hch
2026-02-02 04ffe31b6a2b2fbcfecc83abb44a8aa233f2e53f
Main/System/Battle/Skill/SkillBase.cs
@@ -24,19 +24,18 @@
    protected RectTransform targetNode = null; // 目标节点
    public BattleObject caster = null; // 施法者
    protected List<GameNetPackBasic> packList;
    protected List<SkillRecordAction> otherSkillActionList = new List<SkillRecordAction>();
    protected List<RecordAction> currentWaitingSkill = new List<RecordAction>();
    protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>();
    protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>();
    protected List<SkillRecordAction> waitingCastSkillRecordAction = new List<SkillRecordAction>();
    protected bool moveFinished = false;
    public SkillBase fromSkill;
    public bool isPlay = false;
    //  父RecordAction(SkillRecordAction),用于子技能建立父子关系
    protected RecordAction parentRecordAction;
    protected SkillRecordAction ownRecordAction;
    
    //  技能动画是否播放完成(针对有动画的技能)
    protected bool isMotionCompleted = false;
@@ -68,10 +67,15 @@
        SafetyCheck();
    }
    //  设置父RecordAction
    public void SetParentRecordAction(RecordAction recordAction)
    public virtual void AfterAddToQueue()
    {
        parentRecordAction = recordAction;
    }
    //  设置父RecordAction
    public void SetOwnRecordAction(SkillRecordAction recordAction)
    {
        ownRecordAction = recordAction;
    }
#if UNITY_EDITOR
@@ -88,7 +92,7 @@
            var Hurt = tagUseSkillAttack.HurtList[i];
            BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)Hurt.ObjID);
            
            string targetName = battleObject != null ? battleObject.teamHero.name : "Unknown";
            string targetName = battleObject != null ? battleObject.GetName() : "Unknown";
            long hurtHp = GeneralDefine.GetFactValue(Hurt.HurtHP, Hurt.HurtHPEx);
            long curHp = GeneralDefine.GetFactValue(Hurt.CurHP, Hurt.CurHPEx);
            
@@ -121,7 +125,7 @@
                var HurtEx = tagUseSkillAttack.HurtListEx[i];
                BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)HurtEx.ObjID);
                
                string targetName = battleObject != null ? battleObject.teamHero.name : "Unknown";
                string targetName = battleObject != null ? battleObject.GetName() : "Unknown";
                long hurtHp = GeneralDefine.GetFactValue(HurtEx.HurtHP, HurtEx.HurtHPEx);
                long curHp = GeneralDefine.GetFactValue(HurtEx.CurHP, HurtEx.CurHPEx);
                
