|  |  | 
 |  |  | using System.Collections.Generic; | 
 |  |  | using UnityEngine; | 
 |  |  | using System; | 
 |  |  | using DG.Tweening; | 
 |  |  | using Spine; | 
 |  |  | using System.Linq; | 
 |  |  |  | 
 |  |  | using System; | 
 |  |  |  | 
 |  |  | public class SkillBase | 
 |  |  | { | 
 |  |  |    const float moveTime = 0.5f; | 
 |  |  |     const float moveTime = 0.5f; | 
 |  |  |  | 
 |  |  |    protected SkillEffect skillEffect; | 
 |  |  |  | 
 |  |  |    protected HB427_tagSCUseSkill tagUseSkillAttack; | 
 |  |  |  | 
 |  |  |    protected SkillConfig skillConfig; | 
 |  |  |  | 
 |  |  |    protected bool isFinished = false; | 
 |  |  |  | 
 |  |  |    protected BattleField battleField = null; // 战场 | 
 |  |  |  | 
 |  |  |    protected RectTransform targetNode = null; // 目标节点 | 
 |  |  |  | 
 |  |  |    protected BattleObject caster = null; // 施法者 | 
 |  |  |  | 
 |  |  |    protected List<GameNetPackBasic> packList; | 
 |  |  |  | 
 |  |  |    protected SkillRecordAction otherSkillAction; | 
 |  |  |  | 
 |  |  |    protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>(); | 
 |  |  |  | 
 |  |  |    protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>(); | 
 |  |  |  | 
 |  |  |    protected bool moveFinished = false; | 
 |  |  |  | 
 |  |  |     protected SkillEffect skillEffect; | 
 |  |  |     protected HB427_tagSCUseSkill tagUseSkillAttack; | 
 |  |  |     public SkillConfig skillConfig; | 
 |  |  |     protected bool isFinished = false; | 
 |  |  |     protected BattleField battleField = null; // 战场 | 
 |  |  |     protected RectTransform targetNode = null; // 目标节点 | 
 |  |  |     protected BattleObject caster = null; // 施法者 | 
 |  |  |     protected List<GameNetPackBasic> packList; | 
 |  |  |     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 bool moveFinished = false; | 
 |  |  |     public int fromSkillId; | 
 |  |  |     public bool isPlay = false; | 
 |  |  |  | 
 |  |  |     private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>(); | 
 |  |  |     private Dictionary<int, HB422_tagMCTurnFightObjDead> tempDeadPackList = new Dictionary<int, HB422_tagMCTurnFightObjDead>(); | 
 |  |  |  | 
 |  |  |     // 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; | 
 |  |  |       skillConfig = _skillCfg; | 
 |  |  |       tagUseSkillAttack = vNetData; | 
 |  |  |       battleField = _battleField; | 
 |  |  |       packList = _packList; | 
 |  |  |     { | 
 |  |  |         caster = _caster; | 
 |  |  |         if (null == caster) | 
 |  |  |         { | 
 |  |  |             throw new Exception("SkillBase caster is null "); | 
 |  |  |         } | 
 |  |  |         skillConfig = _skillCfg; | 
 |  |  |         tagUseSkillAttack = vNetData; | 
 |  |  |         battleField = _battleField; | 
 |  |  |         packList = _packList; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  | 		 | 
 |  |  |     // 技能运行主逻辑:处理技能效果和其他技能动作 | 
 |  |  |     public virtual void Run() | 
 |  |  |     { | 
 |  |  |         if (skillEffect != null) | 
 |  |  |         { | 
 |  |  |             if (skillEffect.IsFinished()) | 
 |  |  |             { | 
 |  |  |                 skillEffect = null; | 
 |  |  |                 OnSkillFinished(); | 
 |  |  |             } | 
 |  |  |             else | 
 |  |  |             { | 
 |  |  |                 skillEffect.Run(); | 
 |  |  |             } | 
 |  |  |             return; | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |    } | 
 |  |  |         if (otherSkillActionList.Count > 0) | 
 |  |  |         { | 
 |  |  |             for (int i = otherSkillActionList.Count - 1; i >= 0; i--) | 
 |  |  |             { | 
 |  |  |                 var action = otherSkillActionList[i]; | 
 |  |  |                 if (action.IsFinished()) | 
 |  |  |                 { | 
 |  |  |                     otherSkillActionList.RemoveAt(i); | 
 |  |  |                     OnSkillFinished(); | 
 |  |  |                 } | 
