yyl
21 小时以前 2d3a60767d0cd69c8dec97e39937bcd0c667be1c
Main/System/Battle/Skill/SkillBase.cs
@@ -9,6 +9,13 @@
{
    const float moveTime = 0.5f;
    private static readonly Color colorGreen = new Color(33f / 255f,
                                                        133f / 255f,
                                                        6f / 255f);
    private static readonly Color colorBlue = new Color(40f / 255f,
                                                        87f / 255f,
                                                        189f / 255f);
    protected SkillEffect skillEffect;
    protected HB427_tagSCUseSkill tagUseSkillAttack;
    public SkillConfig skillConfig;
@@ -24,8 +31,13 @@
    public int fromSkillId;
    public bool isPlay = false;
    private float MoveSpeed = 750f;
    private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>();
    private Dictionary<int, HB422_tagMCTurnFightObjDead> tempDeadPackList = new Dictionary<int, HB422_tagMCTurnFightObjDead>();
    protected List<HB428_tagSCBuffRefresh> buffCollections = new List<HB428_tagSCBuffRefresh>();
    // 构造函数:初始化技能基础数据
    public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null)
@@ -76,6 +88,44 @@
        }
    }
    protected void ShadowIllutionCreate(bool create)
    {
        if (create)
        {
            Color color = Color.white;
            //1-连击;2-反击;3-追击
            //  反击蓝色
            //  追击连击绿色
            bool change = false;
            if (tagUseSkillAttack.BattleType == 1)
            {
                color = colorGreen;
                change = true;
            }
            else if (tagUseSkillAttack.BattleType == 2)
            {
                color = colorBlue;
                change = true;
            }
            else if (tagUseSkillAttack.BattleType == 3)
            {
                color = colorGreen;
                change = true;
            }
            if (change)
            {
                MoveSpeed = 1125f;
                caster.motionBase.ShowIllusionShadow(true, color);
            }
        }
        else
        {
            MoveSpeed = 750f;
            caster.motionBase.ShowIllusionShadow(false);
        }
    }
    // 技能释放主逻辑:广播事件、高亮目标、执行释放
    public virtual void Cast()
    {
@@ -84,12 +134,37 @@
        TeamHero teamHero = caster.teamHero;
        EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, guid, skillConfig, teamHero);
        if (caster != null)
        {
            // 战斗类型 0-常规;1-连击;2-反击;3-追击;4-子技能;5-被动触发的
            DamageNumConfig hintConfig = null;
            if (tagUseSkillAttack.BattleType == 1)
            {
                hintConfig = DamageNumConfig.Get(BattleConst.BattleComboAttack);
            }
            else if (tagUseSkillAttack.BattleType == 2)
            {
                hintConfig = DamageNumConfig.Get(BattleConst.BattleCounterAttack);
            }
            else if (tagUseSkillAttack.BattleType == 3)
            {
                hintConfig = DamageNumConfig.Get(BattleConst.BattleChaseAttack);
            }
            if (hintConfig != null)
            {
                caster.heroInfoBar.ShowTips(((char)hintConfig.prefix).ToString(), true, false, 1.25f);
                // Debug.Break();
            }
        }
        // 高亮所有本次技能相关的目标
        HighLightAllTargets();
        // 根据释放模式执行相应逻辑
        switch (skillConfig.castMode)
        {
            case SkillCastMode.None:
            case SkillCastMode.Self:
                CastImpl(OnAttackFinish);
                break;
@@ -125,7 +200,12 @@
        RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig);
        ExecuteMoveAndCastSequence(target, () =>
        {
            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, OnAttackFinish, 750F);
            // ShadowIllutionCreate(true);
            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
            {
                // ShadowIllutionCreate(false);
                OnAttackFinish();
            }, MoveSpeed);
        });
    }
@@ -146,7 +226,12 @@
        ExecuteMoveAndCastSequence(targetTrans, () =>
        {
            RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum);
            MoveToTarget(rectTransform, Vector2.zero, OnAttackFinish, 750F);
            // ShadowIllutionCreate(true);
            MoveToTarget(rectTransform, Vector2.zero, () =>
            {
                // ShadowIllutionCreate(false);
                OnAttackFinish();
            }, MoveSpeed);
        });
    }
@@ -156,17 +241,24 @@
        RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig);
        ExecuteMoveAndCastSequence(target, () =>
        {
            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, OnAttackFinish, 750F);
            // ShadowIllutionCreate(true);
            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
            {
                // ShadowIllutionCreate(false);
                OnAttackFinish();
            }, MoveSpeed);
        });
    }
    // 执行移动-施法-返回序列:通用的移动攻击流程
    private void ExecuteMoveAndCastSequence(RectTransform target, Action onReturnComplete)
    {
        ShadowIllutionCreate(true);
        MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () =>
        {
            TurnBack(() =>
            {
                ShadowIllutionCreate(false);
                CastImpl(() =>
                {
                    TurnBack(() => 
@@ -187,7 +279,7 @@
    }
    // 移动到目标位置:处理角色的移动动画和逻辑
    protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 500f)
    protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 750f)
    {
        if (skillConfig.CastDistance >= 9999)
        {
@@ -247,11 +339,13 @@
    public void OnSkillStart()
    {
        HandleDead();
        skillEffect = SkillEffectFactory.CreateSkillEffect(caster, skillConfig, tagUseSkillAttack);
        skillEffect.Play(OnHitTargets);
        foreach (var subSkillPack in tagUseSkillAttack.subSkillList)
        {
            RecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic>() { subSkillPack });
            SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic>() { subSkillPack });
            otherSkillActionList.Add(recordAction);
            battleField.recordPlayer.ImmediatelyPlay(recordAction);
        }
        isPlay = true;
@@ -281,6 +375,7 @@
    // 技能后摇结束回调:通知技能效果处理后摇结束
    public virtual void OnFinalFrameEnd()
    {
        skillEffect?.OnFinalFrameEnd(); // 修复:添加空值检查
    }
@@ -295,18 +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();
@@ -320,14 +415,26 @@
        }
        battleField.battleRootNode.skillMaskNode.SetActive(true);
        battleField.battleRootNode.SetSortingOrder();
        // 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)
            {
@@ -339,40 +446,202 @@
        }
    }
    // 处理单个目标被命中:应用伤害和施法者效果
    // 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)
    {
        List<int> damageDivide = new List<int>();
        if (_hitIndex == 0 && skillConfig.DamageDivide.Length <= 0)
        // 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);
        // 计算当前这一击的各项数值
        long currentHitDamage = 0;
        foreach (long dmg in damageList)
        {
            damageDivide.Add(10000);
            currentHitDamage += dmg;
        }
        long currentHitSuckHp = 0;
        foreach (long suck in suckHpList)
        {
            currentHitSuckHp += suck;
        }
        long currentHitReflectHp = 0;
        foreach (long reflect in reflectHpList)
        {
            currentHitReflectHp += reflect;
        }
        // ============ 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);
        // ============ 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
        {
            if (skillConfig.DamageDivide.Length <= _hitIndex)
            // 伤害逻辑:先扣护盾,护盾不足再扣血
            if (fromShieldValue >= currentHitDamage)
            {
                Debug.LogError("技能伤害分布配置错误 skillId: " + skillConfig.SkillID + " hitIndex: " + _hitIndex);
                damageDivide.Add(10000);
                // 护盾足够承受所有伤害
                toShieldValue = fromShieldValue - currentHitDamage;
                toHp = fromHp;
            }
            else
            {
                damageDivide = skillConfig.DamageDivide[_hitIndex].ToList();
                // 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);
            }
        }
        // 伤害分布计算和应用
        long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx);
        List<long> damageList = BattleUtility.DivideDamageToList(damageDivide.ToArray(), totalDamage);
        // ============ 第四步:更新目标实际血量 ============
        target.teamHero.curHp = toHp;
        // 获取临时数据并应用伤害
        // ============ 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】 ") +
            $"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" +
            $"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
        // ============ 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);
        target.Hurt(damageList, totalDamage, hurt, skillConfig, _hitIndex, battleDrops, deadPack);
        // 处理施法者相关效果
        caster.SuckHp(hurt.SuckHP, skillConfig);
        caster.HurtByReflect(hurt.BounceHP, skillConfig);
        // ============ 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,      // 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,
            deadPack = deadPack,
            skillConfig = skillConfig
        };
        target.Hurt(hurtParam);
    }
    // 处理HP刷新包(简化逻辑)
    private void HandleRefreshHP()
    {
        // 查找HP刷新包
        HB419_tagSCObjHPRefresh refreshPack = BattleUtility.FindObjHPRefreshPack(packList);
        if (refreshPack != null)
        {
            // 分发HP刷新包
            PackageRegedit.Distribute(refreshPack);
            packList.Remove(refreshPack);
        }
    }
    // 处理死亡相关逻辑:分配掉落和经验
@@ -490,8 +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);
@@ -621,71 +890,119 @@
    public void OnSkillFinished()
    {
        // 修复:使用循环代替递归,避免栈溢出风险
        try
        // try
        // {
        while (true)
        {
            while (true)
            // 验证技能效果是否完成
            if (skillEffect != null && !skillEffect.IsFinished())
                return;
            if (skillEffect != null)
            {
                // 验证技能效果是否完成
