| | |
| | | using System.Collections.Generic; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using DG.Tweening; |
| | | using Spine; |
| | | using System.Linq; |
| | | using System; |
| | | |
| | | public class SkillBase |
| | | // SkillBase:技能运行时基类。 |
| | | // 本类使用 partial 拆分为多个文件,按职责分组: |
| | | // SkillBase.cs 字段、构造、公共入口(Cast/Run/OnSkillStart/各 Frame 回调 等) |
| | | // SkillBase.Cast.cs 施法阶段:移动、动画、残影、高亮、攻击回合结束 |
| | | // SkillBase.Hit.cs 命中阶段:OnHit 分发到主目标 / 溅射目标 / 命中提示 |
| | | // SkillBase.SubSkill.cs 前置内嵌子技能的收集与投递 |
| | | // SkillBase.Death.cs 死亡包与掉落/经验分配 |
| | | // SkillBase.Buff.cs Buff 包(HB428/HB429)的收集与分发 |
| | | // SkillBase.Finish.cs 完成判定与强制结束 |
| | | public partial class SkillBase |
| | | { |
| | | // ===== 常量 ===== |
| | | const float moveTime = 0.5f; |
| | | |
| | | private static readonly Color colorGreen = new Color(33f / 255f, |
| | |
| | | 87f / 255f, |
| | | 189f / 255f); |
| | | |
| | | protected SkillEffect skillEffect; |
| | | protected HB427_tagSCUseSkill tagUseSkillAttack; |
| | | // ===== 核心引用 ===== |
| | | public HB427_tagSCUseSkill tagUseSkillAttack; |
| | | public SkillConfig skillConfig; |
| | | protected bool isFinished = false; |
| | | public SkillSkinConfig skillSkinConfig; |
| | | public BattleObject caster = null; // 施法者 |
| | | protected BattleField battleField = null; // 战场 |
| | | protected RectTransform targetNode = null; // 目标节点 |
| | | protected BattleObject caster = null; // 施法者 |
| | | protected List<GameNetPackBasic> packList; |
| | | protected List<SkillRecordAction> otherSkillActionList = new List<SkillRecordAction>(); |
| | | |
| | | // ===== 命中效果 ===== |
| | | protected SkillEffect skillEffect; |
| | | |
| | | // ===== 子技能/子动作等待列表 ===== |
| | | protected List<RecordAction> currentWaitingSkill = new List<RecordAction>(); |
| | | |
| | | // ===== 死亡相关临时数据 ===== |
| | | protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>(); |
| | | protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>(); |
| | | protected bool moveFinished = false; |
| | | public int fromSkillId; |
| | | public bool isPlay = false; |
| | | private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>(); |
| | | private Dictionary<int, BattleDeadPack> tempDeadPackList = new Dictionary<int, BattleDeadPack>(); |
| | | |
| | | // ===== Buff 相关包集合,支持 HB428(刷新) 和 HB429(删除) ===== |
| | | protected List<GameNetPackBasic> buffPackCollections = new List<GameNetPackBasic>(); |
| | | |
| | | // ===== 生命周期状态(4 个并行里程碑位,合并到同一 Flags 字段) ===== |
| | | // Started : 已进入施法阶段(OnSkillStart 调用后) |
| | | // MoveCompleted : 位移已收尾(OnAllAttackMoveFinished) |
| | | // MotionCompleted: 技能动画已播放完(OnFinalFrameEnd) |
| | | // Finished : 包列表已处理完(OnSkillFinished / ForceFinished 结尾) |
| | | // 4 个里程碑相互独立,非线性阶段,不能用单一 state 表达。 |
| | | [System.Flags] |
| | | protected enum SkillStateFlags |
| | | { |
| | | None = 0, |
| | | Started = 1 << 0, |
| | | MoveCompleted = 1 << 1, |
| | | MotionCompleted = 1 << 2, |
| | | Finished = 1 << 3, |
| | | } |
| | | |
| | | private SkillStateFlags _stateFlags = SkillStateFlags.None; |
| | | |
| | | /// <summary>当前技能状态位(只读,调试用)。</summary> |
| | | protected SkillStateFlags StateFlags => _stateFlags; |
| | | |
| | | #if UNITY_EDITOR |
| | | /// <summary>供外部调试/诊断打印用,非编辑器下不编译。</summary> |
