| | |
| | | // 处理单个目标被命中:应用伤害和施法者效果 |
| | | protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt) |
| | | { |
| | | // ============ 第一步:计算伤害分布 ============ |
| | | List<int> damageDivide = new List<int>(); |
| | | if (_hitIndex == 0 && skillConfig.DamageDivide.Length <= 0) |
| | | { |
| | | damageDivide.Add(10000); |
| | | } |
| | | else |
| | | { |
| | | if (skillConfig.DamageDivide.Length <= _hitIndex) |
| | | { |
| | | Debug.LogError("技能伤害分布配置错误 skillId: " + skillConfig.SkillID + " hitIndex: " + _hitIndex); |
| | | damageDivide.Add(10000); |
| | | } |
| | | else |
| | | { |
| | | damageDivide = skillConfig.DamageDivide[_hitIndex].ToList(); |
| | | } |
| | | } |
| | | |
| | | // 计算总伤害和分段伤害列表 |
| | | long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx); |
| | | List<long> damageList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, totalDamage); |
| | |
| | | long totalSuckHp = suckHp; |
| | | List<long> suckHpList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, totalSuckHp); |
| | | |
| | | long totalReflectHp = hurt.BounceHP; |
| | | List<long> reflectHpList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, totalReflectHp); |
| | | |
| | | // ============ 第二步:刷新实际血量 ============ |
| | | long fromHp = target.teamHero.curHp; |
| | | |
| | | |
| | | |
| | | // ============处理反伤 =============== |
| | | // 也要按每一击平均算 最后要补齐伤害 |
| | | |
| | | long reflectHp = hurt.BounceHP; |
| | | |
| | | |
| | | List<long> reflectHpList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, reflectHp); |
| | | // long currentSuckHp = suckHp / tagUseSkillAttack.HurtCount; |
| | | |
| | | // 计算当前这一击的实际伤害(所有分段伤害之和) |
| | | // 计算当前这一击的各项数值 |
| | | long currentHitDamage = 0; |
| | | foreach (long dmg in damageList) |
| | | { |
| | | currentHitDamage += dmg; |
| | | } |
| | | |
| | | |
| | | long currentHitSuckHp = 0; |
| | | foreach (long suck in suckHpList) |
| | | { |
| | | currentHitSuckHp += suck; |
| | | } |
| | | |
| | | long currentHitReflectHp = 0; |
| | | foreach (long reflect in reflectHpList) |
| | |
| | | currentHitReflectHp += reflect; |
| | | } |
| | | |
| | | long shieldValue = target.buffMgr.GetShieldValue(); |
| | | |
| | | long remainSheild = shieldValue - currentHitDamage; |
| | | |
| | | long toShieldValue = Math.Max(0, shieldValue - currentHitDamage); |
| | | |
| | | long shieldRecieveDamage = shieldValue - toShieldValue; |
| | | |
| | | // if (shieldValue > 0 && remainSheild >= 0) |
| | | // { |
| | | // currentHitDamage = 0; |
| | | // target.buffMgr.ReduceShieldValue(currentHitDamage); |
| | | // } |
| | | // else if (shieldValue > 0 && remainSheild < 0) |
| | | // { |
| | | // currentHitDamage = Math.Abs(remainSheild); |
| | | // target.buffMgr.ClearShield(); |
| | | // } |
| | | |
| | | long toHp = fromHp; //Math.Max(0, fromHp - currentHitDamage); |
| | | |
| | | // ============ 第二步:获取目标当前状态 ============ |
| | | long fromHp = target.teamHero.curHp; |
| | | long maxHp = target.teamHero.maxHp; |
| | | long fromShieldValue = target.buffMgr.GetShieldValue(); |
| | | |
| | | // 判断是治疗还是伤害 |
| | | bool isHealing = ((hurt.AttackTypes & (int)ServerDamageType.Recovery) != 0 || |
| | | (hurt.AttackTypes & (int)ServerDamageType.DamageReverse) != 0) && |
| | | (hurt.AttackTypes & (int)ServerDamageType.Damage) == 0 && |
| | | (hurt.AttackTypes & (int)ServerDamageType.Realdamage) == 0 && |
| | | (hurt.AttackTypes & (int)ServerDamageType.SuckHpReverse) == 0 && |
| | | (hurt.AttackTypes & (int)ServerDamageType.SelfHarm) == 0; |
| | | bool isHealing = BattleUtility.IsHealing(hurt); |
| | | |
| | | // ============ 第三步:计算目标血量和护盾变化 ============ |
| | | long toHp; |
| | | long toShieldValue; |
| | | |
| | | if (isHealing) |
| | | { |
| | | // 治疗逻辑:直接加血,不考虑护盾 |
| | | toHp = Math.Min(target.teamHero.maxHp, fromHp + currentHitDamage); |
| | | // 治疗逻辑:直接加血,护盾不变 |
