yyl
2025-11-05 168e039cef99df9f0ee91d8ef975c2e7f2a9fb95
Main/System/Battle/BattleObject/BattleObject.cs
@@ -291,13 +291,11 @@
        return true;
    }
    public virtual void Hurt(List<long> damageValues, long _totalDamage,
        HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, SkillConfig skillConfig, int hitIndex,
        BattleDrops battleDrops, HB422_tagMCTurnFightObjDead deadPack)
    public virtual void Hurt(BattleHurtParam battleHurtParam)
    {
        bool isLastHit = hitIndex >= skillConfig.DamageDivide.Length - 1;
        bool firstHit = hitIndex == 0;
        BattleDmgInfo dmgInfo = PopDamage(damageValues, _totalDamage, hurt, skillConfig, isLastHit);
        bool isLastHit = battleHurtParam.hitIndex >= battleHurtParam.skillConfig.DamageDivide.Length - 1;
        bool firstHit = battleHurtParam.hitIndex == 0;
        BattleDmgInfo dmgInfo = PopDamage(battleHurtParam);
        //  这里
@@ -317,7 +315,7 @@
        bool isFatalAttack = (null != deadPack) && isLastHit;
        bool isFatalAttack = (null != battleHurtParam.deadPack) && isLastHit;
        if (isFatalAttack)
        {
@@ -325,7 +323,7 @@
            {
                PushDropItems(battleDrops);
            }
            battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>() { deadPack });
            battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>() { battleHurtParam.deadPack });
            
        }
        else
@@ -346,18 +344,16 @@
            }
        }
    }
    public void SuckHp(uint suckHP, SkillConfig skillConfig)
    {
        teamHero.curHp = Math.Min(teamHero.maxHp, teamHero.curHp + (int)suckHP);
        // teamHero.curHp = Math.Min(teamHero.maxHp, teamHero.curHp + (int)suckHP);
    }
    public void HurtByReflect(uint bounceHP, SkillConfig skillConfig)
    {
        teamHero.curHp = Math.Max(0, teamHero.curHp - (int)bounceHP);
        // teamHero.curHp = Math.Max(0, teamHero.curHp - (int)bounceHP);
    }
@@ -422,22 +418,12 @@
    }
    // 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(List<long> damageValues, long _totalDamage, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, SkillConfig skillConfig, bool isLastHit)
    protected virtual BattleDmgInfo PopDamage(BattleHurtParam battleHurtParam)
    {
        BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, damageValues, this, hurt, skillConfig, isLastHit);
        BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, battleHurtParam);
        int currentHurtHp = 0;
        for (int i = 0; i < damageValues.Count; i++)
        {
            currentHurtHp += (int)damageValues[i];
        }
        bool isRecovery = battleDmgInfo.IsType(DamageType.Recovery);
        long toHp = Math.Max(0, teamHero.curHp + (isRecovery ? currentHurtHp : -currentHurtHp));
        heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp);
        teamHero.curHp = toHp;
        // 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);