| | |
| | | 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; |
| | |
| | | skillEffect = SkillEffectFactory.CreateSkillEffect(this, caster, skillConfig, tagUseSkillAttack); |
| | | skillEffect.Play(OnHitTargets); |
| | | ProcessSubSkill(); |
| | | HandleWaitingCastSkill(); |
| | | |
| | | isPlay = true; |
| | | } |
| | | |
| | | protected void ProcessSubSkill() |
| | | { |
| | | // 按packUID排序所有子技能 |
| | | var allSubSkills = new List<(ulong packUID, SkillRecordAction action)>(); |
| | | |
| | | 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); |
| | | if (recordAction != null) |
| | | { |
| | | recordAction.fromSkill = this; |
| | | allSubSkills.Add((subSkillPack.packUID, recordAction)); |
| | | } |
| | | } |
| | | 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); |
| | | if (recordAction != null) |
| | | { |
| | | recordAction.fromSkill = this; |
| | | ulong packUID = subCombinePack.packList.Count > 0 ? GetPackUID(subCombinePack.packList[0]) : 0; |
| | | allSubSkills.Add((packUID, recordAction)); |
| | | } |
| | | } |
| | | tagUseSkillAttack.subSkillCombinePackList.Clear(); |
| | | |
| | | waitingCastSkillRecordAction.OrderBy(recordAction => recordAction.hB427_TagSCUseSkill.packUID); |
| | | // 按packUID排序 |
| | | allSubSkills.Sort((a, b) => a.packUID.CompareTo(b.packUID)); |
| | | |
| | | |
| | | } |
| | | |
| | | protected void HandleWaitingCastSkill() |
| | | { |
| | | // 依次添加到recordPlayer,每个等待前一个完成 |
| | | RecordAction waitingRecordAction = null; |
| | | |
| | | for (int i = 0; i < waitingCastSkillRecordAction.Count; i++) |
| | | foreach (var (packUID, recordAction) in allSubSkills) |
| | | { |
| | | var recordAction = waitingCastSkillRecordAction[i]; |
| | | |
| | | // 【使用 BattleField.recordPlayer】 |
| | | // 原因:子技能是独立的SkillRecordAction,应该是顶层RecordAction,由BattleField的主RecordPlayer管理 |
| | | // 通过设置父子关系和WaitingPlay,可以控制子技能的执行时机 |
| | | if (waitingRecordAction != null) |
| | | { |
| | | // 每个都应该等前一个结束后 |
| | |
| | | // 技能中摇开始回调:通知技能效果处理中摇开始 |
| | | public virtual void OnMiddleFrameStart(int times) |
| | | { |
| | | skillEffect?.OnMiddleFrameStart(times); // 修复:添加空值检查 |
| | | skillEffect.OnMiddleFrameStart(times); // 修复:添加空值检查 |
| | | } |
| | | |
| | | // 技能中摇结束回调:通知技能效果处理中摇结束 |
| | | public virtual void OnMiddleFrameEnd(int times, int hitIndex) |
| | | { |
| | | skillEffect?.OnMiddleFrameEnd(times, hitIndex); // 修复:添加空值检查 |
| | | skillEffect.OnMiddleFrameEnd(times, hitIndex); // 修复:添加空值检查 |
| | | } |
| | | |
| | | // 技能后摇开始回调:通知技能效果处理后摇开始 |
| | | public virtual void OnFinalFrameStart() |
| | | { |
| | | skillEffect?.OnFinalFrameStart(); // 修复:添加空值检查 |
| | | skillEffect.OnFinalFrameStart(); // 修复:添加空值检查 |
| | | } |
| | | |
| | | // 技能后摇结束回调:通知技能效果处理后摇结束 |
| | |
| | | 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, parentRecordAction); |
| | | packList.Remove(refreshPack); |
| | | } |
| | | } |
| | |
| | | List<BattleDeadPack> deadPackList = BattleUtility.FindDeadPack(packList); |
| | | if (deadPackList.Count <= 0) return; |
| | | |
| | | // 找到最大的死亡包 packUID(包括死亡包和死亡触发技能) |
| | | ulong maxDeathPackUID = 0; |
| | | foreach (var deadPack in deadPackList) |
| | | { |
| | | if (deadPack.deadPack != null && deadPack.deadPack.packUID > maxDeathPackUID) |
| | | { |
| | | maxDeathPackUID = deadPack.deadPack.packUID; |
| | | } |
| | | |
| | | if (deadPack.deadTriggerSkill != null) |
| | | { |
| | | var skillPack = deadPack.deadTriggerSkill.GetMainHB427SkillPack(); |
| | | if (skillPack != null && skillPack.packUID > maxDeathPackUID) |
| | | { |
| | | maxDeathPackUID = skillPack.packUID; |
| | | } |
| | | } |
| | | } |
| | | |
| | | // 如果找到了死亡包,收集所有 packUID > maxDeathPackUID 的包 |
| | | if (maxDeathPackUID > 0) |
| | | { |
| | | BattleDebug.LogError($"SkillBase.HandleDead: 找到死亡包,maxDeathPackUID = {maxDeathPackUID},开始收集死亡后的包"); |
| | | |
| | | // 1. 收集 packList 中 packUID 大于死亡包的包 |
| | | List<GameNetPackBasic> packsToRemove = new List<GameNetPackBasic>(); |
| | | foreach (var pack in packList) |
| | | { |
| | | ulong packUID = GetPackUID(pack); |
| | | if (packUID > maxDeathPackUID) |
| | | { |
| | | BattleDebug.LogError($"SkillBase.HandleDead: 从packList收集死亡后的包 - Type: {pack.GetType().Name}, UID: {packUID}"); |