@@ -190,22 +194,7 @@
            return;
        }
        if (otherSkillActionList.Count > 0)
        {
            for (int i = otherSkillActionList.Count - 1; i >= 0; i--)
            {
                var action = otherSkillActionList[i];
                if (action.IsFinished())
                {
                    otherSkillActionList.RemoveAt(i);
                    OnSkillFinished();
                }
                else if (moveFinished)
                {
                    action.Run();
                }
            }
        }
    }
    protected void ShadowIllutionCreate(bool create)
@@ -236,13 +225,13 @@
            if (change)
            {
                MoveSpeed = 1125f;
                caster.motionBase.ShowIllusionShadow(true, color);
                caster.ShowIllusionShadow(true, color);
            }
        }
        else
        {
            MoveSpeed = 750f;
            caster.motionBase.ShowIllusionShadow(false);
            caster.ShowIllusionShadow(false);
        }
    }
@@ -251,7 +240,13 @@
    {
        // 广播技能释放事件
        string guid = battleField.guid;
        TeamHero teamHero = caster.teamHero;
        // 获取释放者数据:Hero 传递 teamHero,Mingge 传递 null(因为事件监听器只处理 Hero 数据)
        TeamHero teamHero = null;
        if (caster is HeroBattleObject heroBattleObject)
        {
            teamHero = heroBattleObject.teamHero;
        }
        // 命格释放技能时 teamHero 为 null,监听器会正确处理(已有 null 检查)
        EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, guid, skillConfig, teamHero);
        if (skillConfig.SkinllSFX1 != 0)
@@ -314,7 +309,7 @@
    {
        if (hintConfig != null)
        {
            battleObject.heroInfoBar.ShowTips(((char)hintConfig.prefix).ToString(), true, false, 1.25f);
            battleObject.ShowTips(((char)hintConfig.prefix).ToString(), true, false, 1.25f);
        }
    }
@@ -338,7 +333,7 @@
            else
            {
                // ShadowIllutionCreate(true);
                MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
                MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.GetPositionNum()), Vector2.zero, () =>
                {
                    // ShadowIllutionCreate(false);
                    OnAttackFinish();
@@ -363,7 +358,7 @@
        ExecuteMoveAndCastSequence(targetTrans, () =>
        {
            RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum);
            RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.GetPositionNum());
            // ShadowIllutionCreate(true);
            MoveToTarget(rectTransform, Vector2.zero, () =>
            {
@@ -386,7 +381,7 @@
            else
            {
                // ShadowIllutionCreate(true);
                MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
                MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.GetPositionNum()), Vector2.zero, () =>
                {
                    // ShadowIllutionCreate(false);
                    OnAttackFinish();
@@ -438,10 +433,10 @@
            return;
        }
        caster.motionBase.PlayAnimation(MotionName.run, true);
        var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () =>
