yyl
1 天以前 778218d5d3562d8287f0612f83b8958daba8548e
Main/System/Battle/Skill/SkillBase.cs
@@ -51,7 +51,6 @@
      packList = _packList;
      // Debug.LogError("start a skill id " + skillConfig.SkillID + " caster " + caster.teamHero.heroId + " pos " + caster.teamHero.positionNum + " camp " + caster.Camp);
   }
   public virtual void Run()
@@ -315,6 +314,7 @@
   //   技能开始
   public void OnSkillStart()
   {
      HandleDead();
      skillEffect = SkillEffectFactory.CreateSkillEffect(
            caster,
            skillConfig,
@@ -361,7 +361,8 @@
   {   
      skillEffect.OnFinalFrameEnd();
      HandleDead();
      //   转移到死亡包 battleobject.hurt 最后一击的时候播放
   }
@@ -461,17 +462,20 @@
      //   TODO YYL AttackTypes  要表现成什么样呢? 支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避
      List<HB422_tagMCTurnFightObjDead> deadPacks = BattleUtility.FindDeadPack(packList);
      bool isTargetDead = deadPacks.Exists(p => p.ObjID == target.ObjID);
      bool notPlayHitAnime = isLastHit && isTargetDead;
      target.Hurt(damageList, totalDamage, hurt, skillConfig, !notPlayHitAnime);
      int objID = (int)target.ObjID;
      tempDropList.TryGetValue(objID, out BattleDrops battleDrops);
      tempDeadPackList.TryGetValue(objID, out HB422_tagMCTurnFightObjDead deadPack);
      target.Hurt(damageList, totalDamage, hurt, skillConfig, isLastHit, battleDrops, deadPack);
      //   TODO YYL 这里是要做统一计算后再hurt跟suckhp还是怎样
      caster.SuckHp(hurt.SuckHP, skillConfig);//   吸血
      caster.HurtByReflect(hurt.BounceHP, skillConfig);// 反弹伤害
   }
   private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>();
   private Dictionary<int, HB422_tagMCTurnFightObjDead> tempDeadPackList = new Dictionary<int, HB422_tagMCTurnFightObjDead>();
   protected void HandleDead()
   {
@@ -520,17 +524,17 @@
            dropItemPackIndex = itemModelDropsIndexList,
            expDrops = expAssign[i]
         };
         deadTarget.PushDropItems(battleDrops);
         tempDropList.Add((int)deadPackList[i].ObjID, battleDrops);
         // deadTarget.PushDropItems(battleDrops);
      }
      // 分发死亡包
      battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>(deadPackList));
      // battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>(deadPackList));
      foreach (var deadPack in deadPackList)
      {
         tempDeadPackList.Add((int)deadPack.ObjID, deadPack);
         packList.Remove(deadPack);
      }
      deadPackList.Clear();
   }
@@ -693,7 +697,6 @@
         otherSkillAction.ForceFinish();
         otherSkillAction = null;
      }
      HandleDead();
      isFinished = true;
      moveFinished = true;
      isPlay = true;