hch
2026-02-02 04ffe31b6a2b2fbcfecc83abb44a8aa233f2e53f
Main/System/Battle/BattleObject/BattleObject.cs
@@ -26,11 +26,9 @@
    Burned = 1 << 5
}
public class BattleObject
public abstract class BattleObject
{
    public BattleField battleField;
    public BattleObjectBuffMgr buffMgr;
    public BattleObjectLayerMgr layerMgr;
@@ -38,224 +36,230 @@
    public BattleCamp Camp { get; protected set; }
    public TeamHero teamHero { get; protected set; }
    public MotionBase motionBase;
    public GameObject heroGo
    {
        get;
        private set;
    }
    protected BattleDrops m_battleDrops;
    private RectTransform m_heroRectTrans;
    public RectTransform heroRectTrans
    {
        get
        {
            if (m_heroRectTrans == null)
            {
                m_heroRectTrans = heroGo.GetComponent<RectTransform>();
            }
            return m_heroRectTrans;
        }
    }
    protected Action onDeathAnimationComplete;
    protected Renderer[] renderers;
    private List<HB405_tagMCAddExp> hB405_tagMCAddExps = new List<HB405_tagMCAddExp>();
    public BattleHeroInfoBar heroInfoBar;
    public BattleObject(BattleField _battleField)
    {
        battleField = _battleField;
    }
    public virtual void Init(GameObject _heroGo, TeamHero _teamHero, BattleCamp _camp)
    // ============ 抽象访问方法(子类返回各自的Team类型信息) ============
    public abstract int GetPositionNum();
    public abstract float GetModelScale();
    public abstract string GetName();
    // Buff 管理器访问方法(Hero 有 buff,Mingge 返回 null)
    public abstract BattleObjectBuffMgr GetBuffMgr();
    // 状态查询抽象方法
    protected abstract bool GetIsStunned();
    protected abstract bool GetIsFrozen();
    protected abstract bool GetIsStoned();
    protected abstract bool GetIsSlient();
    protected abstract bool GetIsDisarmed();
    protected abstract bool GetIsInvincible();
    protected abstract bool GetIsDead();
    public abstract int GetRage();
    // 血量相关抽象方法(Hero 特有,Mingge 返回默认值)
    public abstract long GetCurHp();
    public abstract long GetMaxHp();
    public abstract void SetCurHp(long value);
    public abstract void SetIsDead(bool value);
    // 其他属性访问方法
    public abstract int GetNPCID();
    public abstract long GetFightPower();
    public abstract void Run();
    public abstract void Pause();
    public abstract void Resume();
    public abstract void Destroy();
    // ============ 动画相关抽象方法(替代 motionBase 直接调用) ============
    /// <summary>
    /// 播放动画
    /// </summary>
    public abstract void PlayAnimation(MotionName motionName, bool loop);
    /// <summary>
    /// 显示幻影残影
    /// </summary>
    public abstract void ShowIllusionShadow(bool show, Color? color = null);
    /// <summary>
    /// 播放技能动画
    /// </summary>
    public abstract Spine.TrackEntry PlaySkillAnimation(SkillConfig skillConfig, SkillBase skillBase, bool isCounter, Action onComplete);
    /// <summary>
    /// 检查是否可以开始死亡
    /// </summary>
    public abstract bool CanStartDeath();
    /// <summary>
    /// 检查是否可以释放技能
    /// </summary>
    public abstract bool CanCastSkillAnimation(SkillConfig skillConfig);
    /// <summary>
    /// 获取骨骼动画组件(用于特效挂载等)
    /// </summary>
    public abstract SkeletonAnimation GetSkeletonAnimation();
    /// <summary>
    /// 设置骨骼动画透明度
    /// </summary>
    public abstract void SetSkeletonAlpha(float alpha);
    /// <summary>
    /// 获取 RectTransform(用于移动等操作)
    /// </summary>
    public virtual RectTransform GetRectTransform() => null;
    /// <summary>
    /// 获取 GameObject
    /// </summary>
    public virtual GameObject GetGameObject() => null;
    /// <summary>
    /// 获取 Transform(用于特效挂载等)
    /// </summary>
    public virtual Transform GetTransform() => null;
    /// <summary>
    /// 获取世界坐标位置
    /// </summary>
    public virtual Vector3 GetPosition() => Vector3.zero;
    /// <summary>
    /// 获取血条信息栏
    /// </summary>
    public virtual BattleHeroInfoBar GetHeroInfoBar() => null;
    /// <summary>
    /// 刷新Buff显示
    /// </summary>
