Main/System/Battle/BattleObject/BattleObject.cs
@@ -476,23 +476,43 @@
        buffMgr.RemoveAllBuff();
    }
    public void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData)
    //  释放者就是复活者时调用
    public void PreReborn(bool reviveSelf = false)
    {
        // 处理复活逻辑
        heroGo.SetActive(true);
        motionBase.skeletonAnim.skeleton.A = 0f;
        motionBase.skeletonAnim.LateUpdate();
        heroRectTrans.anchoredPosition = Vector2.zero;
        motionBase.ResetForReborn(reviveSelf);
    }
    //  复活action
    public void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData, bool reviveSelf = false)
    {
        heroGo.SetActive(true);
        motionBase.ResetForReborn(reviveSelf);
        heroRectTrans.anchoredPosition = Vector2.zero;
        motionBase.skeletonAnim.skeleton.A = 0f;
        motionBase.skeletonAnim.LateUpdate();
        RebornRecordAction recordAction = new RebornRecordAction(battleField, this, () =>
        {
            battleField.OnObjReborn((uint)ObjID);
            teamHero.curHp = GeneralDefine.GetFactValue(vNetData.CurHP, vNetData.CurHPEx);
            heroRectTrans.anchoredPosition = Vector2.zero;
            // Debug.LogError("OnReborn " + teamHero.curHp);
            teamHero.isDead = false;
            heroGo.SetActive(true);
            motionBase.ResetForReborn();
        });
        battleField.recordPlayer.InsertRecord(recordAction);
    }
    public void AfterReborn()
    {
        //  清空所有
        motionBase.ResetForReborn(false);
    }
    // 伤害还要看 是否闪避 暴击 and so on 需要有一个DamageType 服务器应该会给
    protected virtual BattleDmgInfo PopDamage(BattleHurtParam battleHurtParam)
    {