lcy
2025-11-27 3e2a34a04bc4a8a2827ca0407a0f7635bce56722
Main/System/Battle/BattleObject/BattleObject.cs
@@ -310,11 +310,18 @@
    {
        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)
            {
@@ -327,8 +334,6 @@
                OnDodgeBegin();
            }
        }
        bool isFatalAttack = (null != battleHurtParam.deadPack) && isLastHit;
@@ -361,6 +366,27 @@
        }
    }
    /// <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
@@ -405,7 +431,7 @@
    public virtual void OnDeath(Action _onDeathAnimationComplete)
    {
        buffMgr.RemoveAllBuff();
        motionBase.PlayAnimation(MotionName.dead, false, () =>
        motionBase.PlayDeadAnimation(() =>
        {
            teamHero.isDead = true;
            OnDeadAnimationComplete();
@@ -426,6 +452,7 @@
    {
        // 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);
    }
@@ -436,7 +463,8 @@
        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;
@@ -450,6 +478,28 @@
            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()
@@ -601,4 +651,55 @@
    }
#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
    }
}