    public virtual void RefreshBuff(List<HB428_tagSCBuffRefresh> buffList) { }
    /// <summary>
    /// 更新血量显示
    /// </summary>
    public virtual void UpdateHP(float percentage) { }
    /// <summary>
    /// 是否正在复活中
    /// </summary>
    public virtual bool IsReborning() => false;
    /// <summary>
    /// 设置复活状态
    /// </summary>
    public virtual void SetReborning(bool value) { }
    /// <summary>
    /// 设置 GameObject 激活状态
    /// </summary>
    public virtual void SetActive(bool active) { }
    /// <summary>
    /// 重置位置到原点
    /// </summary>
    public virtual void ResetPosition() { }
    /// <summary>
    /// 设置朝向(通过缩放)
    /// </summary>
    public virtual void SetFacing(float direction) { }
    /// <summary>
    /// 重置朝向(朝向右边)
    /// </summary>
    public virtual void ResetFacing() { }
    /// <summary>
    /// 停止所有移动动画
    /// </summary>
    public virtual void StopMoveAnimation() { }
    /// <summary>
    /// 显示提示信息(简单版本)
    /// </summary>
    public virtual void ShowTips(string message, bool useArtText = false, bool followCharacter = true, float scaleRatio = 1f) { }
    /// <summary>
    /// 显示提示信息(完整版本)
    /// </summary>
    public virtual void ShowTips(BattleHeroInfoBar.TipsInfo tipsInfo) { }
    /// <summary>
    /// 设置死亡状态(Hero 特定)
    /// </summary>
    public virtual void SetDeath() { }
    /// <summary>
    /// 复活后处理(Hero 特定)
    /// </summary>
    public virtual void AfterReborn() { }
    /// <summary>
    /// 复活前准备(Hero 特定)
    /// </summary>
    public virtual void PreReborn(bool reviveSelf = false) { }
    /// <summary>
    /// 复活动作(Hero 特定)
    /// </summary>
    public virtual void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData, bool reviveSelf = false, RecordAction parentAction = null) { }
    public virtual void OnObjInfoRefresh(H0418_tagObjInfoRefresh _refreshInfo)
    {
        heroGo = _heroGo;
        teamHero = _teamHero;
        Camp = _camp;
        motionBase = new MotionBase();
        motionBase.Init(heroGo.GetComponentInChildren<SkeletonAnimation>(true));
        buffMgr = new BattleObjectBuffMgr();
        buffMgr.Init(this);
        buffMgr.onIsControlChanged += OnControledChange;
        layerMgr = new BattleObjectLayerMgr();
        layerMgr.Init(this);
        renderers = heroGo.GetComponentsInChildren<Renderer>(true);
        heroInfoBar = heroGo.GetComponentInChildren<BattleHeroInfoBar>(true);
        heroInfoBar.SetBattleObject(this);
        //  根据阵营翻转血条
        var heroInfoBarScale = heroInfoBar.transform.localScale;
        heroInfoBarScale.x *= Camp == BattleCamp.Red ? 1 : -1;
        heroInfoBar.transform.localScale = heroInfoBarScale;
        heroInfoBar.SetActive(true);
        SetFront();
    }
    public virtual void Run()
    {
        motionBase.Run();
        heroInfoBar.Run();
        buffMgr.Run();
    }
    public virtual void Pause()
    {
        motionBase.Pause();
    }
    public virtual void Resume()
    {
        motionBase.Resume();
    }
    public virtual void Destroy()
    {
        motionBase.Release();
        motionBase = null;
        buffMgr.onIsControlChanged -= OnControledChange;
        buffMgr.Release();
        buffMgr = null;
        teamHero = null;
        ObjID = 0;
        if (heroGo != null)
        {
            GameObject.DestroyImmediate(heroGo);
            heroGo = null;
        }
    }
    //  有变化了才会调用这个函数
    private void OnControledChange(int groupType, bool value)
    {
        //  这里是受到硬控时候 需要表现的动画
        if (groupType == BattleConst.HardControlGroup)
        {
            //  从没被硬控到被硬控
            if (value)
            {
                motionBase.SetControledAnimation();
            }
            else
            {
                motionBase.CancelControledAnimation();
            }
        }
    }
    public void OnObjInfoRefresh(H0418_tagObjInfoRefresh _refreshInfo)
    {
        // 天子的挑战拦截血条逻辑
        BattleObject boss = battleField.FindBoss();
        if (boss != null && battleField.MapID == 30020 && boss.ObjID == _refreshInfo.ObjID)
            return;