                if (skillEffect != null && !skillEffect.IsFinished())
                    return;
                if (skillEffect != null)
                {
                    skillEffect = null;
                    continue; // 使用continue代替递归调用
                }
                // 验证其他技能动作是否完成
                if (otherSkillActionList.Count > 0)
                {
                    bool hasFinishedAction = false;
                    for (int i = otherSkillActionList.Count - 1; i >= 0; i--)
                    {
                        var action = otherSkillActionList[i];
                        if (action.IsFinished())
                        {
                            otherSkillActionList.RemoveAt(i);
                            hasFinishedAction = true;
                        }
                    }
                    if (hasFinishedAction)
                    {
                        continue; // 使用continue代替递归调用
                    }
                    return;
                }
                break; // 没有更多需要处理的,退出循环
                skillEffect = null;
                continue; // 使用continue代替递归调用
            }
            // 处理剩余包
            while (packList.Count > 0)
            // 验证其他技能动作是否完成
            if (otherSkillActionList.Count > 0)
            {
                var pack = packList[0];
                packList.RemoveAt(0);
                if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_"))
                bool hasFinishedAction = false;
                for (int i = otherSkillActionList.Count - 1; i >= 0; i--)
                {
                    BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag);
                    var otherSkillAction = combinePack.CreateSkillAction();
                    otherSkillAction.fromSkillId = skillConfig.SkillID;
                    return;
                    var action = otherSkillActionList[i];
                    if (action.IsFinished())
                    {
                        otherSkillActionList.RemoveAt(i);
                        hasFinishedAction = true;
                    }
                }
                if (hasFinishedAction)
                {
                    continue; // 使用continue代替递归调用
                }
                return;
            }
            break; // 没有更多需要处理的,退出循环
        }
        // 处理剩余包
        if (!ResolvePackList())
        {
            return;
        }
            // }
            // catch (Exception ex)
            // {
            //     Debug.LogError($"OnSkillFinished异常: {ex.Message},技能ID={skillConfig.SkillID}");
            //     // 确保状态一致性,即使出现异常也要标记完成
            //     isFinished = true;
            //     throw; // 重新抛出异常供上层处理
            // }
        isFinished = true;
    }
    protected virtual bool ResolvePackList()
    {
        while (packList.Count > 0)
        {
            var pack = packList[0];
            packList.RemoveAt(0);
            if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_"))
            {
                BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag);
                var otherSkillAction = combinePack.CreateSkillAction();
                otherSkillAction.fromSkillId = skillConfig.SkillID;
                otherSkillActionList.Add(otherSkillAction);
                return false;
            }
            else if (pack is HB428_tagSCBuffRefresh buffRefresh)
            {
                //   从找到第一个HB428开始 找出连续的HB428_tagSCBuffRefresh包 如果找到一个B428后 之后碰到非HB428包就停止
                buffCollections.Add(buffRefresh);
                while (packList.Count > 0)
                {
                    var nextPack = packList[0];
                    if (nextPack is HB428_tagSCBuffRefresh nextBuffRefresh)
                    {
                        buffCollections.Add(nextBuffRefresh);
                        packList.RemoveAt(0);
                    }
                    else
                    {
                        break;
                    }
                }
                if (pack is CustomB421ActionPack actionPack)
                    actionPack.Distribute();
                // 同时刷新所有对象的buff,不分组
                foreach (var buff in buffCollections)
                {
                    BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buff.ObjID);
                    if (battleObj != null)
                    {
                        battleObj.buffMgr.RefreshBuff(buff, true);
                    }
                }
                // 清空已处理的buff集合
                buffCollections.Clear();
                continue;
            }
            if (pack is CustomB421ActionPack actionPack)
            {
                actionPack.Distribute();
            }
            else
            {
                PackageRegedit.Distribute(pack);
            }
        }
        catch (Exception ex)
        {
            Debug.LogError($"OnSkillFinished异常: {ex.Message},技能ID={skillConfig.SkillID}");
            // 确保状态一致性,即使出现异常也要标记完成
            isFinished = true;
            throw; // 重新抛出异常供上层处理
        }
        isFinished = true;
        return true;
    }
    // 添加清理方法:防止内存泄漏