        caster.PlayAnimation(MotionName.run, true);
        var tweener = BattleUtility.MoveToTarget(caster.GetRectTransform(), target, offset, () =>
        {
            caster.motionBase.PlayAnimation(MotionName.idle, true);
            caster.PlayAnimation(MotionName.idle, true);
            _onComplete?.Invoke();
        }, speed);
        battleField.battleTweenMgr.OnPlayTween(tweener);
@@ -452,9 +447,7 @@
    {
        if (skillConfig.CastDistance < 0)
        {
            Vector3 scale = caster.heroGo.transform.localScale;
            scale.x = Mathf.Abs(scale.x) * forward;
            caster.heroGo.transform.localScale = scale;
            caster.SetFacing(forward);
        }
        _onComplete?.Invoke();
    }
@@ -464,7 +457,7 @@
    {
        TurnBack(null, 1f);
        OnAllAttackMoveFinished();
        caster.motionBase.PlayAnimation(MotionName.idle, true);
        caster.PlayAnimation(MotionName.idle, true);
    }
    // 所有攻击移动完成后的处理:恢复UI显示状态
@@ -475,7 +468,7 @@
        foreach (BattleObject bo in allList)
        {
            bo.layerMgr.SetFront();
            bo.heroInfoBar.SetActive(true);
            bo.GetHeroInfoBar()?.SetActive(true);
        }
        battleField.battleRootNode.skillMaskNode.SetActive(false);
    }
@@ -483,7 +476,7 @@
    // 执行技能释放动画和逻辑:播放施法动作并提供回调
    protected TrackEntry CastImpl(Action onComplete = null)
    {
        return caster.motionBase.PlaySkillAnimation(skillConfig, this, tagUseSkillAttack.BattleType == 4, onComplete);
        return caster.PlaySkillAnimation(skillConfig, this, tagUseSkillAttack.BattleType == 4, onComplete);
    }
    // 技能开始回调:处理死亡、子技能、技能效果初始化
@@ -495,62 +488,90 @@
            return;
        }
        //  先把死亡包收集了
        HandleDead();
        //  再处理 内嵌技能
        ProcessSubSkill();
        skillEffect = SkillEffectFactory.CreateSkillEffect(this, caster, skillConfig, tagUseSkillAttack);
        skillEffect.Play(OnHitTargets);
        ProcessSubSkill();
        HandleWaitingCastSkill();
        isPlay = true;
    }
    protected void ProcessSubSkill()
    {
        foreach (var subSkillPack in tagUseSkillAttack.subSkillList)
        {
            SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic>() { subSkillPack });
            recordAction.fromSkill = this;
            //  子技能设置WaitingPlay=true,等待父技能动作完成
            waitingCastSkillRecordAction.Add(recordAction);
            battleField.recordPlayer.ImmediatelyPlay(recordAction, parentRecordAction, true);
        }
        tagUseSkillAttack.subSkillList.Clear();
        foreach (var subCombinePack in tagUseSkillAttack.subSkillCombinePackList)
        {
            SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, subCombinePack.packList);
            recordAction.fromSkill = this;
            //  子技能设置WaitingPlay=true,等待父技能动作完成
            waitingCastSkillRecordAction.Add(recordAction);
        }
        tagUseSkillAttack.subSkillCombinePackList.Clear();
        waitingCastSkillRecordAction.OrderBy(recordAction => recordAction.hB427_TagSCUseSkill.packUID);
        // 按packUID排序所有子技能
        var allSubSkills = new List<(ulong packUID, SkillRecordAction action)>();
        
