| | |
| | | { |
| | | bool isLastHit = battleHurtParam.hitIndex >= battleHurtParam.skillConfig.DamageDivide.Length - 1; |
| | | bool firstHit = battleHurtParam.hitIndex == 0; |
| | | |
| | | // 添加调试日志 |
| | | bool isHealing = BattleUtility.IsHealing(battleHurtParam.hurt); |
| | | |
| | | BattleDmgInfo dmgInfo = PopDamage(battleHurtParam); |
| | | |
| | | |
| | | // ============ 应用目标的血量和护盾变化 ============ |
| | | ApplyHurtToTarget(battleHurtParam, isLastHit); |
| | | |
| | | // 这里 |
| | | if (dmgInfo.IsType(DamageType.Dodge) && !buffMgr.isControled[BattleConst.HardControlGroup]) |
| | | if (dmgInfo.IsType(DamageType.Dodge) /*&& !buffMgr.isControled[BattleConst.HardControlGroup]*/)//如果被控制了还闪避了 要看看服务器怎么处理了 |
| | | { |
| | | if (isLastHit) |
| | | { |
| | |
| | | OnDodgeBegin(); |
| | | } |
| | | } |
| | | |
| | | |
| | | |
| | | bool isFatalAttack = (null != battleHurtParam.deadPack) && isLastHit; |
| | | |
| | |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 应用目标的血量和护盾变化 |
| | | /// </summary> |
| | | private void ApplyHurtToTarget(BattleHurtParam battleHurtParam, bool isLastHit) |
| | | { |
| | | BattleHurtObj hurter = battleHurtParam.hurter; |
| | | |
| | | // 应用血量变化 |
| | | teamHero.curHp = hurter.toHp; |
| | | |
| | | // 护盾值由buff系统自动管理,不需要手动设置 |
| | | // buffMgr会根据服务器的HB428_tagSCBuffRefresh包更新护盾值 |
| | | |
| | | #if UNITY_EDITOR |
| | | // 最后一击时验证血量是否与服务器一致 |
| | | if (isLastHit) |
| | | { |
| | | BattleUtility.ValidateHpConsistency(battleHurtParam, "目标受伤"); |
| | | } |
| | | #endif |
| | | } |
| | | |
| | | const float pingpongTime = 0.4f; |
| | | // 闪避开始 |
| | |
| | | public virtual void OnDeath(Action _onDeathAnimationComplete) |
| | | { |
| | | buffMgr.RemoveAllBuff(); |
| | | motionBase.PlayAnimation(MotionName.dead, false, () => |
| | | motionBase.PlayDeadAnimation(() => |
| | | { |
| | | teamHero.isDead = true; |
| | | OnDeadAnimationComplete(); |
| | |
| | | { |
| | | // 处理复活逻辑 |
| | | teamHero.curHp = GeneralDefine.GetFactValue(vNetData.HP, vNetData.HPEx); |
| | | teamHero.isDead = false; |
| | | heroGo.SetActive(true); |
| | | motionBase.PlayAnimation(MotionName.idle, true); |
| | | } |
| | |
| | | BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, battleHurtParam); |
| | | // 天子的挑战拦截血条逻辑 |
| | | BattleObject boss = battleField.FindBoss(); |
| | | if (boss != null && battleField.MapID == 30020 && boss.ObjID == battleHurtParam.hurtObj.ObjID) |
| | | // 修复:battleHurtParam.hurtObj.ObjID -> battleHurtParam.hurter.hurtObj.ObjID |
| | | if (boss != null && battleField.MapID == 30020 && boss.ObjID == battleHurtParam.hurter.hurtObj.ObjID) |
| | | { |
| | | EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo); |
| | | return battleDmgInfo; |
| | |
| | | return battleDmgInfo; |
| | | } |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 为施法者创建伤害信息(吸血/反伤) |
| | | /// </summary> |
| | | protected virtual BattleDmgInfo PopDamageForCaster(BattleHurtParam battleHurtParam) |
| | | { |
| | | // 传入 isCasterView=true 表示这是施法者视角 |
| | | BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, battleHurtParam, isCasterView: true); |
| | | |
| | | BattleObject boss = battleField.FindBoss(); |
| | | if (boss != null && battleField.MapID == 30020 && boss.ObjID == this.ObjID) |
| | | { |
| | | EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo); |
| | | return battleDmgInfo; |
| | | } |
| | | else |
| | | { |
| | | heroInfoBar.UpdateDamage(battleDmgInfo); |
| | | EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo); |
| | | return battleDmgInfo; |
| | | } |
| | | } |
| | | |
| | | public RectTransform GetAliasTeamNode() |
| | |
| | | } |
| | | #endif |
| | | |
| | | // BattleObject.cs |
| | | |
| | | public virtual void OnHurtTarget(BattleHurtParam battleHurtParam) |
| | | { |
| | | // 检查是否有吸血或反伤 |
| | | bool hasSuckHp = battleHurtParam.caster.suckHpList != null && battleHurtParam.caster.suckHpList.Count > 0; |
| | | bool hasReflectHp = battleHurtParam.caster.reflectHpList != null && battleHurtParam.caster.reflectHpList.Count > 0; |
| | | |
| | | if (!hasSuckHp && !hasReflectHp) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | // ============ 应用施法者的血量和护盾变化 ============ |
| | | bool isLastHit = battleHurtParam.hitIndex >= battleHurtParam.skillConfig.DamageDivide.Length - 1; |
| | | ApplyHurtToCaster(battleHurtParam, isLastHit); |
| | | |
| | | // 和Hurt一样,调用PopDamage处理吸血/反伤的显示 |
| | | BattleDmgInfo casterDmgInfo = PopDamageForCaster(battleHurtParam); |
| | | |
| | | // 如果有反伤,施法者播放受击动画 |
| | | if (hasReflectHp && casterDmgInfo.casterDamageList != null && casterDmgInfo.casterDamageList.Count > 0) |
| | | { |
| | | long totalReflect = casterDmgInfo.casterDamageList.Sum(d => d.damage); |
| | | if (totalReflect > 0 && !buffMgr.isControled[BattleConst.HardControlGroup]) |
| | | { |
| | | motionBase.PlayAnimation(MotionName.hit, false); |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 应用施法者的血量和护盾变化(吸血和反伤) |
| | | /// </summary> |
| | | private void ApplyHurtToCaster(BattleHurtParam battleHurtParam, bool isLastHit) |
| | | { |
| | | BattleCastObj caster = battleHurtParam.caster; |
| | | |
| | | // 应用血量变化 |
| | | teamHero.curHp = caster.toHp; |
| | | |
| | | // 护盾值由buff系统自动管理,不需要手动设置 |
| | | |
| | | #if UNITY_EDITOR |
| | | // 最后一击时验证血量是否与服务器一致 |
| | | if (isLastHit) |
| | | { |
| | | BattleUtility.ValidateHpConsistencyForCaster(battleHurtParam, "施法者吸血/反伤"); |
| | | } |
| | | #endif |
| | | } |
| | | } |