| | | public string StateFlagsForDebug => _stateFlags.ToString(); |
| | | #endif |
| | | |
| | | /// <summary>是否已进入施法阶段(OnSkillStart 调用后为 true)。</summary> |
| | | public bool isPlay |
| | | { |
| | | get => (_stateFlags & SkillStateFlags.Started) != 0; |
| | | set => SetFlag(SkillStateFlags.Started, value); |
| | | } |
| | | |
| | | /// <summary>包列表是否已全部处理完。</summary> |
| | | protected bool isFinished |
| | | { |
| | | get => (_stateFlags & SkillStateFlags.Finished) != 0; |
| | | set => SetFlag(SkillStateFlags.Finished, value); |
| | | } |
| | | |
| | | /// <summary>位移是否已收尾。</summary> |
| | | protected bool moveFinished |
| | | { |
| | | get => (_stateFlags & SkillStateFlags.MoveCompleted) != 0; |
| | | set => SetFlag(SkillStateFlags.MoveCompleted, value); |
| | | } |
| | | |
| | | /// <summary>技能动画是否已播放完。</summary> |
| | | protected bool isMotionCompleted |
| | | { |
| | | get => (_stateFlags & SkillStateFlags.MotionCompleted) != 0; |
| | | set => SetFlag(SkillStateFlags.MotionCompleted, value); |
| | | } |
| | | |
| | | private void SetFlag(SkillStateFlags flag, bool value) |
| | | { |
| | | #if UNITY_EDITOR |
| | | // 记录状态变更:卡死/卡活的排查利器。 |
| | | // 编辑器下只在值真正发生改变时打印,避免刷屏。 |
| | | bool oldValue = (_stateFlags & flag) != 0; |
| | | if (oldValue != value) |
| | | { |
| | | int skillId = skillConfig != null ? skillConfig.SkillID : 0; |
| | | ulong casterId = tagUseSkillAttack != null ? tagUseSkillAttack.ObjID : 0UL; |
| | | BattleDebug.LogError( |
| | | $"SkillBase.StateFlags 变更:skillId={skillId} caster={casterId} " + |
| | | $"{flag}: {oldValue} -> {value} (before={_stateFlags})"); |
| | | } |
| | | #endif |
| | | |
| | | if (value) _stateFlags |= flag; |
| | | else _stateFlags &= ~flag; |
| | | } |
| | | |
| | | // ===== 父子关系 ===== |
| | | public SkillBase fromSkill; |
| | | // 父RecordAction(SkillRecordAction),用于子技能建立父子关系 |
| | | protected SkillRecordAction ownRecordAction; |
| | | |
| | | // ===== 移动速度(残影加速时会改变) ===== |
| | | 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>(); |
| | | |
| | | #if UNITY_EDITOR |
| | | public static Dictionary<string, string> changeListDict = new Dictionary<string, string>(); |
| | | #endif |
| | | |
| | | // 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) |
| | | { |
| | | caster = _caster; |
| | | if (null == caster) |
| | | { |
| | | throw new Exception("SkillBase caster is null "); |
| | | } |
| | | skillConfig = _skillCfg; |
| | | tagUseSkillAttack = vNetData; |
| | | battleField = _battleField; |
| | | packList = _packList; |
| | | |
| | | if (_caster is HeroBattleObject heroBattleObject) |
| | | { |
| | | skillSkinConfig = skillConfig.GetSkillSkinConfig(heroBattleObject.teamHero.SkinID); |
| | | |
| | | if (null == skillSkinConfig) |
| | | { |
| | | Debug.LogError("找不到技能皮肤表 " + "skillId: " + skillConfig.SkillID + " skinId: " + heroBattleObject.teamHero.SkinID); |
| | | } |
| | | } |
| | | else |
| | | { |
| | | skillSkinConfig = skillConfig.GetOriginSkinConfig(); |
| | | } |
| | | |
| | | |
| | | // 注册正在释放的技能 |
| | | if (battleField != null && caster != null) |
| | | { |
| | | battleField.AddCastingSkill(caster.ObjID, this); |
| | | } |
| | | |
| | | SafetyCheck(); |
| | | } |
| | | |
| | | public virtual void AfterAddToQueue() |
| | | { |
| | | |