    }
        List<GameNetPackBasic> removePackList = new List<GameNetPackBasic>();
    protected void HandleWaitingCastSkill()
    {
        RecordAction waitingRecordAction = null;
        for (int i = 0; i < waitingCastSkillRecordAction.Count; i++)
        foreach (var pack in packList)
        {
            var recordAction = waitingCastSkillRecordAction[i];
            if (waitingRecordAction != null)
            if (pack is HB427_tagSCUseSkill skillPack)
            {
                //  每个都应该等前一个结束后
                battleField.recordPlayer.ImmediatelyPlay(recordAction, waitingRecordAction, true);
                SkillConfig ssc = SkillConfig.Get((int)skillPack.SkillID);
                if (!string.IsNullOrEmpty(ssc.SkillMotionName))
                {
                    break;
                }
                if (ssc.SkillType == 8)
                {
                    break;
                }
                SkillRecordAction skillRecordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic> { skillPack });
                allSubSkills.Add((skillPack.packUID, skillRecordAction));
                removePackList.Add(pack);
            }
            else if (pack is HB422_tagMCTurnFightObjDead dead)
            {
                break;
            }
            else if (pack is CustomHB426CombinePack combinePack)
            {
                HB427_tagSCUseSkill sp = combinePack.GetMainHB427SkillPack();
                SkillConfig ssc = SkillConfig.Get((int)sp.SkillID);
                if (!string.IsNullOrEmpty(ssc.SkillMotionName))
                {
                    break;
                }
                if (ssc.SkillType == 8)
                {
                    break;
                }
                SkillRecordAction skillRecordAction = combinePack.CreateSkillAction();
                allSubSkills.Add((sp.packUID, skillRecordAction));
                removePackList.Add(pack);
                if (skillRecordAction.useParentRecordPlayer)
                {
                    break;
                }
            }
        }
        for (int i = 0; i < removePackList.Count; i++)
        {
            packList.Remove(removePackList[i]);
        }
        // 按packUID排序
        allSubSkills.Sort((a, b) => a.packUID.CompareTo(b.packUID));
        foreach (var (packUID, recordAction) in allSubSkills)
        {
            if (recordAction.useParentRecordPlayer)
            {
                ownRecordAction.GetInnerRecordPlayer().PlayRecord(recordAction, ownRecordAction);
            }
            else
            {
                battleField.recordPlayer.ImmediatelyPlay(recordAction, parentRecordAction, true);
            }
            if (recordAction.IsNeedWaiting())
            {
                waitingRecordAction = recordAction;
                ownRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(recordAction);
            }
        }
    }
@@ -639,7 +660,7 @@
        var highlightSet = new HashSet<BattleObject>(highlightList);
        // 先把施法者的 InfoBar 隐藏(原逻辑保留)
        caster.heroInfoBar.SetActive(false);
        caster.GetHeroInfoBar()?.SetActive(false);
        foreach (BattleObject bo in allList)
        {
@@ -656,7 +677,7 @@
            }
            // 目标(含 HurtListEx)都应显示 InfoBar
            bo.heroInfoBar.SetActive(isTarget);
            bo.GetHeroInfoBar()?.SetActive(isTarget);
        }
        battleField.battleRootNode.skillMaskNode.SetActive(true);
@@ -666,7 +687,7 @@
    // 命中目标回调:处理所有被命中的目标(包括主目标、弹射目标、溅射目标)
    protected virtual void OnHitTargets(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList)
    {
        // Debug.LogError($"Skill {skillConfig.SkillID} hit targets _hitIndex: {_hitIndex} hit {string.Join(", ", hitList.Select(h => h.ObjID + ":" + battleField.battleObjMgr.GetBattleObject((int)h.ObjID)?.teamHero.name))}");
        // Debug.LogError($"Skill {skillConfig.SkillID} hit targets _hitIndex: {_hitIndex} hit {string.Join(", ", hitList.Select(h => h.ObjID + ":" + battleField.battleObjMgr.GetBattleObject((int)h.ObjID)?.GetName()))}");
        //  造成伤害前先处理血量刷新包
        HandleRefreshHP();
@@ -720,6 +741,11 @@
            }
        }
        HandleHint(_hitIndex, hitList);
    }
    protected void HandleHint(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList)
    {
        if (0 == _hitIndex)
        {
            bool needhint = false;
@@ -755,9 +781,37 @@
                DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.BattleStun);
                Hint(caster, hintConfig);
            }
        }
            for (int i = 0; i < hitList.Count; i++)
            {
                var hurt = hitList[i];
                if ((hurt.AttackTypes & (int)DamageType.BreakArmor) == (int)DamageType.BreakArmor)
                {
                    BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
                    if (battleObject != null)
                    {
                        DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.BreakArmor);
                        Hint(battleObject, hintConfig);
                        battleField.battleEffectMgr.PlayEffect(battleObject,
                            BattleConst.BreakArmorEffectID, battleObject.GetRectTransform(), battleObject.Camp,
                            battleObject.GetModelScale());
                    }
                }
                else if ((hurt.AttackTypes & (int)DamageType.Parry) == (int)DamageType.Parry)
                {
                    BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
                    if (battleObject != null)
                    {
                        DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.Parry);
                        Hint(battleObject, hintConfig);
                        battleField.battleEffectMgr.PlayEffect(battleObject,
                            BattleConst.ParryEffectID, battleObject.GetRectTransform(), battleObject.Camp,
                            battleObject.GetModelScale());
                    }
                }
            }
        }
    }
    // 处理单个目标被命中:应用伤害和施法者效果
@@ -781,7 +835,14 @@
#endif
        // 先调用目标受伤
        target.Hurt(hurtParam, parentRecordAction);
        DeathRecordAction recordAc = target.Hurt(hurtParam, ownRecordAction);
        if (null != recordAc)
        {
            tempDeadPackList.Remove(hurtParam.hurter.hurtObj.ObjID);
            ownRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(recordAc, ownRecordAction, true);
            currentWaitingSkill.Add(recordAc);
        }
        
