue(4002, out _effectValue, out _skillInfo))
                        {
                            _aDamagePVE += _effectValue.value1;
                        }
                    }
                }
            }
 
            if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4505, out _effectValue))
            {
                if (target.ActorInfo.status4012.ContainsKey((byte)_effectValue.value2))
                {
                    uint _selfSID = _effectValue.value3 == 1 ? attacker.ServerInstID : 0;
                    if (StatusMgr.Instance.IsBurning(target.ServerInstID, _selfSID))
                    {
                        _aAtkSkillPer += _effectValue.value1;
                    }
                }
            }
 
            if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4098, out _effectValue))
            {
                var _skillInfo1 = SkillHelper.Instance.Get(_effectValue.value2);
                if (_skillInfo1 != null)
                {
                    SkillHelper.EffectValue _tmpEffectValue;
                    if (_skillInfo1.effectValue.TryGetValue(4012, out _tmpEffectValue))
                    {
                        if (target.ActorInfo.status4012.ContainsKey((byte)_tmpEffectValue.value1))
                        {
                            if (target.ActorInfo.GetStatusCount((byte)_tmpEffectValue.value1, attacker.ServerInstID) >= _effectValue.value3)
                            {
                                _aAtkSkillPer += _effectValue.value1;
                            }
                        }
                    }
                }
            }
 
            if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4096, out _effectValue))
            {
                if (StatusMgr.Instance.IsExist(target.ServerInstID, _effectValue.value3))
                {
                    int _count = target.ActorInfo.GetStatusCount((byte)_effectValue.value2, attacker.ServerInstID);
                    _aAtkSkillPer += _effectValue.value1 * _count;
                }
            }
        }
 
        // 4005 概率增加攻击(技能)伤害万分率
        if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4005, out _effectValue))
        {
            if (Random.Range(0, 10000) < _effectValue.value2)
            {
                _aAtkSkillPer += _effectValue.value1;
#if UNITY_EDITOR
                if (RuntimeLogUtility.s_SkillEffectLog)
                {
                    Debug.LogFormat("技能 {0} 触发了效果 {1} , _aAtkSkillPer 增加了 {2}", skillInfo.config.SkillID, 4005, _effectValue.value1);
                }
#endif
            }
        }
 
        // 4035 增加技能伤害万分率
        if (_exceptSkill != null && _exceptSkill.effectValue.TryGetValue(4035, out _effectValue))
        {
            bool _isValid = true;
            var _mapConfig = MapConfig.Get(PlayerDatas.Instance.baseData.MapID);
            if (_mapConfig.MapFBType != 0)
            {
                var _funcConfig = FuncConfigConfig.Get("SkillXPAddByFB");
                if (!_funcConfig.Numerical1.Contains(PlayerDatas.Instance.baseData.MapID.ToString()))
                {
                    _isValid = false;
                }
            }
 
            if (_isValid)
            {
                _aAtkSkillPer += _effectValue.value1;
#if UNITY_EDITOR
                if (RuntimeLogUtility.s_SkillEffectLog)
                {
                    Debug.LogFormat("技能 {0} 触发了效果 {1} , _aAtkSkillPer 增加了 {2}", skillInfo.config.SkillID, 4035, _effectValue.value1);
                }
#endif
            }
        }
 
        // 4011 暴击时增加技能伤害
        if (attacker.SkillMgr.TryGetPassiveEffectValue(4011, out _effectValue, out _skillInfo))
        {
            if (_isCrit)
            {
                _aAtkSkillPer += _effectValue.value1;
 
#if UNITY_EDITOR
                if (RuntimeLogUtility.s_SkillEffectLog)
                {
                    Debug.LogFormat("技能 {0} 触发了效果 {1} , _aAtkSkillPer 增加了 {2}", skillInfo.config.SkillID, 4011, _effectValue.value1);
                }
#endif
            }
        }
 
        // 4015 目标处于XX状态提高技能伤害
        if (attacker.SkillMgr.TryGetPassiveEffectValue(4015, out _effectValue, out _skillInfo))
        {
            if (target.ActorInfo.GetStatusCount((byte)_effectValue.value2, attacker.ServerInstID) > 0)
            {
                _aAtkSkillPer += _effectValue.value1;
 
