| | |
| | | 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) |
| | | { |
| | |
| | | |
| | | if (hintConfig != null) |
| | | { |
| | | caster.heroInfoBar.ShowTips(((char)hintConfig.prefix).ToString(), true); |
| | | caster.heroInfoBar.ShowTips(((char)hintConfig.prefix).ToString(), true, false, 1.25f); |
| | | // Debug.Break(); |
| | | } |
| | | } |
| | |
| | | // 根据释放模式执行相应逻辑 |
| | | switch (skillConfig.castMode) |
| | | { |
| | | case SkillCastMode.None: |
| | | case SkillCastMode.Self: |
| | | CastImpl(OnAttackFinish); |
| | | break; |
| | |
| | | public void OnSkillStart() |
| | | { |
| | | HandleDead(); |
| | | |
| | | skillEffect = SkillEffectFactory.CreateSkillEffect(caster, skillConfig, tagUseSkillAttack); |
| | | skillEffect.Play(OnHitTargets); |
| | | foreach (var subSkillPack in tagUseSkillAttack.subSkillList) |
| | |
| | | // 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 |
| | | } |
| | | |
| | |
| | | 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(); |
| | |
| | | // 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) |
| | | { |
| | |
| | | } |
| | | } |
| | | |
| | | // 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 |
| | |
| | | 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); |
| | |
| | | // 修复:使用循环代替递归,避免栈溢出风险 |
| | | // 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--) |
| | | { |
| | | skillEffect = null; |
| | | var action = otherSkillActionList[i]; |
| | | if (action.IsFinished()) |
| | | { |
| | | otherSkillActionList.RemoveAt(i); |
| | | hasFinishedAction = true; |
| | | } |
| | | } |
| | | if (hasFinishedAction) |
| | | { |
| | | 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 |
| | | return; |
| | | } |
| | | |
| | | // 处理剩余包 |
| | | while (packList.Count > 0) |
| | | { |
| | | var pack = packList[0]; |
| | | packList.RemoveAt(0); |
| | | break; // 没有更多需要处理的,退出循环 |
| | | } |
| | | |
| | | 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; |
| | | } |
| | | |
| | | 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 |
| | | // } |
| | | // 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; |
| | | } |
| | | } |
| | | |
| | | // 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); |
| | | } |
| | | } |
| | | |
| | | return true; |
| | | } |
| | | |
| | | // 添加清理方法:防止内存泄漏 |
| | | public virtual void Cleanup() |