        // 再调用施法者吸血/反伤
        caster.OnHurtTarget(hurtParam);
@@ -834,8 +895,8 @@
        
        BattleDebug.LogError(
            (hurtParam.caster.casterObj.Camp == BattleCamp.Red ? "【红方行动】" : "【蓝方行动】 ") +
            $"攻击者: {hurtParam.caster.casterObj.teamHero.name} (ObjID:{hurtParam.caster.casterObj.ObjID})\n" +
            $"目标: {hurtParam.hurter.hurtObj.teamHero.name} (ObjID:{hurtParam.hurter.hurtObj.ObjID})\n" +
            $"攻击者: {hurtParam.caster.casterObj.GetName()} (ObjID:{hurtParam.caster.casterObj.ObjID})\n" +
            $"目标: {hurtParam.hurter.hurtObj.GetName()} (ObjID:{hurtParam.hurter.hurtObj.ObjID})\n" +
            $"技能: {hurtParam.skillConfig.SkillName} (ID:{hurtParam.skillConfig.SkillID})\n" +
            $"击数: 第{hurtParam.hitIndex + 1}击 / 共{hurtParam.skillConfig.DamageDivide.Length}击" + (isLastHit ? " [最后一击]" : " [中间击]") + "\n" +
            $"\n" +
@@ -866,7 +927,10 @@
        if (refreshPack != null)
        {
            // 分发HP刷新包
            PackageRegedit.Distribute(refreshPack);
            // 【使用 parentRecordAction.innerRecordPlayer】
            // 原因:HP刷新包是技能内部产生的,应该由当前SkillRecordAction的innerRecordPlayer管理
            // 这样可以确保HP刷新与技能的生命周期绑定,ForceFinish时一并处理
            PackageRegeditEx.DistributeToRecordAction(refreshPack, ownRecordAction);
            packList.Remove(refreshPack);
        }
    }
@@ -877,13 +941,62 @@
        List<BattleDeadPack> deadPackList = BattleUtility.FindDeadPack(packList);
        if (deadPackList.Count <= 0) return;
        foreach (var deadPack in deadPackList)
        {
            packList.Remove(deadPack.deadPack);
            packList.Remove(deadPack.deadTriggerSkill);
        }
        // 找到最大的死亡包 packUID
        BattleDeadPack lastBattleDeadPack = null;
        ulong maxDeathPackUID = 0;
        foreach (var deadPack in deadPackList)
        {
            if (deadPack.deadPack != null && deadPack.deadPack.packUID > maxDeathPackUID)
            {
                maxDeathPackUID = deadPack.deadPack.packUID;
                lastBattleDeadPack = deadPack;
            }
        }
        // 如果找到了死亡包,收集所有 packUID > maxDeathPackUID 的包
        if (maxDeathPackUID > 0 && lastBattleDeadPack != null)
        {
            BattleDebug.LogError($"SkillBase.HandleDead: 找到死亡包,maxDeathPackUID = {maxDeathPackUID},开始收集死亡后的包");
            // 1. 收集 packList 中 packUID 大于死亡包的包(排除经验包和掉落包,它们需要在当前技能中处理)
            List<GameNetPackBasic> packsToRemove = new List<GameNetPackBasic>();
            foreach (var pack in packList)
            {
                ulong packUID = GetPackUID(pack);
                if (packUID > maxDeathPackUID)
                {
                    // 排除经验包和掉落包,它们属于当前死亡事件的一部分,不是"死亡后"的包
                    if (pack is HB405_tagMCAddExp expPack && expPack.Source == 2 ||
                        (pack is H0704_tagRolePackRefresh h0704 && h0704.PackType == (byte)PackType.DropItem && h0704.IsBind == 1))
                    {
                        continue; // 跳过经验包和掉落包,让 CheckAfterDeadhPack() 处理它们
                    }
                    BattleDebug.LogError($"SkillBase.HandleDead: 从packList收集死亡后的包 - Type: {pack.GetType().Name}, UID: {packUID}");
                    lastBattleDeadPack.packListAfterDeath.Add(pack);
                    packsToRemove.Add(pack);
                }
            }
            packList.RemoveAll(p => packsToRemove.Contains(p));
        }
        CheckAfterDeadhPack();
        // 修复:先收集要删除的包,避免在foreach中修改集合
        var dropPacksToRemove = new List<H0704_tagRolePackRefresh>(dropPackList);
        foreach (var _dropPack in dropPacksToRemove)
        {
            PackageRegedit.Distribute(_dropPack);
            // 【使用 parentRecordAction.innerRecordPlayer】
            // 原因:掉落包是技能效果的一部分,应该由当前SkillRecordAction管理
            // 掉落包的分发与技能完成绑定,确保在技能ForceFinish时正确处理
            PackageRegeditEx.DistributeToRecordAction(_dropPack, ownRecordAction);
            packList.Remove(_dropPack);
        }
@@ -898,8 +1011,8 @@
        // 构造BattleDrops并缓存
        for (int i = 0; i < deadPackList.Count; i++)
        {
            BattleDeadPack battleDeadPack = deadPackList[i];
            int objID = (int)battleDeadPack.deadPack.ObjID;
            BattleDeadPack bdp = deadPackList[i];
            int objID = (int)bdp.deadPack.ObjID;
            BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject(objID);
            