#if UNITY_EDITOR
                if (RuntimeLogUtility.s_SkillEffectLog)
                {
                    Debug.LogFormat("技能 {0} 触发了效果 {1} , _aAtkSkillPer 增加了 {2}", skillInfo.config.SkillID, 4015, _effectValue.value1);
                }
#endif
            }
        }
 
        // 4025 攻击附加真实伤害
        if (attacker.SkillMgr.TryGetPassiveEffectValue(4025, out _effectValue, out _skillInfo))
        {
            _aIceAtk += _effectValue.value1;
 
#if UNITY_EDITOR
            if (RuntimeLogUtility.s_SkillEffectLog)
            {
                Debug.LogFormat("技能 {0} 触发了效果 {1} , _aIceAtk 增加了 {2}", skillInfo.config.SkillID, 4025, _effectValue.value1);
            }
#endif
        }
 
        // 4501 buff中攻击附加技能伤害
        if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4501, out _effectValue))
        {
            int _rate = _effectValue.value2;
 
            // 基于目标状态
            if (_effectValue.value3 != 0)
            {
                if (!target.ActorInfo.status4012.ContainsKey((byte)_effectValue.value3))
                {
                    _rate = 0;
                }
            }
 
            if (Random.Range(0, 10000) < _rate)
            {
                _aAtkSkillPer += _effectValue.value1;
 
#if UNITY_EDITOR
                if (RuntimeLogUtility.s_SkillEffectLog)
                {
                    Debug.LogFormat("技能 {0} 触发了效果 {1} , _aAtkSkillPer 增加了 {2}", skillInfo.config.SkillID, 4501, _effectValue.value1);
                }
#endif
            }
        }
 
        // 4503 buff中攻击提高增加伤害,可附加目标处于XX状态
        if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4503, out _effectValue))
        {
            if (target.ActorInfo.GetStatusCount((byte)_effectValue.value2, attacker.ServerInstID) > 0)
            {
                _aDamagePer += _effectValue.value1;
 
#if UNITY_EDITOR
                if (RuntimeLogUtility.s_SkillEffectLog)
                {
                    Debug.LogFormat("技能 {0} 触发了效果 {1} , _aDamagePer 增加了 {2}", skillInfo.config.SkillID, 4503, _effectValue.value1);
                }
#endif
            }
        }
 
        // 4511 buff中攻击造成坐骑攻击属性XX%的额外伤害
        if (StatusMgr.Instance.TryGetSkillEffectValue(attacker.ServerInstID, 4511, out _effectValue))
        {
            MountModel _mountData = vnxbqy.UI.ModelCenter.Instance.GetModel<MountModel>();
            int _allMountAtk = _mountData.GetAllMountAttack();
            _allMountAtk = (int)(_effectValue.value1 * Constants.F_DELTA * _allMountAtk);
            _aFinalHurt += _allMountAtk;
#if UNITY_EDITOR
            if (RuntimeLogUtility.s_SkillEffectLog)
            {
                Debug.LogFormat("技能 {0} 触发了效果 {1} , _aFinalHurt 增加了 {2}", skillInfo.config.SkillID, 4511, _allMountAtk);
            }
#endif
        }
 
        #endregion
 
        #region 暴击伤害增加
 
        // 4007 暴击时增加暴击值, 增加暴击值万分率, 虚要判断自己身上是否有配置的buff
        if (attacker.SkillMgr.TryGetPassiveEffectValue(4007, out _effectValue, out _skillInfo))
        {
            bool _condition = true;
 
            // 判断buff
            if (_effectValue.value2 != 0)
            {
                if (!StatusMgr.Instance.IsExist(attacker.ServerInstID, _effectValue.value2))
                {
                    _condition = false;
                }
            }
 
            // 是否可以执行
            if (_condition && _isCrit)
            {
                _aSuperHitAdd += _effectValue.value1;
 
