hch
2025-08-25 21057026a01f70ad47b89b478e5df4c5f6eee085
Main/System/Battle/Skill/SkillBase.cs
@@ -3,11 +3,15 @@
using System;
using DG.Tweening;
using Spine;
using System.Linq;
using PlasticGui.WorkspaceWindow.BranchExplorer;
public class SkillBase
{
   protected H0604_tagUseSkillAttack tagUseSkillAttack;
   protected SkillEffect skillEffect;
   protected HB427_tagSCUseSkill tagUseSkillAttack;
   protected SkillConfig skillConfig;
@@ -25,17 +29,22 @@
   protected int curFrame = 0;
   protected List<int> triggerFrames = new List<int>();
   protected List<GameNetPackBasic> packList;
   public SkillBase(BattleObject _caster, SkillConfig _skillCfg, H0604_tagUseSkillAttack vNetData, BattleField _battleField = null)
   protected SkillRecordAction otherSkillAction;
   protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>();
   protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>();
   public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null)
   {
      caster = _caster;
      skillConfig = _skillCfg;
      tagUseSkillAttack = vNetData;
      battleField = _battleField;
      packList = _packList;
      triggerFrames.Clear();
      triggerFrames.AddRange(skillConfig.TriggerFrames);
   }
   public virtual void Run()
@@ -43,18 +52,23 @@
      if (startCounting)
      {
         curFrame++;
      }
         if (triggerFrames.Contains(curFrame))
      if (otherSkillAction != null)
      {
         if (otherSkillAction.IsFinished())
         {
            OnTriggerEvent(triggerFrames.IndexOf(curFrame), curFrame);
            otherSkillAction = null;
            OnSkillFinished();
         }
         else
         {
            otherSkillAction.Run();
         }
      }
   }
   protected virtual void OnTriggerEvent(int triggerIndex, int triggerFrame)
   {
   }
   public void Pause()
   {
@@ -67,129 +81,231 @@
      startCounting = pauseState;
   }
   // 0·移动到距离目标n码,的距离释放(可配置,9999即原地释放,负数则是移动到人物背面,人物要转身)
   // 1·移动到距离阵容位置n码的距离(如2号位,5号位)释放(即战场中央此类)
   public virtual void Cast()
   {
      Debug.LogError(GetType().Name + " Skill Cast Start");
      //   高亮所有本次技能相关的目标
      HighLightAllTargets();
      //   距离配成负数要转身 TurnBack
      Debug.LogError(GetType().Name + " Skill CastMode : " + skillConfig.castMode);
      switch (skillConfig.castMode)
      {
         case SkillCastMode.StandCast:
            PlayCastAnimation(() => DoSkillLogic(OnSkillFinished));
         case SkillCastMode.Self:
            CastImpl();
            break;
         case SkillCastMode.MoveToTarget:
            MoveToTarget(_onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
         case SkillCastMode.Enemy:
            CastToEnemy();
            break;
         case SkillCastMode.DashCast:
            DashToTarget(() => BackToOrigin(OnSkillFinished));
         case SkillCastMode.Target:
            CastToTarget();
            break;
         case SkillCastMode.Allies:
            CastToAllies();
            break;
         // case SkillCastMode.DashCast:
         //    DashToTarget(() => BackToOrigin(OnSkillFinished));
         //    break;
         default:
            Debug.LogError("暂时不支持其他的方式释放 有需求请联系策划");
            Debug.LogError("暂时不支持其他的方式释放 有需求请联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillConfig.CastPosition);
            OnSkillFinished();
            break;
      }
   }
   //   冲刺的技能 动作 跟移动 是同时进行的 移动到目标的一瞬间就要进行技能逻辑
   protected void DashToTarget(Action _onComplete)
   protected void MoveToTarget(RectTransform target, Vector2 offset, float duration, Action onComplete = null)
   {
      TrackEntry entry = PlayCastAnimation();
      //   做一个微微的提前
      MoveToTarget(entry.TrackTime - 0.05f, () => DoSkillLogic(_onComplete));
   }
   protected void GetTargetNode()
   {
      targetNode = null;
      if (skillConfig.castMode == SkillCastMode.StandCast)