            // 修复:添加空值检查
@@ -913,7 +1026,7 @@
            
            BattleDrops battleDrops = new BattleDrops()
            {
                rectTransform = deadTarget.heroRectTrans,
                rectTransform = deadTarget.GetRectTransform(),
                dropItemPackIndex = itemIndexList,
                expDrops = expAssign[i]
            };
@@ -958,6 +1071,48 @@
        for (int i = 0; i < itemList.Count; i++)
            dropAssign[i % deadCount].Add(itemList[i]);
        return dropAssign;
    }
    // 获取包的 packUID
    protected ulong GetPackUID(GameNetPackBasic pack)
    {
        if (pack == null) return 0;
        if (pack is HB422_tagMCTurnFightObjDead deadPack)
            return deadPack.packUID;
        if (pack is CustomHB426CombinePack combinePack)
        {
            var mainSkillPack = combinePack.GetMainHB427SkillPack();
            return mainSkillPack?.packUID ?? 0;
        }
        if (pack is HB427_tagSCUseSkill skillPack)
            return skillPack.packUID;
        if (pack is HB428_tagSCBuffRefresh buffRefresh)
            return buffRefresh.packUID;
        if (pack is HB429_tagSCBuffDel buffDel)
            return buffDel.packUID;
        if (pack is HB419_tagSCObjHPRefresh hpRefresh)
            return hpRefresh.packUID;
        if (pack is HB405_tagMCAddExp expPack)
            return expPack.packUID;
        if (pack is H0704_tagRolePackRefresh dropPack)
            return dropPack.packUID;
        // 尝试通过反射获取 packUID
        var packUIDField = pack.GetType().GetField("packUID");
        if (packUIDField != null)
        {
            return (ulong)packUIDField.GetValue(pack);
        }
        return 0;
    }
    // 分配经验值:将经验包平均分配给每个死亡对象
@@ -1037,7 +1192,7 @@
    }
    public virtual bool IsFinishedForJudge()
    public virtual bool IsActionCompleted()
    {
        if (!isPlay) return false;
@@ -1046,27 +1201,14 @@
            if (!skillEffect.IsFinished()) return false;
        }
        if (otherSkillActionList.Count > 0)
        if (moveFinished)
        {
            foreach (var action in otherSkillActionList)
            {
                if (!action.IsFinishedForJudge()) return false;
            }
        }
        if (isFinished && moveFinished)
        {
            if (packList.Count > 0)
            {
                return false;
            }
            //  如果技能有动画(SkillMotionName不为空),需要等待动画播放完成
            if (skillConfig != null && !string.IsNullOrEmpty(skillConfig.SkillMotionName))
            {
                if (!isMotionCompleted)
                {
                    BattleDebug.LogError($"SkillBase.IsFinishedForJudge: 技能 {skillConfig.SkillID} 等待动画播放完成");
                    BattleDebug.LogError($"SkillBase.IsActionCompleted: 技能 {skillConfig.SkillID} 等待动画播放完成");
                    return false;
                }
            }
@@ -1094,18 +1236,14 @@
        }
        // 检查其他技能动作是否完成
        if (otherSkillActionList.Count > 0)
        if (currentWaitingSkill.Count > 0)
        {
            for (int i = otherSkillActionList.Count - 1; i >= 0; i--)
            if (currentWaitingSkill.Any(s => s.IsFinished()))
            {
                var action = otherSkillActionList[i];
                if (action.IsFinished())
                {
                    otherSkillActionList.RemoveAt(i);
                    OnSkillFinished();
                }
                currentWaitingSkill.RemoveAll(s => s.IsFinished());
                OnSkillFinished();
            }
            if (otherSkillActionList.Count > 0)
            else
            {
                tempRetValue = false;
            }
@@ -1116,6 +1254,7 @@
            return false;
        }
        // 检查最终完成状态
        if (isFinished && moveFinished)
        {
@@ -1125,16 +1264,28 @@
                return false;
            }
            //  如果自己内部的recora action的 inner record player还有没执行完的包 也是返回false
            if (ownRecordAction != null && ownRecordAction.GetInnerRecordPlayer().IsPlaying())
            {
                return false;
            }
            // 技能完全结束,移除技能注册并触发延迟的死亡判定
            if (battleField != null && caster != null)
            {
                battleField.RemoveCastingSkill(caster.ObjID, this);
                