| | | } |
| | | |
| | | // 设置父RecordAction |
| | | public void SetOwnRecordAction(SkillRecordAction recordAction) |
| | | { |
| | | ownRecordAction = recordAction; |
| | | } |
| | | |
| | | private void PinrtHB427Hp() |
| | | { |
| | | #if UNITY_EDITOR |
| | | string skillDetail = "SkillCaster : " + tagUseSkillAttack.ObjID + " -> cast SkillID: " + skillConfig.SkillID + "\n"; |
| | | |
| | | skillDetail += "------------------ HurtList ------------------\n"; |
| | | for (int i = 0; i < tagUseSkillAttack.HurtCount; i++) |
| | | { |
| | | var Hurt = tagUseSkillAttack.HurtList[i]; |
| | | BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)Hurt.ObjID); |
| | | |
| | | string targetName = battleObject != null ? battleObject.GetName() : "Unknown"; |
| | | long hurtHp = GeneralDefine.GetFactValue(Hurt.HurtHP, Hurt.HurtHPEx); |
| | | long curHp = GeneralDefine.GetFactValue(Hurt.CurHP, Hurt.CurHPEx); |
| | | |
| | | skillDetail += $" [{i}] Target: {targetName} (ObjID:{Hurt.ObjID})\n"; |
| | | skillDetail += $" HurtHP: {hurtHp}\n"; |
| | | skillDetail += $" CurHP: {curHp}\n"; |
| | | skillDetail += $" SuckHP: {Hurt.SuckHP}\n"; |
| | | skillDetail += $" BounceHP: {Hurt.BounceHP}\n"; |
| | | skillDetail += $" AttackTypes: {Hurt.AttackTypes}\n"; |
| | | |
| | | if (Hurt.HurtListEx != null && Hurt.HurtListEx.Length > 0) |
| | | { |
| | | skillDetail += $" HurtListEx ({Hurt.HurtListEx.Length}):\n"; |
| | | for (int j = 0; j < Hurt.HurtListEx.Length; j++) |
| | | { |
| | | var hurtEx = Hurt.HurtListEx[j]; |
| | | long hurtExHp = GeneralDefine.GetFactValue(hurtEx.HurtHP, hurtEx.HurtHPEx); |
| | | long curExHp = GeneralDefine.GetFactValue(hurtEx.CurHP, hurtEx.CurHPEx); |
| | | |
| | | skillDetail += $" [{j}] ObjID:{hurtEx.ObjID} HurtHP:{hurtExHp} CurHP:{curExHp} SuckHP:{hurtEx.SuckHP} AttackTypes:{hurtEx.AttackTypes}\n"; |
| | | } |
| | | } |
| | | } |
| | | |
| | | skillDetail += "------------------ HurtListEx ------------------\n"; |
| | | if (tagUseSkillAttack.HurtListEx != null) |
| | | { |
| | | for (int i = 0; i < tagUseSkillAttack.HurtListEx.Length; i++) |
| | | { |
| | | var HurtEx = tagUseSkillAttack.HurtListEx[i]; |
| | | BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)HurtEx.ObjID); |
| | | |
| | | string targetName = battleObject != null ? battleObject.GetName() : "Unknown"; |
| | | long hurtHp = GeneralDefine.GetFactValue(HurtEx.HurtHP, HurtEx.HurtHPEx); |
| | | long curHp = GeneralDefine.GetFactValue(HurtEx.CurHP, HurtEx.CurHPEx); |
| | | |
| | | skillDetail += $" [{i}] Target: {targetName} (ObjID:{HurtEx.ObjID})\n"; |
| | | skillDetail += $" HurtHP: {hurtHp}\n"; |
| | | skillDetail += $" CurHP: {curHp}\n"; |
| | | skillDetail += $" SuckHP: {HurtEx.SuckHP}\n"; |
| | | skillDetail += $" AttackTypes: {HurtEx.AttackTypes}\n"; |
| | | } |
| | | } |
| | | |
| | | skillDetail += "------------------ END ------------------\n"; |
| | | |
| | | if (changeListDict.ContainsKey(caster.battleField.guid)) |
| | | { |
| | | string origin = changeListDict[caster.battleField.guid]; |
| | | origin += skillDetail; |
| | | changeListDict[caster.battleField.guid] = origin; |
| | | |
| | | } |
| | | else |
| | | changeListDict.Add(caster.battleField.guid, skillDetail); |
| | | |
| | | Debug.LogError("skillDetail : " + skillDetail); |