        switch ((PlayerDataType)_refreshInfo.RefreshType)
        {
            case PlayerDataType.HP:
                long toHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp);
                teamHero.curHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                break;
            case PlayerDataType.MaxHP:
                teamHero.maxHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp);
                break;
            case PlayerDataType.XP:
                long toXp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                heroInfoBar.UpdateXP(teamHero.rage, toXp, 100);
                teamHero.rage = (int)GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                break;
            default:
                Debug.LogError("BattleObject.ObjInfoRefresh 出现意外类型 " + _refreshInfo.RefreshType.ToString());
                break;
        }
    }
    public void ObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData)
    {
        // 天子的挑战拦截血条逻辑
        BattleObject boss = battleField.FindBoss();
        if (boss != null && battleField.MapID == 30020 && boss.ObjID == vNetData.ObjID)
            return;
        switch ((PlayerDataType)vNetData.RefreshType)
        {
            case PlayerDataType.HP:
                long toHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp);
                teamHero.curHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                break;
            case PlayerDataType.MaxHP:
                teamHero.maxHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp);
                break;
            case PlayerDataType.XP:
                long toXp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                heroInfoBar.UpdateXP(teamHero.rage, toXp, 100);
                teamHero.rage = (int)GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                break;
            default:
                Debug.LogError("BattleObject.ObjPropertyRefreshView 出现意外类型 " + vNetData.RefreshType.ToString());
                break;
        }
        // 子类实现
    }
    //  眩晕
    public bool IsStunned()
    {
        return teamHero.isStunned;
        return GetIsStunned();
    }
    //  冰冻
    public bool IsFrozen()
    {
        return teamHero.isFrozen;
        return GetIsFrozen();
    }
    //  石化
    public bool IsStoned()
    {
        return teamHero.isStoned;
        return GetIsStoned();
    }
    //  被沉默
    public bool IsSlient()
    {
        return teamHero.isSlient;
        return GetIsSlient();
    }
    //  被缴械
    public bool IsDisarmed()
    {
        return teamHero.isDisarmed;
        return GetIsDisarmed();
    }
    //  是否无敌
    public bool IsInvincable()
    {
        return teamHero.isInvinceble;
        return GetIsInvincible();
    }
    //  是否死亡
    public bool IsDead()
    {
        return teamHero.isDead;
        return GetIsDead();
    }
    //  是否被控住了
@@ -279,7 +283,7 @@
        }
        //  看看怒气是否达到释放要求
        return teamHero.rage >= 100;
        return GetRage() >= 100;
    }
    public virtual bool IsCanNormalAttack()
@@ -299,144 +303,17 @@
        return true;
    }
    public virtual void Hurt(BattleHurtParam battleHurtParam)
    {
        bool isLastHit = battleHurtParam.hitIndex >= battleHurtParam.skillConfig.DamageDivide.Length - 1;
        bool firstHit = battleHurtParam.hitIndex == 0;
        BattleDmgInfo dmgInfo = PopDamage(battleHurtParam);
    public abstract DeathRecordAction Hurt(BattleHurtParam battleHurtParam, SkillRecordAction _parentSkillAction = null);
    public abstract void OnDodgeBegin(DamageType damageType);
        //  这里
        if (dmgInfo.IsType(DamageType.Dodge) && !buffMgr.isControled[BattleConst.HardControlGroup])
        {
            if (isLastHit)
            {
                DodgeFinishAction dodgeFinish = new DodgeFinishAction(battleField, this);
                battleField.recordPlayer.InsertRecord(dodgeFinish);
            }
    public abstract void OnDodgeEnd(Action _complete = null);
            if (firstHit)
