hch
2025-12-31 4debfee66e8d8aabd179e2f8a61c7ca5ce62af3d
Main/System/Battle/Skill/SkillBase.cs
@@ -27,6 +27,9 @@
    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 List<BattleDeadPack> endDeadPackList = new List<BattleDeadPack>();
    protected bool moveFinished = false;
    public SkillBase fromSkill;
    public bool isPlay = false;
@@ -34,23 +37,26 @@
    private float MoveSpeed = 750f;
    private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>();
    private Dictionary<int, HB422_tagMCTurnFightObjDead> tempDeadPackList = new Dictionary<int, HB422_tagMCTurnFightObjDead>();
    private Dictionary<int, BattleDeadPack> tempDeadPackList = new Dictionary<int, BattleDeadPack>();
    protected List<HB428_tagSCBuffRefresh> buffCollections = new List<HB428_tagSCBuffRefresh>();
    // Buff相关包集合,支持 HB428(刷新) 和 HB429(删除)
    protected List<GameNetPackBasic> buffPackCollections = new List<GameNetPackBasic>();
    // 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;
        // 注册正在释放的技能
        if (battleField != null && caster != null)
        {
            battleField.AddCastingSkill(caster.ObjID, this);
        }
        SafetyCheck();
#if UNITY_EDITOR
@@ -311,12 +317,19 @@
        RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig);
        ExecuteMoveAndCastSequence(target, () =>
        {
            // ShadowIllutionCreate(true);
            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
            if (skillConfig.ClientTriggerTiming == 1)
            {
                // ShadowIllutionCreate(false);
                OnAttackFinish();
            }, MoveSpeed);
            }
            else
            {
                // ShadowIllutionCreate(true);
                MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
                {
                    // ShadowIllutionCreate(false);
                    OnAttackFinish();
                }, MoveSpeed);
            }
        });
    }
@@ -352,12 +365,19 @@
        RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig);
        ExecuteMoveAndCastSequence(target, () =>
        {
            // ShadowIllutionCreate(true);
            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
            if (skillConfig.ClientTriggerTiming == 1)
            {
                // ShadowIllutionCreate(false);
                OnAttackFinish();
            }, MoveSpeed);
            }
            else
            {
                // ShadowIllutionCreate(true);
                MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
                {
                    // ShadowIllutionCreate(false);
                    OnAttackFinish();
                }, MoveSpeed);
            }
        });
    }
@@ -516,7 +536,7 @@
    // 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);
        caster.layerMgr.SetSortingOrder(BattleConst.SkillMaskOrder + BattleConst.BattleActiveHeroOffset);
        if (skillConfig.FuncType != 2)
            return;
@@ -589,7 +609,6 @@
        battleField.battleRootNode.skillMaskNode.SetActive(true);
    }
    protected long suckHp = 0;
    // 命中目标回调:处理所有被命中的目标(包括主目标、弹射目标、溅射目标)
    protected virtual void OnHitTargets(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList)
@@ -599,13 +618,7 @@
        //  造成伤害前先处理血量刷新包
        HandleRefreshHP();
        suckHp = 0;
        // 统计吸血总量(主目标)
        foreach (var hurt in hitList)
        {
            suckHp += hurt.SuckHP;
        }
        bool suckHp = true;
        // 处理主目标列表
        foreach (var hurt in hitList)
@@ -617,7 +630,9 @@
                continue;
            }
            OnHitEachTarget(_hitIndex, target, hurt);
            OnHitEachTarget(_hitIndex, target, hurt, suckHp);
            suckHp = false;
            // 处理该目标的额外目标列表(如弹射伤害的平摊目标)
            if (hurt.HurtListEx != null && hurt.HurtListEx.Length > 0)
@@ -693,16 +708,21 @@
    }
    // 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)
    protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, bool suckHp)
    {
        // ============ 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);
        tempDeadPackList.TryGetValue(objID, out BattleDeadPack deadPack);
        // 如果目标正在释放技能,跳过死亡处理(延迟到技能结束)
        if (battleField != null && battleField.IsCastingSkill(target.ObjID))
        {
            deadPack = null;
        }
        // ============ 参数打包 ============
        BattleHurtParam hurtParam = BattleUtility.CalcBattleHurtParam(this, _hitIndex, target, hurt, battleDrops, deadPack);
        BattleHurtParam hurtParam = BattleUtility.CalcBattleHurtParam(this, _hitIndex, target, hurt, battleDrops, deadPack, suckHp);
#if UNITY_EDITOR
        PrintHurtParamDebugInfo(hurtParam);
#endif
@@ -720,8 +740,14 @@
        // ============ 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);
        tempDeadPackList.TryGetValue(objID, out BattleDeadPack deadPack);
        // 如果目标正在释放技能,跳过死亡处理(延迟到技能结束)