| | | #endif |
| | | } |
| | | |
| | | private void SafetyCheck() |
| | | { |
| | | #if UNITY_EDITOR |
| | | if (Launch.Instance.isOpenSkillLogFile) |
| | | { |
| | | PinrtHB427Hp(); |
| | | } |
| | | #endif |
| | | |
| | | bool safety = caster != null |
| | | && skillConfig != null |
| | | && tagUseSkillAttack != null |
| | | && battleField != null; |
| | | |
| | | |
| | | if (!safety) |
| | | { |
| | | Debug.LogError("SkillBase SafetyCheck failed! Caster or SkillConfig or TagUseSkillAttack or BattleField is null, or Caster is dead."); |
| | | ForceFinished(); |
| | | } |
| | | } |
| | | |
| | | // 技能运行主逻辑:处理技能效果和其他技能动作 |
| | |
| | | } |
| | | return; |
| | | } |
| | | |
| | | if (otherSkillActionList.Count > 0) |
| | | { |
| | | for (int i = otherSkillActionList.Count - 1; i >= 0; i--) |
| | | { |
| | | var action = otherSkillActionList[i]; |
| | | if (action.IsFinished()) |
| | | { |
| | | otherSkillActionList.RemoveAt(i); |
| | | OnSkillFinished(); |
| | | } |
| | | else if (moveFinished) |
| | | { |
| | | action.Run(); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | 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() |
| | | { |
| | | // 广播技能释放事件 |
| | | string guid = battleField.guid; |
| | | 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; |
| | | case SkillCastMode.Enemy: |
| | | CastToEnemy(); |
| | | break; |
| | | case SkillCastMode.Target: |
| | | CastToTarget(); |
| | | break; |
| | | case SkillCastMode.Allies: |
| | | CastToAllies(); |
| | | break; |
| | | case SkillCastMode.DashCast: |
| | | DashCast(OnAttackFinish); |
| | | break; |
| | | default: |
| | | Debug.LogError("强制结束技能 暂时不支持其他的方式释放 有需求please联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillConfig.CastPosition); |
| | | ForceFinished(); |
| | | break; |
| | | } |
| | | } |
| | | |
| | | // 冲撞攻击模式(待实现) |
| | | protected void DashCast(Action _onComplete) |
| | | { |
| | | Debug.LogError("DashCast 还没实现"); |
| | | ForceFinished(); |
| | | } |
| | | |
| | | // 对敌方释放技能:移动到敌方区域进行攻击 |
| | | protected void CastToEnemy() |
| | | { |
| | | RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig); |
| | | ExecuteMoveAndCastSequence(target, () => |
| | | { |
| | | // ShadowIllutionCreate(true); |
| | | MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () => |
| | | { |
| | | // ShadowIllutionCreate(false); |
| | | OnAttackFinish(); |
| | | }, MoveSpeed); |
| | | }); |
| | | } |
| | | |
| | | // 对指定目标释放技能:移动到主要目标位置进行攻击 |
| | | protected void CastToTarget() |
| | | { |
| | | if (tagUseSkillAttack.HurtCount <= 0) |
| | | { |
| | | Debug.LogError("技能攻击包没有目标 HurtCount <= 0"); |
| | | OnSkillFinished(); |
| | | return; |
| | | } |
| | | |
| | | int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); |
| | | BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum); |
| | | |
| | | ExecuteMoveAndCastSequence(targetTrans, () => |
| | | { |
| | | RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum); |
| | | // ShadowIllutionCreate(true); |
| | | MoveToTarget(rectTransform, Vector2.zero, () => |
| | | { |
| | | // ShadowIllutionCreate(false); |
| | | OnAttackFinish(); |
| | | }, MoveSpeed); |
| | | }); |
| | | } |
| | | |
| | | // 对友方释放技能:移动到友方区域进行治疗或增益 |
| | | protected void CastToAllies() |