            {
                OnDodgeBegin();
            }
        }
    public abstract void OnDeath(Action _onDeathAnimationComplete, bool withoutAnime = false);
    protected abstract BattleDmgInfo PopDamage(BattleHurtParam battleHurtParam);
        bool isFatalAttack = (null != battleHurtParam.deadPack) && isLastHit;
        if (isFatalAttack)
        {
            if (null != battleHurtParam.battleDrops)
            {
                PushDropItems(battleHurtParam.battleDrops);
            }
            battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>() { battleHurtParam.deadPack });
        }
        else
        {
            if (dmgInfo.IsType(DamageType.Block))
            {
                battleField.battleEffectMgr.PlayEffect(this, 19999, heroRectTrans, Camp);
            }
            else
            {
                if ((dmgInfo.IsType(DamageType.Damage) || dmgInfo.IsRealdamage()))
                {
                    if (!buffMgr.isControled[BattleConst.HardControlGroup])
                    {
                        motionBase.PlayAnimation(MotionName.hit, false);
                    }
                }
            }
        }
    }
    const float pingpongTime = 0.4f;
    //  闪避开始
    public virtual void OnDodgeBegin()
    {
        RectTransform rectTrans = heroRectTrans;
        var tween = rectTrans.DOAnchorPos(new Vector3(-30, 0, 0), pingpongTime)
            .SetEase(Ease.OutCubic);
        motionBase.ShowIllusionShadow(true);
        tween.onComplete += () =>
        {
            motionBase.ShowIllusionShadow(false);
        };
        battleField.battleTweenMgr.OnPlayTween(tween);
    }
    //  闪避结束
    public virtual void OnDodgeEnd(Action _complete = null)
    {
        RectTransform rectTrans = heroRectTrans;
        var tween = rectTrans.DOAnchorPos(Vector3.zero, pingpongTime)
                            .SetEase(Ease.OutCubic);
        tween.onComplete += () =>
        {
            _complete?.Invoke();
        };
        battleField.battleTweenMgr.OnPlayTween(tween);
    }
    public virtual void OnDeath(Action _onDeathAnimationComplete)
    {
        motionBase.PlayAnimation(MotionName.dead, false, () =>
        {
            teamHero.isDead = true;
            OnDeadAnimationComplete();
            _onDeathAnimationComplete?.Invoke();
        });
    }
    protected virtual void OnDeadAnimationComplete()
    {
        //  或许看看溶解特效? YYL TODO
        heroGo.SetActive(false);
        buffMgr.RemoveAllBuff();
    }
    public void OnReborn(HB423_tagMCTurnFightObjReborn vNetData)
    {
        // 处理复活逻辑
        teamHero.curHp = GeneralDefine.GetFactValue(vNetData.HP, vNetData.HPEx);
        heroGo.SetActive(true);
        motionBase.PlayAnimation(MotionName.idle, true);
    }
    // 伤害还要看 是否闪避 暴击 and so on 需要有一个DamageType 服务器应该会给
    protected virtual BattleDmgInfo PopDamage(BattleHurtParam battleHurtParam)
    {
        BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, battleHurtParam);
        // 天子的挑战拦截血条逻辑
        BattleObject boss = battleField.FindBoss();
        if (boss != null && battleField.MapID == 30020 && boss.ObjID == battleHurtParam.hurtObj.ObjID)
        {
            EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo);
            return battleDmgInfo;
        }
        else
        {
            // 使用传入的 fromHp 和 toHp 更新血条显示
            heroInfoBar.UpdateHP(battleHurtParam.fromHp, battleHurtParam.toHp, teamHero.maxHp);
            // YYL TODO 是否需要挂在在自身的follow点上
            EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo);
            return battleDmgInfo;
        }
    }
    protected abstract BattleDmgInfo PopDamageForCaster(BattleHurtParam battleHurtParam);
    public RectTransform GetAliasTeamNode()
    {
@@ -453,34 +330,25 @@
        return Camp == BattleCamp.Red ? BattleCamp.Blue : BattleCamp.Red;
    }
    public void HaveRest()
    {
        // YYL TODO
        //  休息状态
        //  多一个zzz的一个特效
        heroGo.SetActive(true);
        motionBase.HaveRest();