      caster.motionBase.PlayAnimation(MotionName.run, true);
      var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, duration, () =>
      {
         //   原地施法
         targetNode = caster.heroGo.transform as RectTransform;
      }
      else if (skillConfig.castMode == SkillCastMode.MoveToTarget || skillConfig.castMode == SkillCastMode.DashCast)
      {
         if (tagUseSkillAttack.AttackID <= 0)
         {
            Debug.LogError("技能没有指定目标");
            return;
         }
         //   移动到目标位置施法
         BattleObject _mainTarget = battleField.battleObjMgr.GetBattleObject((int)tagUseSkillAttack.AttackID);
         if (_mainTarget == null)
         {
            Debug.LogError("技能指定的目标不存在");
            return;
         }
         targetNode = _mainTarget.heroGo.transform as RectTransform;
      }
      else if (skillConfig.castMode == SkillCastMode.MoveToFormation)
      {
         //   TODO YYL
         targetNode = /*caster.GetEnemyTeamNode();*/ battleField.GetTeamNode(caster.Camp == BattleCamp.Blue ? BattleCamp.Red : BattleCamp.Blue);
      }
      else
      {
         Debug.LogError("未知的施法方式 技能id:" + skillConfig.SkillID);
         return;
      }
   }
   protected List<BattleObject> GetTargetList()
   {
      return battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack);
   }
   protected virtual void DoSkillLogic(Action _onComplete = null)
   {
      //   子类实现具体的技能逻辑
   }
   protected TrackEntry PlayCastAnimation(Action onComplete = null)
   {
      // 播放施法动作
      MotionName motionName = skillConfig.GetMotionName();
      TrackEntry trackEntry = caster.motionBase.PlayAnimation(motionName, false, onComplete);
      return trackEntry;
   }
   public void MoveToTarget(float duration = 0.2f, Action _onComplete = null)
   {
      GetTargetNode();
      Vector2 offset = new Vector2(skillConfig.CastDistance, 0);
      RectTransform selfRect = caster.heroGo.transform as RectTransform;
      RectTransform targetRect = targetNode;
      var tweener = BattleUtility.MoveToTarget(selfRect, targetRect, offset, duration, _onComplete);
         caster.motionBase.PlayAnimation(MotionName.idle, true);
         onComplete?.Invoke();
      });
      battleField.battleTweenMgr.OnPlayTween(tweener);
   }
   public void TurnBack(Action _onComplete)
   protected void TurnBack(Action _onComplete, float forward)
   {
      if (skillConfig.CastDistance < 0)
      {
         caster.heroGo.transform.localScale = new Vector3(-1, 1, 1);
         //   转身
         Vector3 scale = caster.heroGo.transform.localScale;
         scale.x = Mathf.Abs(scale.x) * forward;
         caster.heroGo.transform.localScale = scale;
      }
      _onComplete?.Invoke();
   }
   public void BackToOrigin(Action _onComplete = null)
   protected void CastToEnemy()
   {
      RectTransform selfRect = caster.heroGo.transform as RectTransform;
      Vector2 targetAnchoredPos = Vector2.zero;
      var tween = selfRect.DOAnchorPos(targetAnchoredPos, 0.2f)
         .SetEase(Ease.Linear)
         .OnComplete(() =>
         {
            caster.heroGo.transform.localScale = Vector3.one;
            _onComplete?.Invoke();
         });
      const float moveTime = 0.5f;
      battleField.battleTweenMgr.OnPlayTween(tween);
      RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig);
      MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), moveTime, () =>
      {
         //   到位置转身(不一定非要转身 但是流程要写)
         TurnBack(() =>
         {
            //   到达目标位置
            CastImpl(() =>
            {
               TurnBack(
                  () =>
                  {
                     //   回到原来的位置
                     MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, moveTime, () =>
                     {
                        TurnBack(null, 1f);
