yyl
15 小时以前 2d3a60767d0cd69c8dec97e39937bcd0c667be1c
Main/System/Battle/Skill/SkillBase.cs
@@ -390,18 +390,18 @@
        List<BattleObject> targetList = battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack);
        List<BattleObject> highlightList = new List<BattleObject>(targetList) { caster };
        List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>();
        // 修复:使用HashSet优化性能,避免重复设置
        var targetSet = new HashSet<BattleObject>(targetList);
        var highlightSet = new HashSet<BattleObject>(highlightList);
        caster.heroInfoBar.SetActive(false);
        foreach (BattleObject bo in allList)
        {
            bool isHighlight = highlightSet.Contains(bo);
            bool isTarget = targetSet.Contains(bo);
            if (isHighlight)
            {
                bo.layerMgr.SetFront();
@@ -418,14 +418,23 @@
        // battleField.battleRootNode.SetSortingOrder();
    }
    protected long suckHp = 0;
    // 命中目标回调:处理所有被命中的目标
    protected virtual void OnHitTargets(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList)
    {
        //  造成伤害前先处理血量刷新包
        HandleRefreshHP();
        suckHp = 0;
        foreach (var hurt in hitList)
        {
            suckHp += hurt.SuckHP;
        }
        foreach (var hurt in hitList)
        {
            BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
            if (target == null)
            {
@@ -437,48 +446,60 @@
        }
    }
    // protected void RecoveryHp(long suckHp, int _hitIndex)
    // {
    //     // long suckHp = hurt.SuckHP;
    //     if (suckHp <= 0)
    //     {
    //         return;
    //     }
    //     List<long> suckHpList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, suckHp);
    //     long currentHitSuckHp = 0;
    //     foreach (long suck in suckHpList)
    //     {
    //         currentHitSuckHp += suck;
    //     }
    //     long fromHp = caster.teamHero.curHp;
    //     long toHp = caster.teamHero.curHp + currentHitSuckHp;
    //             //  参数打包
    //     BattleHurtParam hurtParam = new BattleHurtParam()
    //     {
    //         casterObj = caster,
    //         hurtObj = null,
    //         damageList = new List<long>(),
    //         suckHpList = suckHpList,
    //         reflectHpList = new List<long>(),
    //         fromHp = fromHp,
    //         toHp = toHp,
    //         battleDrops = null,
    //         hurt = null,
    //         hitIndex = _hitIndex,
    //         deadPack = null,
    //         skillConfig = skillConfig
    //     };
    //     caster.Hurt(hurtParam);
    // }
    // 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);
        // ============ 第二步:刷新实际血量 ============
        long fromHp = target.teamHero.curHp;
        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);
        // ============处理吸血跟反伤 ===============
        //  也要按每一击平均算 最后要补齐伤害
        long suckHp = hurt.SuckHP;
        long reflectHp = hurt.BounceHP;
        List<long> suckHpList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, suckHp);
        List<long> reflectHpList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, hurt.BounceHP);
        // 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)
        {
@@ -497,44 +518,108 @@
            currentHitReflectHp += reflect;
        }
        long toHp = Math.Max(0, fromHp - currentHitDamage + currentHitSuckHp - currentHitReflectHp);
        // ============ 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 = BattleUtility.IsHealing(hurt);
        // 更新目标血量
        // ============ 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,护盾不变
            toHp = Math.Min(maxHp, fromHp + currentHitDamage);
            toShieldValue = fromShieldValue;
        }
        else
        {
            // 伤害逻辑:先扣护盾,护盾不足再扣血
            if (fromShieldValue >= currentHitDamage)
            {
                // 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);
            }
        }
        // ============ 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(
            (caster.Camp == BattleCamp.Red ? "【红方行动】" : "【蓝方行动】") + "\n" +
            (caster.Camp == BattleCamp.Red ? "【红方行动】" : "【蓝方行动】 ") +
            $"攻击者: {caster.teamHero.name}\n" +
            $"目标: {target.teamHero.name}\n" +
            $"技能: {skillConfig.SkillName} (第{_hitIndex}击)\n" +
            $"伤害: {currentHitDamage} (总伤害: {totalDamage})\n" +
            $"吸血: {currentHitSuckHp}\n" +
            $"反伤: {currentHitReflectHp}\n" +
            $"血量变化: {fromHp} -> {toHp}"
            $"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,
            reflectHpList = reflectHpList,
            suckHpList = suckHpList,      // 用于casterDamageList飘字
            reflectHpList = reflectHpList, // 用于casterDamageList飘字
            fromHp = fromHp,
            toHp = toHp,
            maxHp = maxHp,
            fromShieldValue = fromShieldValue,
            toShieldValue = toShieldValue,
            battleDrops = battleDrops,
            hurt = hurt,
            hitIndex = _hitIndex,
@@ -542,10 +627,7 @@
            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)
@@ -677,8 +759,8 @@
                long assignExp = avgExp + (i < remain ? 1 : 0);
                var newPack = new HB405_tagMCAddExp
                {
                    Exp = (uint)(assignExp % 100000000),
                    ExpPoint = (uint)(assignExp / 100000000),
                    Exp = (uint)(assignExp % Constants.ExpPointValue),
                    ExpPoint = (uint)(assignExp / Constants.ExpPointValue),
                    Source = expPack.Source
                };
                expAssign[i].Add(newPack);