#if UNITY_EDITOR
                if (RuntimeLogUtility.s_SkillEffectLog)
                {
                    Debug.LogFormat("技能 {0} 触发了效果 {1} , _aSuperHitAdd 增加了 {2}", skillInfo.config.SkillID, 4007, _effectValue.value1 * Constants.F_DELTA);
                }
#endif
            }
        }
 
        #endregion
    }
 
    public static bool CheckHitEffect(GActorFight attacker, GActorFight target, int skillID)
    {
        if (PreFightMission.Instance.faBaoSkillShow
         && target.ActorType == GameObjType.gotNPC)
        {
            return false;
        }
 
        if (target.ActorInfo.RealHp == 0)
        {
            return false;
        }
 
        if (attacker is GA_Pet
         || target is GA_NpcFightSgzcZZ || attacker is GA_NpcFightSgzcZZ)
        {
            return false;
        }
 
        GActorNpcFight _fightNpc = null;
        // 目标是玩家
        if (target.ActorType == GameObjType.gotPlayer)
        {
            GActorPlayerBase _player = target as GActorPlayerBase;
 
            if (!_player.CanHurted())
            {
                return false;
            }
 
            // 攻击者是玩家
            if (attacker.ActorType == GameObjType.gotPlayer)
            {
                // 默认没有任何反馈
                return false;
            }
            // 攻击者是NPC
            else if (attacker.ActorType == GameObjType.gotNPC)
            {
                // 这里为前期战斗的判断
                if (!PreFightMission.Instance.IsFinished())
                {
                    _fightNpc = attacker as GActorNpcFight;
                    if (_fightNpc.NpcConfig.NPCID == 1007
                     && skillID != 10027)
                    {
                        return true;
                    }
                }
 
                // 1 目标无任何反馈
                // 2 目标有被击特效
                // 3 目标有被击特效及动作
                Skill _skill = attacker.SkillMgr.Get(skillID);
 
                // 根据配置, 如果释放的是冲锋技能, 默认都可以打断
                if (_skill != null
                 && !_skill.skillInfo.effectValue.ContainsKey(2100))
                {
                    _fightNpc = attacker as GActorNpcFight;
                    if (_fightNpc != null)
                    {
                        // 如果配置无反馈
                        if (_fightNpc.NpcConfig == null
                         || _fightNpc.NpcConfig.AtkFeedback < 3)
                        {
                            return false;
                        }
 
                        bool _IsSkillCantStop = true;
                        // 判断对象是否正在释放不可以被中断的技能
                        Skill _currentSkill = target.SkillMgr.CurCastSkill;
                        if (_currentSkill != null && _currentSkill.SkillCompelete == false)
                        {
                            if (!_player.CanSkillInterrupt(_currentSkill.id)
                             || _player.NextAction == _currentSkill.skillInfo.config.Skillactmark)
                            {
                                _IsSkillCantStop = false;
                            }
                        }
 
                        // 如果目标正在释放技能且非普攻, 不能打断
                        if (target.IsIdle() == false
                         && target.IsRun() == false
                         && target.IsHurt() == false
                         && _IsSkillCantStop)
                        {
                            return false;
                        }
                    }
                }
            }
        }
        else if (target.ActorType == GameObjType.gotNPC)
        {
            // 1 有被击动作
            // 2 无被击动作
            _fightNpc = target as GActorNpcFight;
            if (_fightNpc != null)
            {
                if (_fightNpc.NpcConfig.NPCType == (int)E_NpcType.BreakableObj)
                {
                    return false;
                }
 
                if (_fightNpc.NpcConfig == null
                 || _fightNpc.NpcConfig.hurtFeedback == 2)
                {
                    return false;
                }
 
                if (!_fightNpc.CanHurted())
                {
                    return false;
                }
            }
 
        }
 
        return true;
    }
 
    public static bool CheckPull(GActorFight attacker,
                                 GActorFight target,
                                 int bodyControlID)
    {
        if (PreFightMission.Instance.faBaoSkillShow
         && target.ActorType == GameObjType.gotNPC)
        {
            return false;
        }
 
        if (target is GA_NpcFightSgzcZZ)
        {
            return false;
        }
 
        if (attacker is GA_Pet
         || attacker is GA_NpcSummonFight)
        {
            return false;
        }
 
        if (bodyControlID == -1)
        {
            return false;
        }
 
        // 目标已经客户端死亡
        if (target.ActorInfo.RealHp == 0)
        {
            return false;
        }
 