 |  |  |                 else if (moveFinished) | 
 |  |  |                 { | 
 |  |  |                     action.Run(); | 
 |  |  |                 } | 
 |  |  |             } | 
 |  |  |         } | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |    public virtual void Run() | 
 |  |  |    { | 
 |  |  |     // 技能释放主逻辑:广播事件、高亮目标、执行释放 | 
 |  |  |     public virtual void Cast() | 
 |  |  |     { | 
 |  |  |         // 广播技能释放事件 | 
 |  |  |         string guid = battleField.guid; | 
 |  |  |         TeamHero teamHero = caster.teamHero; | 
 |  |  |         EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, guid, skillConfig, teamHero); | 
 |  |  |  | 
 |  |  |       if (null != skillEffect) | 
 |  |  |       { | 
 |  |  |          if (skillEffect.IsFinished()) | 
 |  |  |          { | 
 |  |  |             skillEffect = null; | 
 |  |  |             OnSkillFinished(); | 
 |  |  |          } | 
 |  |  |          else | 
 |  |  |          { | 
 |  |  |             skillEffect.Run(); | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |         // 高亮所有本次技能相关的目标 | 
 |  |  |         HighLightAllTargets(); | 
 |  |  |  | 
 |  |  |       if (otherSkillAction != null) | 
 |  |  |       { | 
 |  |  |          if (otherSkillAction.IsFinished()) | 
 |  |  |          { | 
 |  |  |             otherSkillAction = null; | 
 |  |  |             OnSkillFinished(); | 
 |  |  |          } | 
 |  |  |          else | 
 |  |  |          { | 
 |  |  |             otherSkillAction.Run(); | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |    } | 
 |  |  |         // 根据释放模式执行相应逻辑 | 
 |  |  |         switch (skillConfig.castMode) | 
 |  |  |         { | 
 |  |  |             case SkillCastMode.Self: | 
 |  |  |                 CastImpl(OnAttackFinish); | 
 |  |  |                 break; | 
 |  |  |             case SkillCastMode.Enemy: | 
 |  |  |                 CastToEnemy(); | 
 |  |  |                 break; | 
 |  |  |             case SkillCastMode.Target: | 
 |  |  |                 CastToTarget(); | 
 |  |  |                 break; | 
 |  |  |             case SkillCastMode.Allies: | 
 |  |  |                 CastToAllies(); | 
 |  |  |                 break; | 
 |  |  |             case SkillCastMode.DashCast: | 
 |  |  |                 DashCast(OnAttackFinish); | 
 |  |  |                 break; | 
 |  |  |             default: | 
 |  |  |                 Debug.LogError("强制结束技能 暂时不支持其他的方式释放 有需求please联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillConfig.CastPosition); | 
 |  |  |                 ForceFinished(); | 
 |  |  |                 break; | 
 |  |  |         } | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |    // 0·移动到距离目标n码,的距离释放(可配置,9999即原地释放,负数则是移动到人物背面,人物要转身) | 
 |  |  |    // 1·移动到距离阵容位置n码的距离(如2号位,5号位)释放(即战场中央此类) | 
 |  |  |    public virtual void Cast() | 
 |  |  |    { | 
 |  |  |       EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, battleField.guid, skillConfig, caster.teamHero); | 
 |  |  |     // 冲撞攻击模式(待实现) | 
 |  |  |     protected void DashCast(Action _onComplete) | 
 |  |  |     { | 
 |  |  |         Debug.LogError("DashCast 还没实现"); | 
 |  |  |         ForceFinished(); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |       //   高亮所有本次技能相关的目标 | 
 |  |  |       HighLightAllTargets(); | 
 |  |  |     // 对敌方释放技能:移动到敌方区域进行攻击 | 
 |  |  |     protected void CastToEnemy() | 
 |  |  |     { | 
 |  |  |         RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig); | 
 |  |  |         ExecuteMoveAndCastSequence(target, () => | 
 |  |  |         { | 
 |  |  |             MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, OnAttackFinish, 750F); | 
 |  |  |         }); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |       //   距离配成负数要转身 TurnBack | 
 |  |  |       switch (skillConfig.castMode) | 
 |  |  |       { | 
 |  |  |          case SkillCastMode.Self: | 
 |  |  |             CastImpl(OnAttackFinish); | 
 |  |  |             break; | 
 |  |  |          case SkillCastMode.Enemy: | 