        heroRectTrans.anchoredPosition = Vector2.zero;
    public abstract void HaveRest();
        heroInfoBar.SetActive(false);
        SetFront();
    }
    protected BattleDrops m_battleDrops;
    public void PushDropItems(BattleDrops _battleDrops)
    public virtual void PushDropItems(BattleDrops _battleDrops)
    {
        m_battleDrops = _battleDrops;
    }
    public void PerformDrop()
    public virtual void PerformDrop()
    {
        if (null == m_battleDrops || m_battleDrops.dropItemPackIndex.Count == 0)
        if (null == m_battleDrops)
            return;
        EventBroadcast.Instance.Broadcast<string, BattleDrops, Action>(
            EventName.BATTLE_DROP_ITEMS, battleField.guid, m_battleDrops, OnPerformDropFinish);
    }
    protected void OnPerformDropFinish()
    protected virtual void OnPerformDropFinish()
    {
        m_battleDrops = null;
    }
@@ -495,20 +363,13 @@
        layerMgr.SetFront();
    }
    public void SetSpeedRatio(float ratio)
    {
        motionBase.SetSpeedRatio(ratio);
        heroInfoBar.SetSpeedRatio(ratio);
    }
    public abstract void SetSpeedRatio(float ratio);
    public abstract void OnObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData);
#if UNITY_EDITOR_STOP_USING
    public void EditorRevive()
    {
        teamHero.curHp = 100;
        heroGo.SetActive(true);
        motionBase.PlayAnimation(MotionName.idle, true);
    }
    public abstract void EditorRevive();
    public List<int> TryAttack(BattleObject obj, SkillConfig skillConfig)
    {
@@ -530,4 +391,77 @@
    }
#endif
    // BattleObject.cs
    public virtual void OnHurtTarget(BattleHurtParam battleHurtParam)
    {
        // 检查是否有吸血或反伤
        bool hasSuckHp = battleHurtParam.caster.suckHpList != null && battleHurtParam.caster.suckHpList.Count > 0;
        bool hasReflectHp = battleHurtParam.caster.reflectHpList != null && battleHurtParam.caster.reflectHpList.Count > 0;
        if (!hasSuckHp && !hasReflectHp)
        {
            return;
        }
        // ============ 应用施法者的血量和护盾变化 ============
        bool isLastHit = battleHurtParam.hitIndex >= battleHurtParam.skillConfig.DamageDivide.Length - 1;
        ApplyHurtToCaster(battleHurtParam, isLastHit);
        // 和Hurt一样,调用PopDamage处理吸血/反伤的显示
        BattleDmgInfo casterDmgInfo = PopDamageForCaster(battleHurtParam);
        // 如果有反伤,施法者播放受击动画
        if (hasReflectHp && casterDmgInfo.casterDamageList != null && casterDmgInfo.casterDamageList.Count > 0)
        {
            long totalReflect = casterDmgInfo.casterDamageList.Sum(d => d.damage);
            var buffMgr = GetBuffMgr();
            if (totalReflect > 0 && buffMgr != null && !buffMgr.isControled[BattleConst.HardControlGroup])
            {
                OnPlayHitAnimation();
            }
        }
    }
    /// <summary>
    /// 应用施法者的血量和护盾变化(吸血和反伤)
    /// </summary>
    private void ApplyHurtToCaster(BattleHurtParam battleHurtParam, bool isLastHit)
    {
        BattleCastObj caster = battleHurtParam.caster;
        // 应用血量变化(由子类实现)
        ApplyCasterHpChange(caster.toHp);
        //  打印所有角色的名字和当前血量跟总血量
        // foreach (var obj in battleField.battleObjMgr.allBattleObjDict.Values)
        // {
        //     Debug.LogError($"[ApplyHurtToCaster] ObjID: {obj.ObjID}, Name: {obj.teamHero.heroConfig.Name}, CurHp: {obj.teamHero.curHp}, MaxHp: {obj.teamHero.maxHp} Skill {battleHurtParam.hB427_TagSCUseSkill.packUID} " );
        // }
        // 护盾值由buff系统自动管理,不需要手动设置
#if UNITY_EDITOR
        // 最后一击时验证血量是否与服务器一致
        if (isLastHit)
        {
            BattleUtility.ValidateHpConsistencyForCaster(battleHurtParam, "施法者吸血/反伤");
        }
#endif
    }
    public bool IsTianziBoss()
    {
        return battleField.MapID == 30020 && battleField.FindBoss() == this;
    }
    /// <summary>
    /// 播放受击动画(只有 Hero 有实现,Mingge 留空)
    /// </summary>
    protected abstract void OnPlayHitAnimation();
    /// <summary>
    /// 应用施法者血量变化(吸血/反伤)
    /// </summary>
    protected abstract void ApplyCasterHpChange(long newHp);
}