        // 判断身体控制是否有配置,且配置的方式是否为可以推
        SoBodyControl _bodyControl = ScriptableObjectLoader.LoadSoBodyControl(bodyControlID);
 
        if (_bodyControl == null
         || _bodyControl.duration == 0)
        {
            return false;
        }
 
        // 目标是玩家
        if (target.ActorType == GameObjType.gotPlayer)
        {
            // 攻击者是玩家
            if (attacker.ActorType == GameObjType.gotPlayer)
            {
                return _bodyControl.useForPlayer && target.CanPushedBack();
            }
            else if (attacker.ActorType == GameObjType.gotNPC)
            {
                GActorNpcFight _npc = attacker as GActorNpcFight;
 
                if (_npc == null)
                {
                    return false;
                }
 
                // 这里为前期战斗的判断
                if (!PreFightMission.Instance.IsFinished())
                {
                    if (_npc.NpcConfig.NPCID == 1007)
                    {
                        return true;
                    }
                }
 
                if (_npc.NpcConfig == null
                 || _npc.NpcConfig.AtkFeedback < 3)
                {
                    return false;
                }
 
                if (!target.CanPushedBack())
                {
                    return false;
                }
            }
        }
        // 目标是npc怪物
        else if (target.ActorType == GameObjType.gotNPC)
        {
            // 1 有被击动作
            // 2 无被击动作
            if (!target.CanPushedBack())
            {
                return false;
            }
        }
 
        return true;
    }
 
    public struct HurtObjs
    {
        public byte ObjType;
        public uint ObjID;
        public uint clientInstID;
        public byte AttackType;
        public ulong HurtHP;
        public ulong CurHP;
        public ulong RealHurtHP;
    }
 
    public static bool CanAttack(E_SkillCastTarget castTarget, GActorFight caster, GActorFight target)
    {
        if (target == null || caster == null || caster.ActorInfo.serverDie)
        {
            return false;
        }
 
        switch (castTarget)
        {
            case E_SkillCastTarget.None:
                return false;
            case E_SkillCastTarget.Self:
                return target == caster;
            case E_SkillCastTarget.TeamMate:
                return target.ActorInfo.teamID == caster.ActorInfo.teamID;
            case E_SkillCastTarget.Friend:
                break;
            case E_SkillCastTarget.CanAttacked:
                return target.CanAtked();
            case E_SkillCastTarget.SelfAndFriend:
                return target == caster;
            case E_SkillCastTarget.PlayerDeadBody:
                return target.ActorInfo.serverDie && target is GActorPlayerBase;
            case E_SkillCastTarget.UnDeadPlayer:
                return !target.ActorInfo.serverDie && target is GActorPlayerBase;
            case E_SkillCastTarget.CanAttackedMonster:
                return target is GA_NpcFightNorm && target.CanAtked();
            case E_SkillCastTarget.CanAttackedPlayer:
                return target is GActorPlayerBase && target.CanAtked();
            case E_SkillCastTarget.All:
                return true;
            case E_SkillCastTarget.PetToOwner:
                return target.ActorInfo.ownerSID == caster.ServerInstID && caster is GA_Pet;
            case E_SkillCastTarget.SummonToOwner:
                return target.ActorInfo.ownerSID == caster.ServerInstID && caster is GA_NpcSummonFight;
            case E_SkillCastTarget.Monster:
                var _npc = target as GActorNpcFight;
                if (_npc == null)
                {
                    return false;
                }
                return _npc.NpcConfig.IsBoss < 2;
            case E_SkillCastTarget.FriendNpc:
                return (target is GActorNpcFight && target.ActorInfo.faction != 0 && target.ActorInfo.faction == PlayerDatas.Instance.baseData.faction);
        }
        return true;
    }
}