 |  |  |             CastToEnemy(); | 
 |  |  |             break; | 
 |  |  |          case SkillCastMode.Target: | 
 |  |  |             CastToTarget(); | 
 |  |  |             break; | 
 |  |  |          case SkillCastMode.Allies: | 
 |  |  |             CastToAllies(); | 
 |  |  |             break; | 
 |  |  |          case SkillCastMode.DashCast: | 
 |  |  |             DashCast(OnAttackFinish); | 
 |  |  |             break; | 
 |  |  |          default: | 
 |  |  |             Debug.LogError("强制结束技能 暂时不支持其他的方式释放 有需求请联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillConfig.CastPosition); | 
 |  |  |             ForceFinished(); | 
 |  |  |             break; | 
 |  |  |       } | 
 |  |  |     // 对指定目标释放技能:移动到主要目标位置进行攻击 | 
 |  |  |     protected void CastToTarget() | 
 |  |  |     { | 
 |  |  |         if (tagUseSkillAttack.HurtCount <= 0) | 
 |  |  |         { | 
 |  |  |             Debug.LogError("技能攻击包没有目标 HurtCount <= 0"); | 
 |  |  |             OnSkillFinished(); | 
 |  |  |             return; | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |    } | 
 |  |  |         int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); | 
 |  |  |         BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); | 
 |  |  |         RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum); | 
 |  |  |  | 
 |  |  |    //   冲撞攻击 | 
 |  |  |    protected void DashCast(Action _onComplete) | 
 |  |  |    { | 
 |  |  |       Debug.LogError("DashCast 还没实现"); | 
 |  |  |       ForceFinished(); | 
 |  |  |       //   YYL TODO | 
 |  |  |         ExecuteMoveAndCastSequence(targetTrans, () => | 
 |  |  |         { | 
 |  |  |             RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum); | 
 |  |  |             MoveToTarget(rectTransform, Vector2.zero, OnAttackFinish, 750F); | 
 |  |  |         }); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |       // var entry = caster.motionBase.PlayAnimation(skillConfig.GetMotionName(), false); | 
 |  |  |       // float animationTime = entry.AnimationTime; | 
 |  |  |     // 对友方释放技能:移动到友方区域进行治疗或增益 | 
 |  |  |     protected void CastToAllies() | 
 |  |  |     { | 
 |  |  |         RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig); | 
 |  |  |         ExecuteMoveAndCastSequence(target, () => | 
 |  |  |         { | 
 |  |  |             MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, OnAttackFinish, 750F); | 
 |  |  |         }); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |       // int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); | 
 |  |  |     // 执行移动-施法-返回序列:通用的移动攻击流程 | 
 |  |  |     private void ExecuteMoveAndCastSequence(RectTransform target, Action onReturnComplete) | 
 |  |  |     { | 
 |  |  |         MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () => | 
 |  |  |         { | 
 |  |  |             TurnBack(() => | 
 |  |  |             { | 
 |  |  |                 CastImpl(() => | 
 |  |  |                 { | 
 |  |  |                     TurnBack(() =>  | 
 |  |  |                     { | 
 |  |  |                         try | 
 |  |  |                         { | 
 |  |  |                             onReturnComplete?.Invoke(); // 添加异常处理防止回调异常导致状态不完整 | 
 |  |  |                         } | 
 |  |  |                         catch (Exception ex) | 
 |  |  |                         { | 
 |  |  |                             Debug.LogError($"ExecuteMoveAndCastSequence回调异常: {ex.Message}"); | 
 |  |  |                             throw; | 
 |  |  |                         } | 
 |  |  |                     }, -1f); | 
 |  |  |                 }); | 
 |  |  |             }, -1f); | 
 |  |  |         }); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |       // BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); | 
 |  |  |     // 移动到目标位置:处理角色的移动动画和逻辑 | 
 |  |  |     protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 500f) | 
 |  |  |     { | 
 |  |  |         if (skillConfig.CastDistance >= 9999) | 