        if (battleField != null && battleField.IsCastingSkill(target.ObjID))
        {
            deadPack = null;
        }
        // ============ 参数打包(将 tagSCUseSkillHurtEx 转换为 tagSCUseSkillHurt)============
        HB427_tagSCUseSkill.tagSCUseSkillHurt hurt = new HB427_tagSCUseSkill.tagSCUseSkillHurt
        {
@@ -731,23 +757,13 @@
            HurtHPEx = hurtEx.HurtHPEx,
            CurHP = hurtEx.CurHP,
            CurHPEx = hurtEx.CurHPEx,
            SuckHP = hurtEx.SuckHP,
            SuckHP = 0,//hurtEx.SuckHP, 获取全部吸血时已经计算过 这里就不再计算
            BounceHP = 0, // HurtEx 没有反伤字段
            HurtCountEx = 0,
            HurtListEx = null
        };
        BattleHurtParam hurtParam = BattleUtility.CalcBattleHurtParam(this, _hitIndex, target, hurt, battleDrops, deadPack);
#if UNITY_EDITOR
        PrintHurtParamDebugInfo(hurtParam);
#endif
        // 先调用目标受伤
        target.Hurt(hurtParam);
        // 再调用施法者吸血/反伤
        caster.OnHurtTarget(hurtParam);
        OnHitEachTarget(_hitIndex, target, hurt, false);//获取全部吸血时已经计算过 这里就不再计算
    }
#if UNITY_EDITOR
@@ -805,7 +821,7 @@
    // 处理死亡相关逻辑:分配掉落和经验
    protected void HandleDead()
    {
        var deadPackList = BattleUtility.FindDeadPack(packList);
        List<BattleDeadPack> deadPackList = BattleUtility.FindDeadPack(packList);
        if (deadPackList.Count <= 0) return;
        CheckAfterDeadhPack();
@@ -829,7 +845,8 @@
        // 构造BattleDrops并缓存
        for (int i = 0; i < deadPackList.Count; i++)
        {
            int objID = (int)deadPackList[i].ObjID;
            BattleDeadPack battleDeadPack = deadPackList[i];
            int objID = (int)battleDeadPack.deadPack.ObjID;
            BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject(objID);
            
            // 修复:添加空值检查
@@ -871,7 +888,8 @@
        }
        // 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>());
        var deadPacksToRemove = new List<GameNetPackBasic>(deadPackList.Select(d => d.deadPack));
        deadPacksToRemove.AddRange(deadPackList.Where(d => d.deadTriggerSkill != null).Select(d => d.deadTriggerSkill));
        foreach (var deadPack in deadPacksToRemove)
        {
            packList.Remove(deadPack);
@@ -965,6 +983,37 @@
            packList.RemoveAt(removeIndexList[i]);
    }
    public virtual bool IsFinishedForJudge()
    {
        if (!isPlay) return false;
        if (skillEffect != null)
        {
            if (!skillEffect.IsFinished()) return false;
        }
        if (otherSkillActionList.Count > 0)
        {
            foreach (var action in otherSkillActionList)
            {
                if (!action.IsFinishedForJudge()) return false;
            }
        }
        if (isFinished && moveFinished)
        {
            if (packList.Count > 0)
            {
                return false;
            }
            return true;
        }
        return false;
    }
    // 检查技能是否完成:综合检查所有完成条件
    public virtual bool IsFinished()
    {
@@ -1013,6 +1062,14 @@
                return false;
            }
            // 技能完全结束,移除技能注册并触发延迟的死亡判定
            if (battleField != null && caster != null)
            {
                battleField.RemoveCastingSkill(caster.ObjID, this);
                battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values));
            }
            return true;
        }
@@ -1023,16 +1080,106 @@
    // 强制结束技能:立即结束所有技能相关的处理
    public virtual void ForceFinished()
    {
        if (isFinished)
            return;
        // 移除技能注册
        if (battleField != null && caster != null)
        {
            battleField.RemoveCastingSkill(caster.ObjID, this);
        }
        battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values));
        // 1. 强制结束技能效果
        skillEffect?.ForceFinished();
        skillEffect = null;
        foreach (var subSkillPack in tagUseSkillAttack.subSkillList)
        {
            SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic>() { subSkillPack });
            recordAction.fromSkill = this;
            otherSkillActionList.Add(recordAction);
            battleField.recordPlayer.ImmediatelyPlay(recordAction);
        }
        tagUseSkillAttack.subSkillList.Clear();
        foreach (var subCombinePack in tagUseSkillAttack.subSkillCombinePackList)
        {
            SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, subCombinePack.packList);
            recordAction.fromSkill = this;
            otherSkillActionList.Add(recordAction);
            battleField.recordPlayer.ImmediatelyPlay(recordAction);
        }
        tagUseSkillAttack.subSkillCombinePackList.Clear();
        
        // 2. 强制结束所有子技能动作
        otherSkillActionList.ForEach(action => action.ForceFinish());
        otherSkillActionList.Clear();
        // 3. 清理 DOTween 动画(防止移动回调在战斗结束后执行)
        if (caster != null && caster.heroRectTrans != null)
        {
