lcy
2025-10-11 39b4b12fef21f8ddc17071ac63f393af6c8ab4b8
Main/System/Battle/Skill/SkillBase.cs
@@ -50,8 +50,7 @@
      battleField = _battleField;
      packList = _packList;
      // Debug.LogError("start a skill id " + skillConfig.SkillID + " caster " + caster.teamHero.heroId + " pos " + caster.teamHero.positionNum + " camp " + caster.Camp);
   }
   public virtual void Run()
@@ -79,7 +78,10 @@
         }
         else
         {
            otherSkillAction.Run();
            if (moveFinished)
            {
               otherSkillAction.Run();
            }
         }
         return;
      }
@@ -89,6 +91,7 @@
   // 1·移动到距离阵容位置n码的距离(如2号位,5号位)释放(即战场中央此类)
   public virtual void Cast()
   {
      // Debug.LogError("Cast skill " + skillConfig.SkillID + " cast position " + skillConfig.CastPosition + " cast mode " + skillConfig.castMode);
      string guid = battleField.guid;
      TeamHero teamHero = caster.teamHero;
      EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, guid, skillConfig, teamHero);
@@ -162,6 +165,8 @@
         _onComplete?.Invoke();
      }, speed);
      battleField.battleTweenMgr.OnPlayTween(tweener);
      // Debug.LogError("move to tarrget " + target.name + " offset " + offset + " speed " + speed + " time " + tweener.Duration());
   }
   protected void TurnBack(Action _onComplete, float forward)
@@ -244,6 +249,16 @@
   protected virtual void OnAllAttackMoveFinished()
   {
      moveFinished = true;
      List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>();
      for (int i = 0; i < allList.Count; i++)
      {
         BattleObject bo = allList[i];
         bo.layerMgr.SetFront();
         // bo.heroRectTrans.SetParent(battleField.GetTeamNode(bo.Camp, bo.teamHero.positionNum), true);
         bo.heroInfoBar.SetActive(true);
      }
      battleField.battleRootNode.skillMaskNode.SetActive(false);
      // Debug.LogError("OnAllAttackMoveFinished skill " + skillConfig.SkillID + " cast position " + skillConfig.CastPosition + " cast mode " + skillConfig.castMode);
   }
   protected void CastToAllies()
@@ -299,6 +314,7 @@
   //   技能开始
   public void OnSkillStart()
   {
      HandleDead();
      skillEffect = SkillEffectFactory.CreateSkillEffect(
            caster,
            skillConfig,
@@ -345,7 +361,8 @@
   {   
      skillEffect.OnFinalFrameEnd();
      HandleDead();
      //   转移到死亡包 battleobject.hurt 最后一击的时候播放
   }
@@ -353,6 +370,8 @@
   protected void HighLightAllTargets()
   {
      caster.layerMgr.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder);
      if (skillConfig.FuncType != 2)
         return;
@@ -365,6 +384,8 @@
      caster.heroInfoBar.SetActive(false);
      for (int i = 0; i < allList.Count; i++)
      {
         BattleObject bo = allList[i];
@@ -372,12 +393,12 @@
         {
            bo.layerMgr.SetFront();
            bo.heroInfoBar.SetActive(true);
            bo.heroRectTrans.SetParent(battleField.battleRootNode.skillFrontNode, true);
            // bo.heroRectTrans.SetParent(battleField.battleRootNode.skillFrontNode, true);
         }
         else
         {
            bo.layerMgr.SetBack();
            bo.heroRectTrans.SetParent(battleField.battleRootNode.skillBackNode, true);
            // bo.heroRectTrans.SetParent(battleField.battleRootNode.skillBackNode, true);
         }
         if (targetList.Contains(bo))
@@ -390,10 +411,9 @@
         }
      }
      caster.layerMgr.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder);
      battleField.battleRootNode.skillMaskNode.SetActive(true);
      battleField.battleRootNode.SetSortingOrder();
      // caster.battleField.skillMask
      //   把这些BO全高亮 或者说把除了这些的都放在遮罩后面
      //   YYL TODO
@@ -440,13 +460,21 @@
      //   TODO YYL AttackTypes  要表现成什么样呢? 支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避
      target.Hurt(damageList, totalDamage, hurt, skillConfig);
      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);
      //   TODO YYL 这里是要做统一计算后再hurt跟suckhp还是怎样
      caster.SuckHp(hurt.SuckHP, skillConfig);//   吸血
      caster.HurtByReflect(hurt.BounceHP, skillConfig);// 反弹伤害
   }
   private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>();
   private Dictionary<int, HB422_tagMCTurnFightObjDead> tempDeadPackList = new Dictionary<int, HB422_tagMCTurnFightObjDead>();
   protected void HandleDead()
   {
@@ -495,17 +523,17 @@
            dropItemPackIndex = itemModelDropsIndexList,
            expDrops = expAssign[i]
         };
         deadTarget.PushDropItems(battleDrops);
         tempDropList.Add((int)deadPackList[i].ObjID, battleDrops);
         // deadTarget.PushDropItems(battleDrops);
      }
      // 分发死亡包
      battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>(deadPackList));
      // battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>(deadPackList));
      foreach (var deadPack in deadPackList)
      {
         tempDeadPackList.Add((int)deadPack.ObjID, deadPack);
         packList.Remove(deadPack);
      }
      deadPackList.Clear();
   }
@@ -646,23 +674,13 @@
      if (isFinished && moveFinished)
      {
         List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>();
         for (int i = 0; i < allList.Count; i++)
         {
            BattleObject bo = allList[i];
            bo.layerMgr.SetFront();
            bo.heroRectTrans.SetParent(battleField.GetTeamNode(bo.Camp, bo.teamHero.positionNum), true);
            bo.heroInfoBar.SetActive(true);
         }
         battleField.battleRootNode.skillMaskNode.SetActive(false);
         if (packList.Count > 0)
         {
            OnSkillFinished();
            return false;
         }
         return packList.Count <= 0;
         return true;
      }
      else
      {
@@ -673,6 +691,11 @@
   public virtual void ForceFinished()
   {
      skillEffect?.ForceFinished();
      if (otherSkillAction != null)
      {
         otherSkillAction.ForceFinish();
         otherSkillAction = null;
      }
      isFinished = true;
      moveFinished = true;
      isPlay = true;
@@ -686,12 +709,11 @@
         {
            if (combinePack.startTag.Tag.StartsWith("Skill_"))
            {
               BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag);
               otherSkillAction = combinePack.CreateSkillAction();
               otherSkillAction.fromSkillId = skillConfig.SkillID;
               //   强制结束其他技能
               otherSkillAction.ForceFinish();
               return;
               continue;
            }
         }
         else if (pack is CustomB421ActionPack actionPack)