 |  |  |         { | 
 |  |  |             _onComplete?.Invoke(); | 
 |  |  |             return; | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |       // RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum); | 
 |  |  |         caster.motionBase.PlayAnimation(MotionName.run, true); | 
 |  |  |         var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () => | 
 |  |  |         { | 
 |  |  |             caster.motionBase.PlayAnimation(MotionName.idle, true); | 
 |  |  |             _onComplete?.Invoke(); | 
 |  |  |         }, speed); | 
 |  |  |         battleField.battleTweenMgr.OnPlayTween(tweener); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |       // var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, targetTrans, new Vector2(skillConfig.CastDistance, 0), animationTime * 0.9f, () => | 
 |  |  |       // { | 
 |  |  |       //    caster.motionBase.PlayAnimation(MotionName.idle, true); | 
 |  |  |       //    _onComplete?.Invoke(); | 
 |  |  |       // }); | 
 |  |  |       // battleField.battleTweenMgr.OnPlayTween(tweener); | 
 |  |  |    } | 
 |  |  |     // 转身逻辑:根据技能配置处理角色转向 | 
 |  |  |     protected void TurnBack(Action _onComplete, float forward) | 
 |  |  |     { | 
 |  |  |         if (skillConfig.CastDistance < 0) | 
 |  |  |         { | 
 |  |  |             Vector3 scale = caster.heroGo.transform.localScale; | 
 |  |  |             scale.x = Mathf.Abs(scale.x) * forward; | 
 |  |  |             caster.heroGo.transform.localScale = scale; | 
 |  |  |         } | 
 |  |  |         _onComplete?.Invoke(); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |    protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 500f) | 
 |  |  |    { | 
 |  |  |       //   原地释放 | 
 |  |  |       if (skillConfig.CastDistance >= 9999) | 
 |  |  |       { | 
 |  |  |          _onComplete?.Invoke(); | 
 |  |  |          return; | 
 |  |  |       } | 
 |  |  |     // 攻击完成后的处理:转身、恢复状态、播放待机动画 | 
 |  |  |     protected void OnAttackFinish() | 
 |  |  |     { | 
 |  |  |         TurnBack(null, 1f); | 
 |  |  |         OnAllAttackMoveFinished(); | 
 |  |  |         caster.motionBase.PlayAnimation(MotionName.idle, true); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |       caster.motionBase.PlayAnimation(MotionName.run, true); | 
 |  |  |       var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () => | 
 |  |  |       { | 
 |  |  |          caster.motionBase.PlayAnimation(MotionName.idle, true); | 
 |  |  |          _onComplete?.Invoke(); | 
 |  |  |       }, speed); | 
 |  |  |       battleField.battleTweenMgr.OnPlayTween(tweener); | 
 |  |  |    } | 
 |  |  |     // 所有攻击移动完成后的处理:恢复UI显示状态 | 
 |  |  |     protected virtual void OnAllAttackMoveFinished() | 
 |  |  |     { | 
 |  |  |         moveFinished = true; | 
 |  |  |         List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); | 
 |  |  |         foreach (BattleObject bo in allList) | 
 |  |  |         { | 
 |  |  |             bo.layerMgr.SetFront(); | 
 |  |  |             bo.heroInfoBar.SetActive(true); | 
 |  |  |         } | 
 |  |  |         battleField.battleRootNode.skillMaskNode.SetActive(false); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |    protected void TurnBack(Action _onComplete, float forward) | 
 |  |  |    { | 
 |  |  |       if (skillConfig.CastDistance < 0) | 
 |  |  |       { | 
 |  |  |          //   转身 | 
 |  |  |          Vector3 scale = caster.heroGo.transform.localScale; | 
 |  |  |          scale.x = Mathf.Abs(scale.x) * forward; | 
 |  |  |          caster.heroGo.transform.localScale = scale; | 
 |  |  |       } | 
 |  |  |       _onComplete?.Invoke(); | 
 |  |  |    } | 
 |  |  |     // 执行技能释放动画和逻辑:播放施法动作并提供回调 | 
 |  |  |     protected TrackEntry CastImpl(Action onComplete = null) | 
 |  |  |     { | 
 |  |  |         return caster.motionBase.PlaySkillAnimation(skillConfig, this, tagUseSkillAttack.BattleType == 4, onComplete); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |    protected void CastToEnemy() | 