| | | { |
| | | RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig); |
| | | ExecuteMoveAndCastSequence(target, () => |
| | | { |
| | | // 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(() => |
| | | { |
| | | try |
| | | { |
| | | onReturnComplete?.Invoke(); // 添加异常处理防止回调异常导致状态不完整 |
| | | } |
| | | catch (Exception ex) |
| | | { |
| | | Debug.LogError($"ExecuteMoveAndCastSequence回调异常: {ex.Message}"); |
| | | throw; |
| | | } |
| | | }, -1f); |
| | | }); |
| | | }, -1f); |
| | | }); |
| | | } |
| | | |
| | | // 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 = 750f) |
| | | { |
| | | if (skillConfig.CastDistance >= 9999) |
| | | { |
| | | _onComplete?.Invoke(); |
| | | return; |
| | | } |
| | | |
| | | caster.motionBase.PlayAnimation(MotionName.run, true); |
| | | var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () => |
| | | { |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | _onComplete?.Invoke(); |
| | | }, speed); |
| | | battleField.battleTweenMgr.OnPlayTween(tweener); |
| | | } |
| | | |
| | | // 转身逻辑:根据技能配置处理角色转向 |
| | | protected void TurnBack(Action _onComplete, float forward) |
| | | { |
| | | if (skillConfig.CastDistance < 0) |
| | | { |
| | | Vector3 scale = caster.heroGo.transform.localScale; |
| | | scale.x = Mathf.Abs(scale.x) * forward; |
| | | caster.heroGo.transform.localScale = scale; |
| | | } |
| | | _onComplete?.Invoke(); |
| | | } |
| | | |
| | | // 攻击完成后的处理:转身、恢复状态、播放待机动画 |
| | | protected void OnAttackFinish() |
| | | { |
| | | TurnBack(null, 1f); |
| | | OnAllAttackMoveFinished(); |
| | | caster.motionBase.PlayAnimation(MotionName.idle, true); |
| | | } |
| | | |
| | | // 所有攻击移动完成后的处理:恢复UI显示状态 |
| | | protected virtual void OnAllAttackMoveFinished() |
| | | { |
| | | moveFinished = true; |
| | | List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); |
| | | foreach (BattleObject bo in allList) |
| | | { |
| | | bo.layerMgr.SetFront(); |
| | | bo.heroInfoBar.SetActive(true); |
| | | } |
| | | battleField.battleRootNode.skillMaskNode.SetActive(false); |
| | | } |
| | | |
| | | // 执行技能释放动画和逻辑:播放施法动作并提供回调 |
| | | protected TrackEntry CastImpl(Action onComplete = null) |
| | | { |
| | | return caster.motionBase.PlaySkillAnimation(skillConfig, this, tagUseSkillAttack.BattleType == 4, onComplete); |
| | | } |
| | | |
| | | // 技能开始回调:处理死亡、子技能、技能效果初始化 |
| | | public void OnSkillStart() |
| | | { |
| | | HandleDead(); |
| | | |
| | | skillEffect = SkillEffectFactory.CreateSkillEffect(caster, skillConfig, tagUseSkillAttack); |
| | | skillEffect.Play(OnHitTargets); |
| | | foreach (var subSkillPack in tagUseSkillAttack.subSkillList) |
| | | if (isPlay) |
| | | { |
| | | SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic>() { subSkillPack }); |
| | | otherSkillActionList.Add(recordAction); |
| | | battleField.recordPlayer.ImmediatelyPlay(recordAction); |
| | | Debug.LogError(" play twice OnSkillStart skillId :" + skillConfig.SkillID); |
| | | return; |
| | | } |
| | | |
| | | // 先把死亡包收集了 |
| | | HandleDead(); |
| | | |
| | | // 再处理 内嵌技能 |
| | | ProcessSubSkill(); |
| | | |
| | | skillEffect = SkillEffectFactory.CreateSkillEffect(this, caster, skillConfig, skillSkinConfig, tagUseSkillAttack); |
| | | skillEffect.Play(OnHitTargets); |
| | | |