                        caster.motionBase.PlayAnimation(MotionName.idle, true);
                     });
                  }
               , -1f);
            });
         }, -1f);
      });
   }
   protected void CastToTarget()
   {
      // 目标是敌方主目标
      if (tagUseSkillAttack.HurtCount <= 0)
      {
         Debug.LogError("技能攻击包没有目标 HurtCount <= 0");
         OnSkillFinished();
         return;
      }
      var mainHurt = tagUseSkillAttack.HurtList[0];
      BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)mainHurt.ObjID);
      if (mainTarget == null)
      {
         Debug.LogError("目标为空 mainTarget == null ObjID : " + mainHurt.ObjID);
         OnSkillFinished();
         return;
      }
      // MoveToTarget(mainTarget.Camp, mainTarget, _onComplete: () => TurnBack(() => CastImpl(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
   }
   protected void CastToAllies()
   {
      // MoveToTarget(caster.Camp, skillConfig, _onComplete: () => TurnBack(() => CastImpl(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
   }
   protected TrackEntry CastImpl(Action onComplete = null)
   {
      // 播放施法动作
      return caster.motionBase.PlaySkillAnimation(skillConfig, this, onComplete);//攻击中摇结束
   }
   //   技能开始
   public virtual void OnSkillStart()
   {
      skillEffect = SkillEffectFactory.CreateSkillEffect(
            caster,
            skillConfig,
            tagUseSkillAttack
         );
      if (skillEffect != null)
      {
         skillEffect.Play(OnHitTargets);
      }
   }
   //   技能前摇帧结束
   public virtual void OnStartSkillFrameEnd()
   {
   }
   /// <summary>
   /// 中摇开始 times=第几次循环 从0开始
   /// </summary>
   /// <param name="times"></param>
   public virtual void OnMiddleFrameStart(int times)
   {
   }
   public virtual void OnMiddleFrameEnd(int times, int hitIndex)
   {
   }
   /// <summary>
   /// 后摇开始
   /// </summary>
   public virtual void OnFinalFrameStart()
   {
   }
   /// <summary>
   /// 后摇结束
   /// </summary>
   public virtual void OnFinalFrameEnd()
   {
   }
   // public void MoveToTarget(BattleCamp camp, BattleObject target, float duration = 0.2f, Action _onComplete = null)
   // {
   //    targetNode = battleField.GetTeamNode(camp, target);
   //    Vector2 offset = new Vector2(skillConfig.CastDistance, 0);
   //    RectTransform selfRect = caster.heroRectTrans;
   //    RectTransform targetRect = targetNode;
   //    var tweener = BattleUtility.MoveToTarget(selfRect, targetRect, offset, duration, _onComplete);
   //    battleField.battleTweenMgr.OnPlayTween(tweener);
   // }
   // public void MoveToTarget(BattleCamp camp, SkillConfig skillCfg, float duration = 0.2f, Action _onComplete = null)
   // {
   //    targetNode = battleField.GetTeamNode(camp, skillCfg);
   //    Vector2 offset = new Vector2(skillConfig.CastDistance, 0);
   //    RectTransform selfRect = caster.heroRectTrans;
   //    RectTransform targetRect = targetNode;
   //    var tweener = BattleUtility.MoveToTarget(selfRect, targetRect, offset, duration, _onComplete);
   //    battleField.battleTweenMgr.OnPlayTween(tweener);
   // }
   // public void TurnBack(Action _onComplete)
   // {
   //    if (skillConfig.CastDistance < 0)
   //    {
   //       //   转身
   //       caster.heroGo.transform.localScale = new Vector3(-1, 1, 1);
   //    }
   //    _onComplete?.Invoke();
   // }
   // public void BackToOrigin(Action _onComplete = null)
   // {
   //    RectTransform selfRect = caster.heroRectTrans;
   //    Vector2 targetAnchoredPos = Vector2.zero;
   //    var tween = selfRect.DOAnchorPos(targetAnchoredPos, 0.2f)
   //       .SetEase(Ease.Linear);
   //    tween.onComplete += () =>
   //    {
   //       //   转成正确方向
   //       caster.heroGo.transform.localScale = Vector3.one;
   //       _onComplete?.Invoke();
   //    };