            DG.Tweening.DOTween.Kill(caster.heroRectTrans);
        }
        // 4. 重置施法者状态
        if (caster != null)
        {
            // 重置位置到原点
            if (caster.heroRectTrans != null)
            {
                caster.heroRectTrans.anchoredPosition = Vector2.zero;
            }
            // 重置朝向
            if (caster.heroGo != null)
            {
                Vector3 scale = caster.heroGo.transform.localScale;
                scale.x = Mathf.Abs(scale.x);
                caster.heroGo.transform.localScale = scale;
            }
            // 取消幻影效果
            caster.motionBase?.ShowIllusionShadow(false);
            // 播放待机动画(如果还活着)
            if (!caster.teamHero.isDead)
            {
                caster.motionBase?.ResetForReborn(false);
            }
        }
        // 5. 恢复 UI 状态
        if (battleField != null)
        {
            // 恢复所有角色的显示层级和血条
            var allList = battleField.battleObjMgr?.allBattleObjDict?.Values;
            if (allList != null)
            {
                foreach (BattleObject bo in allList)
                {
                    bo.layerMgr?.SetFront();
                    bo.heroInfoBar?.SetActive(true);
                }
            }
            // 关闭技能遮罩
            if (battleField.battleRootNode != null && battleField.battleRootNode.skillMaskNode != null)
            {
                battleField.battleRootNode.skillMaskNode.SetActive(false);
            }
        }
        isFinished = true;
        moveFinished = true;
        isPlay = true;
        // 处理所有剩余包
        // 6. 处理所有剩余包(包括 buff 包)
        // 先处理 buffPackCollections
        DistributeBuffPacks(buffPackCollections);
        buffPackCollections.Clear();
        // 处理剩余的 packList
        while (packList.Count > 0)
        {
            var pack = packList[0];
@@ -1126,16 +1273,16 @@
                otherSkillActionList.Add(otherSkillAction);
                return false;
            }
            else if (pack is HB428_tagSCBuffRefresh buffRefresh)
            else if (IsBuffPack(pack))
            {
                //   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);
                // 从找到第一个 Buff 包开始,收集连续的 HB428/HB429 包
                buffPackCollections.Add(pack);
                while (packList.Count > 0)
                {
                    var nextPack = packList[0];
                    if (nextPack is HB428_tagSCBuffRefresh nextBuffRefresh)
                    if (IsBuffPack(nextPack))
                    {
                        buffCollections.Add(nextBuffRefresh);
                        buffPackCollections.Add(nextPack);
                        packList.RemoveAt(0);
                    }
                    else
@@ -1144,18 +1291,11 @@
                    }
                }
                // 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);
                    }
                }
                // 处理所有收集到的 buff 包
                ProcessBuffPacks(buffPackCollections);
                // 清空已处理的buff集合
                buffCollections.Clear();
                // 清空已处理的 buff 集合
                buffPackCollections.Clear();
                continue;
            }
@@ -1180,8 +1320,63 @@
        otherSkillActionList?.Clear();
        dropPackList?.Clear();
        expPackList?.Clear();
        buffPackCollections?.Clear();
        
        skillEffect = null;
        packList = null;
    }
    #region Buff包处理
    /// <summary>
    /// 判断是否为 Buff 相关的包(HB428 或 HB429)
    /// </summary>
    protected bool IsBuffPack(GameNetPackBasic pack)
    {
        return pack is HB428_tagSCBuffRefresh || pack is HB429_tagSCBuffDel;
    }
    /// <summary>
    /// 处理收集到的 Buff 包列表(HB428 刷新 和 HB429 删除)
    /// </summary>
    protected void ProcessBuffPacks(List<GameNetPackBasic> buffPacks)
    {
        if (buffPacks == null || buffPacks.Count == 0) return;
        foreach (var pack in buffPacks)
        {
            if (pack is HB428_tagSCBuffRefresh buffRefresh)
            {
                BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buffRefresh.ObjID);
                if (battleObj != null)
                {
                    battleObj.buffMgr.RefreshBuff(buffRefresh, true);
                }
            }
            else if (pack is HB429_tagSCBuffDel buffDel)
            {
                BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buffDel.ObjID);
                if (battleObj != null)
                {
                    battleObj.buffMgr.RemoveBuff(buffDel, false);
                }
            }
        }
    }
    /// <summary>
    /// 强制分发 Buff 包(用于 ForceFinished 场景)
    /// </summary>
    protected void DistributeBuffPacks(List<GameNetPackBasic> buffPacks)
    {
        if (buffPacks == null || buffPacks.Count == 0) return;
        foreach (var pack in buffPacks)
        {
            PackageRegedit.Distribute(pack);
        }
    }
    #endregion
}