| | | |
| | | isPlay = true; |
| | | } |
| | | |
| | | // ===== 技能节拍回调 ===== |
| | | |
| | | // 技能前摇结束回调 |
| | | public virtual void OnStartSkillFrameEnd() { } |
| | |
| | | // 技能后摇结束回调:通知技能效果处理后摇结束 |
| | | public virtual void OnFinalFrameEnd() |
| | | { |
| | | |
| | | // 标记动画播放完成 |
| | | isMotionCompleted = true; |
| | | BattleDebug.LogError($"SkillBase.OnFinalFrameEnd: 技能 {skillConfig?.SkillID} 动画播放完成"); |
| | | |
| | | skillEffect?.OnFinalFrameEnd(); // 修复:添加空值检查 |
| | | } |
| | | |
| | | // 高亮所有相关目标:设置施法者和目标的显示层级 |
| | | protected void HighLightAllTargets() |
| | | { |
| | | caster.layerMgr.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder); |
| | | |
| | | if (skillConfig.FuncType != 2) |
| | | return; |
| | | |
| | | 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(); |
| | | } |
| | | else |
| | | { |
| | | bo.layerMgr.SetBack(); |
| | | } |
| | | |
| | | bo.heroInfoBar.SetActive(isTarget); |
| | | } |
| | | |
| | | battleField.battleRootNode.skillMaskNode.SetActive(true); |
| | | // battleField.battleRootNode.SetSortingOrder(); |
| | | } |
| | | |
| | | // 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(); |
| | | |
| | | foreach (var hurt in hitList) |
| | | { |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (target == null) |
| | | { |
| | | Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | |
| | | OnHitEachTarget(_hitIndex, target, hurt); |
| | | } |
| | | } |
| | | |
| | | // 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; |
| | | |
| | | |
| | | |
| | | // ============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) |
| | | 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 toHp = Math.Max(0, fromHp - currentHitDamage + currentHitSuckHp - currentHitReflectHp); |
| | | |
| | | |
| | | // 更新目标血量 |
| | | target.teamHero.curHp = toHp; |
| | | |
| | | #if UNITY_EDITOR |
| | | BattleDebug.LogError( |
| | | (caster.Camp == BattleCamp.Red ? "【红方行动】" : "【蓝方行动】") + "\n" + |
| | | $"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}" |
| | | ); |
| | | #endif |
| | | |
| | | |
| | | bool isLastHit = _hitIndex >= skillConfig.DamageDivide.Length - 1; |
| | | |
| | | // ============ 第三步: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 |
| | | BattleHurtParam hurtParam = new BattleHurtParam() |
| | | { |
| | | casterObj = caster, |
| | | hurtObj = target, |
| | | damageList = damageList, |
| | | suckHpList = suckHpList, |
| | | reflectHpList = reflectHpList, |
| | | fromHp = fromHp, |
| | | toHp = toHp, |
| | | battleDrops = battleDrops, |
| | | hurt = hurt, |
| | | hitIndex = _hitIndex, |
| | | deadPack = deadPack, |
| | | 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) |
| | | 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 |
| | | protected void HandleDead() |
| | | { |
| | | var deadPackList = BattleUtility.FindDeadPack(packList); |
| | | if (deadPackList.Count <= 0) return; |
| | | |
| | | CheckAfterDeadhPack(); |
| | | |
| | | // 修复:先收集要删除的包,避免在foreach中修改集合 |
| | | var dropPacksToRemove = new List<H0704_tagRolePackRefresh>(dropPackList); |
| | | foreach (var _dropPack in dropPacksToRemove) |
| | | { |
| | | PackageRegedit.Distribute(_dropPack); |
| | | packList.Remove(_dropPack); |
| | | } |
| | | |
| | | // 获取并分配掉落物品和经验 |