 |  |  |    { | 
 |  |  |     // 技能开始回调:处理死亡、子技能、技能效果初始化 | 
 |  |  |     public void OnSkillStart() | 
 |  |  |     { | 
 |  |  |         HandleDead(); | 
 |  |  |         skillEffect = SkillEffectFactory.CreateSkillEffect(caster, skillConfig, tagUseSkillAttack); | 
 |  |  |         skillEffect.Play(OnHitTargets); | 
 |  |  |         foreach (var subSkillPack in tagUseSkillAttack.subSkillList) | 
 |  |  |         { | 
 |  |  |             SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic>() { subSkillPack }); | 
 |  |  |             otherSkillActionList.Add(recordAction); | 
 |  |  |             battleField.recordPlayer.ImmediatelyPlay(recordAction); | 
 |  |  |         } | 
 |  |  |         isPlay = true; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |       RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig); | 
 |  |  |     // 技能前摇结束回调 | 
 |  |  |     public virtual void OnStartSkillFrameEnd() { } | 
 |  |  |  | 
 |  |  |       MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () => | 
 |  |  |       { | 
 |  |  |          //   到位置转身(不一定非要转身 但是流程要写) | 
 |  |  |          TurnBack(() => | 
 |  |  |          { | 
 |  |  |             //   到达目标位置 | 
 |  |  |             CastImpl(() => | 
 |  |  |             { | 
 |  |  |                TurnBack( | 
 |  |  |                   () => | 
 |  |  |                   { | 
 |  |  |                      //   回到原来的位置 | 
 |  |  |                      MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero,  | 
 |  |  |                         OnAttackFinish, 750F); | 
 |  |  |                   } | 
 |  |  |                , -1f); | 
 |  |  |             }); | 
 |  |  |          }, -1f); | 
 |  |  |       }); | 
 |  |  |    } | 
 |  |  |     // 技能中摇开始回调:通知技能效果处理中摇开始 | 
 |  |  |     public virtual void OnMiddleFrameStart(int times) | 
 |  |  |     { | 
 |  |  |         skillEffect?.OnMiddleFrameStart(times); // 修复:添加空值检查 | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     // 技能中摇结束回调:通知技能效果处理中摇结束 | 
 |  |  |     public virtual void OnMiddleFrameEnd(int times, int hitIndex) | 
 |  |  |     { | 
 |  |  |         skillEffect?.OnMiddleFrameEnd(times, hitIndex); // 修复:添加空值检查 | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     // 技能后摇开始回调:通知技能效果处理后摇开始 | 
 |  |  |     public virtual void OnFinalFrameStart() | 
 |  |  |     { | 
 |  |  |         skillEffect?.OnFinalFrameStart(); // 修复:添加空值检查 | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |    protected void CastToTarget() | 
 |  |  |    { | 
 |  |  |       // 目标是敌方主目标 | 
 |  |  |       if (tagUseSkillAttack.HurtCount <= 0) | 
 |  |  |       { | 
 |  |  |          Debug.LogError("技能攻击包没有目标 HurtCount <= 0"); | 
 |  |  |          OnSkillFinished(); | 
 |  |  |          return; | 
 |  |  |       } | 
 |  |  |     // 技能后摇结束回调:通知技能效果处理后摇结束 | 
 |  |  |     public virtual void OnFinalFrameEnd() | 
 |  |  |     { | 
 |  |  |         skillEffect?.OnFinalFrameEnd(); // 修复:添加空值检查 | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |       int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); | 
 |  |  |     // 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); | 
 |  |  |  | 
 |  |  |       BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); | 
 |  |  |         if (skillConfig.FuncType != 2) | 
 |  |  |             return; | 
 |  |  |  | 
 |  |  |       RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum); | 
 |  |  |         List<BattleObject> targetList = battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack); | 
 |  |  |         List<BattleObject> highlightList = new List<BattleObject>(targetList) { caster }; | 
 |  |  |         List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); | 
 |  |  |          | 
 |  |  |         // 修复:使用HashSet优化性能,避免重复设置 | 
 |  |  |         var targetSet = new HashSet<BattleObject>(targetList); | 
 |  |  |         var highlightSet = new HashSet<BattleObject>(highlightList); | 