| | | foreach (var deadPack in deadPackList) |
| | | { |
| | | deadPack.packListAfterDeath.Add(pack); |
| | | } |
| | | packsToRemove.Add(pack); |
| | | } |
| | | } |
| | | |
| | | // 从 packList 中移除这些包 |
| | | foreach (var pack in packsToRemove) |
| | | { |
| | | packList.Remove(pack); |
| | | } |
| | | |
| | | // 2. 收集 subSkillList 中 packUID 大于死亡包的子技能 |
| | | if (tagUseSkillAttack.subSkillList != null && tagUseSkillAttack.subSkillList.Count > 0) |
| | | { |
| | | var subSkillsToRemove = new List<HB427_tagSCUseSkill>(); |
| | | foreach (var subSkillPack in tagUseSkillAttack.subSkillList) |
| | | { |
| | | ulong subSkillUID = GetPackUID(subSkillPack); |
| | | if (subSkillUID > maxDeathPackUID) |
| | | { |
| | | BattleDebug.LogError($"SkillBase.HandleDead: 从subSkillList收集死亡后的包 - Type: {subSkillPack.GetType().Name}, UID: {subSkillUID}"); |
| | | foreach (var deadPack in deadPackList) |
| | | { |
| | | deadPack.packListAfterDeath.Add(subSkillPack); |
| | | } |
| | | subSkillsToRemove.Add(subSkillPack); |
| | | } |
| | | } |
| | | |
| | | // 从 subSkillList 中移除这些子技能 |
| | | foreach (var subSkill in subSkillsToRemove) |
| | | { |
| | | tagUseSkillAttack.subSkillList.Remove(subSkill); |
| | | } |
| | | } |
| | | |
| | | // 3. 收集 subSkillCombinePackList 中 packUID 大于死亡包的组合包 |
| | | if (tagUseSkillAttack.subSkillCombinePackList != null && tagUseSkillAttack.subSkillCombinePackList.Count > 0) |
| | | { |
| | | var combinePacksToRemove = new List<CustomHB426CombinePack>(); |
| | | foreach (var subCombinePack in tagUseSkillAttack.subSkillCombinePackList) |
| | | { |
| | | // 找到组合包中的最小 packUID(组合包的 packUID 以第一个包为准) |
| | | ulong combinePackUID = 0; |
| | | if (subCombinePack.packList != null && subCombinePack.packList.Count > 0) |
| | | { |
| | | combinePackUID = GetPackUID(subCombinePack.packList[0]); |
| | | } |
| | | |
| | | if (combinePackUID > maxDeathPackUID) |
| | | { |
| | | BattleDebug.LogError($"SkillBase.HandleDead: 从subSkillCombinePackList收集死亡后的包 - UID: {combinePackUID}, 包含 {subCombinePack.packList.Count} 个子包"); |
| | | // 将组合包中的所有包都添加到 packListAfterDeath |
| | | foreach (var pack in subCombinePack.packList) |
| | | { |
| | | foreach (var deadPack in deadPackList) |
| | | { |
| | | deadPack.packListAfterDeath.Add(pack); |
| | | } |
| | | } |
| | | combinePacksToRemove.Add(subCombinePack); |
| | | } |
| | | } |
| | | |
| | | // 从 subSkillCombinePackList 中移除这些组合包 |
| | | foreach (var combinePack in combinePacksToRemove) |
| | | { |
| | | tagUseSkillAttack.subSkillCombinePackList.Remove(combinePack); |
| | | } |
| | | } |
| | | } |
| | | |
| | | 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, parentRecordAction); |
| | | packList.Remove(_dropPack); |
| | | } |
| | | |
| | |
| | | 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 |
| | |
| | | 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 |
| | | |
| | | // 【使用 BattleField.recordPlayer】 |
| | | // 原因:即使在ForceFinished中,子技能也是顶层RecordAction,应该由主RecordPlayer管理 |
| | | // 这些子技能会立即被ForceFinish,但仍需要正确的播放器上下文 |
| | | battleField.recordPlayer.ImmediatelyPlay(recordAction, parentRecordAction, true); |
| | | } |
| | | tagUseSkillAttack.subSkillList.Clear(); |
| | |
| | | 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 |
| | | |
| | | // 【使用 BattleField.recordPlayer】 |
| | | // 原因:即使在ForceFinished中,子技能也是顶层RecordAction,应该由主RecordPlayer管理 |
| | | battleField.recordPlayer.ImmediatelyPlay(recordAction, parentRecordAction, true); |
| | | } |
| | | tagUseSkillAttack.subSkillCombinePackList.Clear(); |
| | |
| | | { |
| | | if (pack is CustomB421ActionPack actionPack) |
| | | actionPack.Distribute(); |
| | | PackageRegedit.Distribute(pack); |
| | | // 【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 |
| | | PackageRegeditEx.DistributeToRecordAction(pack, parentRecordAction); |
| | | } |
| | | } |
| | | } |
| | |
| | | } |
| | | 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, parentRecordAction); |
| | | } |
| | | } |
| | | |
| | |
| | | |
| | | 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, parentRecordAction); |
| | | } |
| | | } |
| | | |