| | | var dropPack = PackManager.Instance.GetSinglePack(PackType.DropItem); |
| | | var itemDict = dropPack.GetAllItems(); |
| | | List<ItemModel> itemList = new List<ItemModel>(itemDict.Values.Where(item => item != null && item.isAuction)); |
| | | |
| | | var dropAssign = AssignDrops(itemList, deadPackList.Count); |
| | | var expAssign = AssignExp(expPackList, deadPackList.Count); |
| | | |
| | | // 构造BattleDrops并缓存 |
| | | for (int i = 0; i < deadPackList.Count; i++) |
| | | { |
| | | int objID = (int)deadPackList[i].ObjID; |
| | | BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject(objID); |
| | | |
| | | // 修复:添加空值检查 |
| | | if (deadTarget == null) |
| | | { |
| | | Debug.LogError($"找不到死亡目标,ObjID: {objID}"); |
| | | continue; |
| | | } |
| | | |
| | | List<int> itemIndexList = dropAssign[i].Select(item => item.gridIndex).ToList(); |
| | | |
| | | BattleDrops battleDrops = new BattleDrops() |
| | | { |
| | | rectTransform = deadTarget.heroRectTrans, |
| | | dropItemPackIndex = itemIndexList, |
| | | expDrops = expAssign[i] |
| | | }; |
| | | |
| | | // 修复:避免字典键冲突,使用安全的添加方式 |
| | | if (!tempDropList.ContainsKey(objID)) |
| | | { |
| | | tempDropList.Add(objID, battleDrops); |
| | | } |
| | | else |
| | | { |
| | | Debug.LogWarning($"tempDropList中已存在ObjID={objID}的记录,将覆盖原值"); |
| | | tempDropList[objID] = battleDrops; // 覆盖现有值 |
| | | } |
| | | |
| | | if (!tempDeadPackList.ContainsKey(objID)) |
| | | { |
| | | tempDeadPackList.Add(objID, deadPackList[i]); |
| | | } |
| | | else |
| | | { |
| | | Debug.LogWarning($"tempDeadPackList中已存在ObjID={objID}的记录,将覆盖原值"); |
| | | tempDeadPackList[objID] = deadPackList[i]; // 覆盖现有值 |
| | | } |
| | | } |
| | | |
| | | // 修复:避免在遍历时修改集合,先收集后删除 |
| | | var deadPacksToRemove = new List<GameNetPackBasic>(deadPackList.Cast<GameNetPackBasic>()); |
| | | foreach (var deadPack in deadPacksToRemove) |
| | | { |
| | | packList.Remove(deadPack); |
| | | } |
| | | } |
| | | |
| | | // 分配掉落物品:将掉落物品平均分配给死亡对象 |
| | | protected List<List<ItemModel>> AssignDrops(List<ItemModel> itemList, int deadCount) |
| | | { |
| | | var dropAssign = new List<List<ItemModel>>(); |
| | | 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; |
| | | } |
| | | |
| | | // 分配经验值:将经验包平均分配给每个死亡对象 |
| | | protected List<List<HB405_tagMCAddExp>> AssignExp(List<HB405_tagMCAddExp> expList, int deadCount) |
| | | { |
| | | var expAssign = new List<List<HB405_tagMCAddExp>>(); |
| | | for (int i = 0; i < deadCount; i++) |
| | | expAssign.Add(new List<HB405_tagMCAddExp>()); |
| | | |
| | | // 修复:检查除零风险 |
| | | if (deadCount == 0) |
| | | { |
| | | Debug.LogWarning("AssignExp: deadCount为0,无法分配经验"); |
| | | return expAssign; |
| | | } |
| | | |
| | | // 修复:先收集要删除的包,避免在foreach中修改packList |
| | | var expPacksToRemove = 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); |
| | | var newPack = new HB405_tagMCAddExp |
| | | { |
| | | Exp = (uint)(assignExp % Constants.ExpPointValue), |
| | | ExpPoint = (uint)(assignExp / Constants.ExpPointValue), |
| | | Source = expPack.Source |
| | | }; |
| | | expAssign[i].Add(newPack); |
| | | } |
| | | expPacksToRemove.Add(expPack); |
| | | } |
| | | |
| | | // 统一删除收集的包 |
| | | foreach (var pack in expPacksToRemove) |
| | | { |
| | | packList.Remove(pack); |
| | | } |
| | | |