                //  传递parentRecordAction,让死亡技能等待当前技能完成
                battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values));
                DeathRecordAction recordAction = battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values), null, ownRecordAction);
                if (null != recordAction)
                {
                    ownRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(recordAction);
                    tempDeadPackList.Clear();
                    return false;
                }
            }
            return true;
            return !ownRecordAction.GetInnerRecordPlayer().IsPlaying();
        }
        return false;
@@ -1154,66 +1305,44 @@
        }
        //  传递parentRecordAction,让死亡技能等待当前技能完成
        battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values), parentRecordAction);
        RecordAction rc = battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values));
        if (null != rc)
        {
            ownRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(rc);
        }
        tempDeadPackList.Clear();
        // 1. 强制结束技能效果
        skillEffect?.ForceFinished();
        skillEffect = null;
        foreach (var subSkillPack in tagUseSkillAttack.subSkillList)
        {
            SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic>() { subSkillPack });
            recordAction.fromSkill = this;
            otherSkillActionList.Add(recordAction);
            //  子技能设置WaitingPlay=true,等待父技能动作完成
            battleField.recordPlayer.ImmediatelyPlay(recordAction, parentRecordAction, true);
        }
        tagUseSkillAttack.subSkillList.Clear();
        foreach (var subCombinePack in tagUseSkillAttack.subSkillCombinePackList)
        {
            SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, subCombinePack.packList);
            recordAction.fromSkill = this;
            otherSkillActionList.Add(recordAction);
            //  子技能设置WaitingPlay=true,等待父技能动作完成
            battleField.recordPlayer.ImmediatelyPlay(recordAction, parentRecordAction, true);
        }
        tagUseSkillAttack.subSkillCombinePackList.Clear();
        
        // 2. 强制结束所有子技能动作
        otherSkillActionList.ForEach(action => action.ForceFinish());
        otherSkillActionList.Clear();
        if (currentWaitingSkill.Count > 0)
        {
            foreach (var skill in currentWaitingSkill)
            {
                skill.ForceFinish();
            }
            currentWaitingSkill.Clear();
        }
        // 3. 清理 DOTween 动画(防止移动回调在战斗结束后执行)
        if (caster != null && caster.heroRectTrans != null)
        if (caster != null)
        {
            DG.Tweening.DOTween.Kill(caster.heroRectTrans);
            caster.StopMoveAnimation();
        }
        // 4. 重置施法者状态
        if (caster != null)
        {
            // 重置位置到原点
            if (caster.heroRectTrans != null)
            {
                caster.heroRectTrans.anchoredPosition = Vector2.zero;
            }
            caster.ResetPosition();
            
            // 重置朝向
            if (caster.heroGo != null)
            {
                Vector3 scale = caster.heroGo.transform.localScale;
                scale.x = Mathf.Abs(scale.x);
                caster.heroGo.transform.localScale = scale;
            }
            caster.ResetFacing();
            // 取消幻影效果
            caster.motionBase?.ShowIllusionShadow(false);
            // 播放待机动画(如果还活着)
            if (!caster.teamHero.isDead)
            {
                caster.motionBase?.ResetForReborn(false);
            }
            caster.ShowIllusionShadow(false);
        }
        // 5. 恢复 UI 状态
@@ -1226,7 +1355,7 @@
                foreach (BattleObject bo in allList)
                {
                    bo.layerMgr?.SetFront();
                    bo.heroInfoBar?.SetActive(true);
                    bo.GetHeroInfoBar()?.SetActive(true);
                }
            }
            