   //    battleField.battleTweenMgr.OnPlayTween(tween);
   // }
   protected void HighLightAllTargets()
   {
@@ -197,12 +313,206 @@
      HashSet<BattleObject> highlightList = new HashSet<BattleObject>(battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack));
      highlightList.Add(caster);
      //   把这些BO全高亮 或者说把除了这些的都放在遮罩后面
      //   YYL TODO
   }
   //   命中目标后的回调 正常是以各技能的方式来处理的
   protected virtual void OnHitTargets(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList)
   {
      for (int i = 0; i < hitList.Count; i++)
      {
         HB427_tagSCUseSkill.tagSCUseSkillHurt hurt = hitList[i];
         BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
         if (target == null)
         {
            Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID);
            continue;
         }
         // 伤害分布 (万分比)
         int[] damageDivide = skillConfig.DamageDivide[_hitIndex];
         long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx);
         // 保证所有分配项加起来等于totalDamage,避免因整除导致的误差
         List<long> damageList = BattleUtility.DivideDamageToList(damageDivide, totalDamage);
         OnHitEachTarget(target, totalDamage, damageList, ref hurt);
      }
      HandleDead();
   }
   protected void HandleDead()
   {
      var deadPackList = BattleUtility.FindDeadPack(packList);
      CheckAfterDeadhPack();
      // 处理掉落包 提前distribute之后 PackManager才有掉落物 所以不跟assignexp一样distribute
      foreach (var _dropPack in dropPackList)
      {
         PackageRegedit.Distribute(_dropPack);
         packList.Remove(_dropPack);
      }
      // 获取掉落物品
      var dropPack = PackManager.Instance.GetSinglePack(PackType.DropItem);
      var itemDict = dropPack.GetAllItems();
      List<ItemModel> itemList = new List<ItemModel>(
         from item in itemDict.Values
         where item != null && item.isAuction
         select item);
      int deadCount = deadPackList.Count;
      // 分配掉落和经验
      var dropAssign = AssignDrops(itemList, deadCount);
      var expAssign = AssignExp(expPackList, deadCount);
      // 构造 BattleDrops 并分配
      for (int i = 0; i < deadCount; i++)
      {
         BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject((int)deadPackList[i].ObjID);
         List<ItemModel> itemModelDrops = dropAssign[i];
         List<int> itemModelDropsIndexList = new List<int>(
            from item in itemModelDrops  select item.gridIndex);
         BattleDrops battleDrops = new BattleDrops()
         {
            rectTransform = deadTarget.heroRectTrans,
            dropItemPackIndex = itemModelDropsIndexList,
            expDrops = expAssign[i]
         };
         deadTarget.PushDropItems(battleDrops);
      }
      // 分发死亡包
      battleField.OnObjsDead(deadPackList);
      foreach (var deadPack in deadPackList)
      {
         packList.Remove(deadPack);
      }
      deadPackList.Clear();
   }
   // 分配掉落
   protected List<List<ItemModel>> AssignDrops(List<ItemModel> itemList, int deadCount)
   {
      var dropAssign = new List<List<ItemModel>>(deadCount);
      for (int i = 0; i < deadCount; i++)
         dropAssign.Add(new List<ItemModel>());
      for (int i = 0; i < itemList.Count; i++)
         dropAssign[i % deadCount].Add(itemList[i]);
      return dropAssign;
   }
   // 分配经验:每个原始包都平均分配到每个死亡对象
   protected List<List<HB405_tagMCAddExp>> AssignExp(List<HB405_tagMCAddExp> expList, int deadCount)
   {
      var expAssign = new List<List<HB405_tagMCAddExp>>(deadCount);
      for (int i = 0; i < deadCount; i++)
         expAssign.Add(new List<HB405_tagMCAddExp>());
      foreach (var expPack in expList)
      {
         long totalExp = GeneralDefine.GetFactValue(expPack.Exp, expPack.ExpPoint);
         long avgExp = totalExp / deadCount;
         long remain = totalExp % deadCount;
         for (int i = 0; i < deadCount; i++)
