lcy
2025-11-05 3b2a6bb9047cfce9f501593b3669a9c1af6c5df4
Main/System/Battle/Skill/SkillBase.cs
@@ -1,52 +1,895 @@
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using Spine;
using System.Linq;
using System;
public class SkillBase
{
   protected SkillConfig skillConfig;
    const float moveTime = 0.5f;
   protected bool isFinished = false;
    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);
   public SkillBase(SkillConfig _skillCfg)
   {
      skillConfig = _skillCfg;
   }
    protected SkillEffect skillEffect;
    protected HB427_tagSCUseSkill tagUseSkillAttack;
    public SkillConfig skillConfig;
    protected bool isFinished = false;
    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>();
    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;
   public virtual void Run()
   {
   }
    private float MoveSpeed = 750f;
   public virtual void Cast(BattleObject _caster, BattleField battleField, List<Dictionary<int, List<int>>> damageList)
   {
      Debug.LogError("SkillBase Cast should be overridden by derived class");
   }
    private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>();
    private Dictionary<int, HB422_tagMCTurnFightObjDead> tempDeadPackList = new Dictionary<int, HB422_tagMCTurnFightObjDead>();
   public virtual bool IsFinished()
   {
      return isFinished;
   }
    protected List<HB428_tagSCBuffRefresh> buffCollections = new List<HB428_tagSCBuffRefresh>();
   public virtual void ForceFinished()
   {
      isFinished = true;
   }
    // 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;
    }
    // 技能运行主逻辑:处理技能效果和其他技能动作
    public virtual void Run()
    {
        if (skillEffect != null)
        {
            if (skillEffect.IsFinished())
            {
                skillEffect = null;
                OnSkillFinished();
            }
            else
            {
                skillEffect.Run();
            }
            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)
        {
            SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic>() { subSkillPack });
            otherSkillActionList.Add(recordAction);
            battleField.recordPlayer.ImmediatelyPlay(recordAction);
        }
        isPlay = true;
    }
    // 技能前摇结束回调
    public virtual void OnStartSkillFrameEnd() { }
    // 技能中摇开始回调:通知技能效果处理中摇开始
    public virtual void OnMiddleFrameStart(int times)
    {
        skillEffect?.OnMiddleFrameStart(times); // 修复:添加空值检查
    }
    // 技能中摇结束回调:通知技能效果处理中摇结束
    public virtual void OnMiddleFrameEnd(int times, int hitIndex)
    {
        skillEffect?.OnMiddleFrameEnd(times, hitIndex); // 修复:添加空值检查
    }
    // 技能后摇开始回调:通知技能效果处理后摇开始
    public virtual void OnFinalFrameStart()
    {
        skillEffect?.OnFinalFrameStart(); // 修复:添加空值检查
    }
    // 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
    }
    // 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;
        // 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 toHp = Math.Max(0, fromHp - currentHitDamage);
        // 更新目标血量
        target.teamHero.curHp = toHp;
#if UNITY_EDITOR
   public virtual List<BattleObject> GetTargetList(BattleObject _caster, BattleField battleField)
   {
      SkillTargetType targetType = SkillTargetType.Enemy;
      SkillTargetRangeType rangeType = SkillTargetRangeType.LowestHP;
      List<BattleObject> affectList = battleField.battleObjMgr.GetTargetList(_caster, targetType, rangeType);
      return affectList;
   }
   public virtual List<Dictionary<int, List<int>>> GetDamageList(BattleObject _caster, BattleField battleField)
   {
      Debug.LogError("SkillBase GetDamageList should be overridden by derived class");
      return null;
   }
        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" +
            $"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);
        // ============ 第四步:执行表现(飘字、动画等) ============
        target.Hurt(damageList, totalDamage, hurt, skillConfig, _hitIndex, battleDrops, deadPack, fromHp, toHp);
        // ============ 第五步:处理施法者相关效果 ============
        caster.SuckHp(hurt.SuckHP, skillConfig);
        caster.HurtByReflect(hurt.BounceHP, skillConfig);
    }
    // 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 % 100000000),
                    ExpPoint = (uint)(assignExp / 100000000),
                    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;
    }
}