| | | return expAssign; |
| | | } |
| | | |
| | | // 检查死亡后的包处理:处理技能包、掉落包、经验包 |
| | | 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 combinePack && combinePack.startTag.Tag.StartsWith("Skill_")) |
| | | break; |
| | | |
| | | if (pack is H0704_tagRolePackRefresh h0704Pack && h0704Pack.PackType == (byte)PackType.DropItem && h0704Pack.IsBind == 1) |
| | | { |
| | | dropPackList.Add(h0704Pack); |
| | | removeIndexList.Add(i); |
| | | } |
| | | |
| | | if (pack is HB405_tagMCAddExp h405Pack && h405Pack.Source == 2) |
| | | { |
| | | expPackList.Add(h405Pack); |
| | | removeIndexList.Add(i); |
| | | } |
| | | } |
| | | |
| | | for (int i = removeIndexList.Count - 1; i >= 0; i--) |
| | | packList.RemoveAt(removeIndexList[i]); |
| | | } |
| | | |
| | | // 检查技能是否完成:综合检查所有完成条件 |
| | | public virtual bool IsFinished() |
| | | { |
| | | if (!isPlay) return false; |
| | | |
| | | |
| | | // 检查技能效果是否完成 |
| | | if (skillEffect != null) |
| | | { |
| | | if (!skillEffect.IsFinished()) return false; |
| | | skillEffect = null; |
| | | OnSkillFinished(); |
| | | return false; |
| | | } |
| | | |
| | | // 检查其他技能动作是否完成 |
| | | if (otherSkillActionList.Count > 0) |
| | | { |
| | | for (int i = otherSkillActionList.Count - 1; i >= 0; i--) |
| | | { |
| | | var action = otherSkillActionList[i]; |
| | | if (action.IsFinished()) |
| | | { |
| | | otherSkillActionList.RemoveAt(i); |
| | | OnSkillFinished(); |
| | | } |
| | | } |
| | | if (otherSkillActionList.Count > 0) return false; |
| | | } |
| | | |
| | | // 检查最终完成状态 |
| | | if (isFinished && moveFinished) |
| | | { |
| | | if (packList.Count > 0) |
| | | { |
| | | OnSkillFinished(); |
| | | return false; |
| | | } |
| | | |
| | | return true; |
| | | } |
| | | |
| | | return false; |
| | | } |
| | | |
| | | |
| | | // 强制结束技能:立即结束所有技能相关的处理 |
| | | public virtual void ForceFinished() |
| | | { |
| | | skillEffect?.ForceFinished(); |
| | | |
| | | otherSkillActionList.ForEach(action => action.ForceFinish()); |
| | | otherSkillActionList.Clear(); |
| | | |
| | | isFinished = true; |
| | | moveFinished = true; |
| | | isPlay = true; |
| | | |
| | | // 处理所有剩余包 |
| | | while (packList.Count > 0) |
| | | { |
| | | var pack = packList[0]; |
| | | packList.RemoveAt(0); |
| | | |
| | | if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_")) |
| | | { |
| | | var otherSkillAction = combinePack.CreateSkillAction(); |
| | | otherSkillAction.fromSkillId = skillConfig.SkillID; |
| | | otherSkillAction.ForceFinish(); |
| | | } |
| | | else |
| | | { |
| | | if (pack is CustomB421ActionPack actionPack) |
| | | actionPack.Distribute(); |
| | | PackageRegedit.Distribute(pack); |
| | | } |
| | | } |
| | | } |
| | | |
| | | // 技能完成处理:正常完成时的清理工作 |
| | | public void OnSkillFinished() |
| | | { |
| | | // 修复:使用循环代替递归,避免栈溢出风险 |
| | | // try |
| | | // { |
| | | while (true) |
| | | { |
| | | // 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 |
| | | } |
| | | |
| | | // 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() |
| | | { |
| | | tempDropList?.Clear(); |
| | | tempDeadPackList?.Clear(); |
| | | otherSkillActionList?.Clear(); |
| | | dropPackList?.Clear(); |
| | | expPackList?.Clear(); |
| | | |
| | | skillEffect = null; |
| | | packList = null; |
| | | } |
| | | } |