         {
            long assignExp = avgExp + (i < remain ? 1 : 0);
            long expPoint = assignExp / 100000000;
            long exp = assignExp % 100000000;
            var newPack = new HB405_tagMCAddExp
            {
               Exp = (uint)exp,
               ExpPoint = (uint)expPoint,
               Source = expPack.Source // 保持原包来源
            };
            expAssign[i].Add(newPack);
         }
         packList.Remove(expPack);
      }
      return expAssign;
   }
   protected virtual void OnHitEachTarget(BattleObject target, long totalDamage, List<long> damageList, ref HB427_tagSCUseSkill.tagSCUseSkillHurt hurt)
   {
      target.Hurt(damageList, totalDamage, hurt.AttackTypes);
      //   击中目标的时候,不管近战远程 都确认一下是否有爆炸特效 然后播放
      if (skillConfig.ExplosionEffectId > 0)
      {
         // 播放爆炸特效
         target.battleField.battleEffectMgr.PlayEffect(
            target.ObjID,
            skillConfig.ExplosionEffectId,
            target.heroGo.transform
         );
      }
   }
   protected void CheckAfterDeadhPack()
   {
      List<int> removeIndexList = new List<int>();
      for (int i = 0; i < packList.Count; i++)
      {
         var pack = packList[i];
         //    复活基本都靠技能包
         if (pack is CustomHB426CombinePack)
         {
            var combinePack = pack as CustomHB426CombinePack;
            if (combinePack.startTag.Tag.StartsWith("Skill_"))
            {
               break; // 找到技能包就不需要再处理了
            }
         }
         else if (pack is H0704_tagRolePackRefresh)
         {
            var h0704Pack = pack as H0704_tagRolePackRefresh;
            if (h0704Pack.PackType == (byte)PackType.DropItem)
            {
               //   掉落的
               if (h0704Pack.IsBind == 1)
               {
                  //   掉落的物品
                  dropPackList.Add(h0704Pack);
                  removeIndexList.Add(i);
               }
               else if (h0704Pack.IsBind == 0)
               {
                  //   替换的
               }
            }
         }
         else if (pack is HB405_tagMCAddExp)
         {
            var h405Pack = pack as HB405_tagMCAddExp;
            //B4 05 获得经验 #tagMCAddExp 通知获得的经验,
            //可用于做经验获得表现 Source = 2 时为主线击杀怪物获得经验
            if (h405Pack.Source == 2)
            {
               expPackList.Add(h405Pack);
               removeIndexList.Add(i);
            }
         }
      }
      for (int i = removeIndexList.Count - 1; i >= 0; i--)
      {
         packList.RemoveAt(removeIndexList[i]);
      }
   }
   public virtual bool IsFinished()
   {
      return isFinished;
@@ -215,23 +525,25 @@
   public void OnSkillFinished()
   {
      Debug.LogError(GetType().Name + " Skill Finished");
      if (packList.Count > 0)
      {
         var pack = packList[0];
         packList.RemoveAt(0);
         if (pack is CustomHB426CombinePack)
         {
            var combinePack = pack as CustomHB426CombinePack;
            if (combinePack.startTag.Tag.StartsWith("Skill_"))
            {
               otherSkillAction = combinePack.CreateSkillAction();
               return;
            }
         }
         PackageRegedit.Distribute(pack);
      }
      isFinished = true;
   }
#if UNITY_EDITOR_STOP_USING
   public virtual List<BattleObject> GetTargetList(BattleField _battleField)
   {
      SkillTargetType targetType = SkillTargetType.Enemy;
      SkillTargetRangeType rangeType = SkillTargetRangeType.LowestHP;
      List<BattleObject> affectList = _battleField.battleObjMgr.GetTargetList(caster, targetType, rangeType);
      return affectList;
   }
   public virtual List<Dictionary<int, List<int>>> GetDamageList(BattleField _battleField)
   {
      Debug.LogError("SkillBase GetDamageList should be overridden by derived class");
      return null;
   }
#endif
}