@@ -1263,8 +1392,9 @@
            }
            else
            {
                if (pack is CustomB421ActionPack actionPack)
                    actionPack.Distribute();
                // 【使用 parentRecordAction.innerRecordPlayer】
                // 原因:ForceFinished时剩余的包也是技能内部产生的,应该由innerRecordPlayer管理
                // 这样可以确保即使强制结束,包的处理也在正确的上下文中
                PackageRegedit.Distribute(pack);
            }
        }
@@ -1289,20 +1419,14 @@
            }
            // 验证其他技能动作是否完成
            if (otherSkillActionList.Count > 0)
            if (currentWaitingSkill.Count > 0)
            {
                bool hasFinishedAction = false;
                for (int i = otherSkillActionList.Count - 1; i >= 0; i--)
                {
                    var action = otherSkillActionList[i];
                    if (action.IsFinished())
                    {
                        otherSkillActionList.RemoveAt(i);
                        hasFinishedAction = true;
                    }
                }
                bool hasFinishedAction = currentWaitingSkill.All(s => s.IsFinished());
                if (hasFinishedAction)
                {
                    // 修复死循环:完成后需要清空 currentWaitingSkill
                    currentWaitingSkill.Clear();
                    continue; // 使用continue代替递归调用
                }
                return;
@@ -1330,17 +1454,33 @@
    
    protected virtual bool ResolvePackList()
    {
        if (currentWaitingSkill.Count > 0)
        {
            return false;
        }
        while (packList.Count > 0)
        {
            var pack = packList[0];
            packList.RemoveAt(0);
            if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_"))
            {
                BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag);
                var otherSkillAction = combinePack.CreateSkillAction();
                otherSkillAction.fromSkill = this;
                otherSkillActionList.Add(otherSkillAction);
                var skillRecordAction = combinePack.CreateSkillAction();
                skillRecordAction.fromSkill = this;
                currentWaitingSkill.Add(skillRecordAction);
                //  需要给真正parent播的
                if (skillRecordAction.useParentRecordPlayer && skillRecordAction.parentSkillAction != null)
                {
                    skillRecordAction.parentSkillAction.GetInnerRecordPlayer().PlayRecord(skillRecordAction);
                }
                else
                {
                    ownRecordAction.GetInnerRecordPlayer().PlayRecord(skillRecordAction);
                }
                return false;
            }
            else if (IsBuffPack(pack))
@@ -1368,14 +1508,12 @@
                buffPackCollections.Clear();
                continue;
            }
            if (pack is CustomB421ActionPack actionPack)
            {
                actionPack.Distribute();
            }
            else
            {
                PackageRegedit.Distribute(pack);
                // 【使用 parentRecordAction.innerRecordPlayer】
                // 原因:技能执行过程中的包(Buff、属性刷新等)是技能效果的一部分
                // 应该由SkillRecordAction的innerRecordPlayer管理,确保与技能生命周期一致
                PackageRegeditEx.DistributeToRecordAction(pack, ownRecordAction);
            }
        }
@@ -1387,7 +1525,7 @@
    {
        tempDropList?.Clear();
        tempDeadPackList?.Clear();
        otherSkillActionList?.Clear();
        currentWaitingSkill?.Clear();
        dropPackList?.Clear();
        expPackList?.Clear();
        buffPackCollections?.Clear();
@@ -1420,7 +1558,11 @@
                BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buffRefresh.ObjID);
                if (battleObj != null)
                {
                    battleObj.buffMgr.RefreshBuff(buffRefresh, true);
                    var buffMgr = battleObj.GetBuffMgr();
                    if (buffMgr != null) // 命格不有 buff 管理器
                    {
                        buffMgr.RefreshBuff(buffRefresh, true);
                    }
                }
            }
            else if (pack is HB429_tagSCBuffDel buffDel)
@@ -1428,7 +1570,11 @@
                BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buffDel.ObjID);
                if (battleObj != null)
                {
                    battleObj.buffMgr.RemoveBuff(buffDel, false);
                    var buffMgr = battleObj.GetBuffMgr();
                    if (buffMgr != null) // 命格不有 buff 管理器
                    {
                        buffMgr.RemoveBuff(buffDel, false);
                    }
                }
            }
        }
@@ -1443,7 +1589,10 @@
        foreach (var pack in buffPacks)
        {
            PackageRegedit.Distribute(pack);
            // 【使用 parentRecordAction.innerRecordPlayer】
            // 原因:Buff包是技能效果的核心组成部分,应该由SkillRecordAction管理
            // 即使是强制分发的情况,也要保持在正确的RecordAction上下文中
            PackageRegeditEx.DistributeToRecordAction(pack, ownRecordAction);
        }
    }