| | | toHp = Math.Min(maxHp, fromHp + currentHitDamage); |
| | | toShieldValue = fromShieldValue; |
| | | } |
| | | else |
| | | { |
| | | // 伤害逻辑:先扣护盾,再扣血 |
| | | if (remainSheild < 0) |
| | | // 伤害逻辑:先扣护盾,护盾不足再扣血 |
| | | if (fromShieldValue >= currentHitDamage) |
| | | { |
| | | // 盾被打破 |
| | | toHp = Math.Max(0, fromHp + remainSheild); |
| | | // 护盾足够承受所有伤害 |
| | | toShieldValue = fromShieldValue - currentHitDamage; |
| | | toHp = fromHp; |
| | | } |
| | | else |
| | | { |
| | | // 护盾不足,先扣完护盾,剩余伤害扣血 |
| | | long remainingDamage = currentHitDamage - fromShieldValue; |
| | | toShieldValue = 0; |
| | | toHp = Math.Max(0, fromHp - remainingDamage); |
| | | } |
| | | } |
| | | |
| | | |
| | | // 更新目标血量 |
| | | // ============ 第四步:更新目标实际血量 ============ |
| | | target.teamHero.curHp = toHp; |
| | | |
| | | // ============ 第五步:计算并更新施法者血量变化 ============ |
| | | long casterFromHp = caster.teamHero.curHp; |
| | | long casterMaxHp = caster.teamHero.maxHp; |
| | | long casterToHp = casterFromHp; |
| | | |
| | | // 处理吸血 |
| | | if (currentHitSuckHp > 0) |
| | | { |
| | | casterToHp = Math.Min(casterMaxHp, casterToHp + currentHitSuckHp); |
| | | } |
| | | |
| | | // 处理反伤(施法者受到伤害) |
| | | if (currentHitReflectHp > 0) |
| | | { |
| | | long casterShieldValue = caster.buffMgr.GetShieldValue(); |
| | | if (casterShieldValue >= currentHitReflectHp) |
| | | { |
| | | // 施法者护盾足够,血量不变 |
| | | } |
| | | else |
| | | { |
| | | // 施法者护盾不足,扣血 |
| | | long remainingReflect = currentHitReflectHp - casterShieldValue; |
| | | casterToHp = Math.Max(0, casterToHp - remainingReflect); |
| | | } |
| | | } |
| | | |
| | | // 更新施法者血量 |
| | | caster.teamHero.curHp = casterToHp; |
| | | |
| | | #if UNITY_EDITOR |
| | | BattleDebug.LogError( |
| | |
| | | $"攻击者: {caster.teamHero.name}\n" + |
| | | $"目标: {target.teamHero.name}\n" + |
| | | $"技能: {skillConfig.SkillName} (第{_hitIndex}击)\n" + |
| | | $"伤害: {currentHitDamage} 实际受到伤害: {fromHp-toHp} (总伤害: {totalDamage})\n" + |
| | | $"承伤前护盾值: {shieldValue}\n" + |
| | | $"承伤后护盾值: {toShieldValue}\n" + |
| | | $"护盾承受伤害: {shieldRecieveDamage}\n" + |
| | | $"伤害: {currentHitDamage} (总伤害: {totalDamage})\n" + |
| | | $"吸血: {currentHitSuckHp}\n" + |
| | | $"反伤: {currentHitReflectHp}\n" + |
| | | $"血量变化: {fromHp} -> {toHp}\n" + |
| | | $"技能包里的血量是: {GeneralDefine.GetFactValue(hurt.CurHP, hurt.CurHPEx)}\n" |
| | | $"目标护盾变化: {fromShieldValue} -> {toShieldValue}\n" + |
| | | $"目标血量变化: {fromHp} -> {toHp}\n" + |
| | | $"施法者血量变化: {casterFromHp} -> {casterToHp}\n" |
| | | ); |
| | | #endif |
| | | |
| | | |
| | | bool isLastHit = _hitIndex >= skillConfig.DamageDivide.Length - 1; |
| | | |
| | | // ============ 第三步:获取临时数据(掉落、死亡等) ============ |
| | | // ============ 第六步:获取临时数据(掉落、死亡等) ============ |
| | | int objID = (int)target.ObjID; |
| | | tempDropList.TryGetValue(objID, out BattleDrops battleDrops); |
| | | tempDeadPackList.TryGetValue(objID, out HB422_tagMCTurnFightObjDead deadPack); |
| | | |
| | | |
| | | // 参数打包 |
| | | // ============ 第七步:参数打包并调用目标Hurt ============ |
| | | BattleHurtParam hurtParam = new BattleHurtParam() |
| | | { |
| | | casterObj = caster, |
| | | hurtObj = target, |
| | | damageList = damageList, |
| | | suckHpList = suckHpList, //suckHpList, |
| | | reflectHpList = reflectHpList, |
| | | suckHpList = suckHpList, // 用于casterDamageList飘字 |
| | | reflectHpList = reflectHpList, // 用于casterDamageList飘字 |
| | | fromHp = fromHp, |
| | | toHp = toHp, |
| | | maxHp = target.teamHero.maxHp, |
| | | fromShieldValue = shieldValue, |
| | | maxHp = maxHp, |
| | | fromShieldValue = fromShieldValue, |
| | | toShieldValue = toShieldValue, |
| | | battleDrops = battleDrops, |
| | | hurt = hurt, |
| | |
| | | skillConfig = skillConfig |
| | | }; |
| | | |
| | | // ============ 第四步:执行表现(飘字、动画等) ============ |
| | | target.Hurt(hurtParam); |
| | | |
| | | |
| | | } |
| | | |
| | | // 处理HP刷新包(简化逻辑) |