yyl
2026-01-21 6bc8a17ed56027c54cdd523dda04a049f5e2e8dd
Main/System/Battle/BattleField/BattleField.cs
@@ -510,8 +510,9 @@
        }
    }
    public virtual void OnObjsDead(List<BattleDeadPack> deadPackList, RecordAction causingRecordAction = null)
    public virtual DeathRecordAction OnObjsDead(List<BattleDeadPack> deadPackList, RecordAction _causingRecordAction = null)
    {
        DeathRecordAction deathRecordAction = null;
        if (deadPackList.Count > 0)
        {
            // 过滤掉正在处理死亡的角色,避免重复处理
@@ -546,19 +547,12 @@
            // 只处理有效的死亡消息
            if (validDeadList.Count > 0)
            {
                DeathRecordAction recordAction = new DeathRecordAction(this, validDeadList, causingRecordAction);
                //  如果有导致死亡的技能,将DeathRecordAction作为其子节点,并设置为WaitingPlay
                if (causingRecordAction != null)
                {
                    recordPlayer.ImmediatelyPlay(recordAction, causingRecordAction, true);
                }
                else
                {
                    recordPlayer.ImmediatelyPlay(recordAction);
                }
                DeathRecordAction recordAction = new DeathRecordAction(this, validDeadList, _causingRecordAction);
                deathRecordAction = recordAction;
            }
        }
        return deathRecordAction;
    }
    public virtual void OnObjReborn(uint objId)