 |  |  |          | 
 |  |  |         caster.heroInfoBar.SetActive(false); | 
 |  |  |  | 
 |  |  |       MoveToTarget(targetTrans, new Vector2(skillConfig.CastDistance, 0), () => | 
 |  |  |       { | 
 |  |  |          //   到位置转身(不一定非要转身 但是流程要写) | 
 |  |  |          TurnBack(() => | 
 |  |  |          { | 
 |  |  |             //   到达目标位置 | 
 |  |  |             CastImpl(() => | 
 |  |  |             { | 
 |  |  |                TurnBack( | 
 |  |  |                   () => | 
 |  |  |                   { | 
 |  |  |                      RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum); | 
 |  |  |                      //   回到原来的位置 | 
 |  |  |                      MoveToTarget(rectTransform, Vector2.zero, OnAttackFinish, 750F); | 
 |  |  |                   } | 
 |  |  |                , -1f); | 
 |  |  |             }); | 
 |  |  |          }, -1f); | 
 |  |  |       }); | 
 |  |  |    } | 
 |  |  |         foreach (BattleObject bo in allList) | 
 |  |  |         { | 
 |  |  |             bool isHighlight = highlightSet.Contains(bo); | 
 |  |  |             bool isTarget = targetSet.Contains(bo); | 
 |  |  |              | 
 |  |  |             if (isHighlight) | 
 |  |  |             { | 
 |  |  |                 bo.layerMgr.SetFront(); | 
 |  |  |             } | 
 |  |  |             else | 
 |  |  |             { | 
 |  |  |                 bo.layerMgr.SetBack(); | 
 |  |  |             } | 
 |  |  |  | 
 |  |  |    protected virtual void OnAllAttackMoveFinished() | 
 |  |  |    { | 
 |  |  |       moveFinished = true; | 
 |  |  |    } | 
 |  |  |             bo.heroInfoBar.SetActive(isTarget); | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |    protected void CastToAllies() | 
 |  |  |    { | 
 |  |  |       RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig); | 
 |  |  |         battleField.battleRootNode.skillMaskNode.SetActive(true); | 
 |  |  |         battleField.battleRootNode.SetSortingOrder(); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |       MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () => | 
 |  |  |       { | 
 |  |  |          //   到位置转身(不一定非要转身 但是流程要写) | 
 |  |  |          TurnBack(() => | 
 |  |  |          { | 
 |  |  |             //   到达目标位置 | 
 |  |  |             CastImpl(() => | 
 |  |  |             { | 
 |  |  |                TurnBack( | 
 |  |  |                   () => | 
 |  |  |                   { | 
 |  |  |                      //   回到原来的位置 | 
 |  |  |                      MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), | 
 |  |  |                         Vector2.zero, OnAttackFinish, 750F); | 
 |  |  |                   } | 
 |  |  |                , -1f); | 
 |  |  |             }); | 
 |  |  |          }, -1f); | 
 |  |  |       }); | 
 |  |  |    } | 
 |  |  |     // 命中目标回调:处理所有被命中的目标 | 
 |  |  |     protected virtual void OnHitTargets(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList) | 
 |  |  |     { | 
 |  |  |         foreach (var hurt in hitList) | 
 |  |  |         { | 
 |  |  |             BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); | 
 |  |  |             if (target == null) | 
 |  |  |             { | 
 |  |  |                 Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); | 
 |  |  |                 continue; | 
 |  |  |             } | 
 |  |  |  | 
 |  |  |    protected void OnAttackFinish() | 
 |  |  |    { | 
 |  |  |       TurnBack(null, 1f); | 
 |  |  |       OnAllAttackMoveFinished(); | 
 |  |  |       caster.motionBase.PlayAnimation(MotionName.idle, true); | 
 |  |  |    } | 
 |  |  |             OnHitEachTarget(_hitIndex, target, hurt); | 
 |  |  |         } | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     // 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) | 
 |  |  |     { | 
 |  |  |         List<int> damageDivide = new List<int>(); | 
 |  |  |         if (_hitIndex == 0 && skillConfig.DamageDivide.Length <= 0) | 
 |  |  |         { | 
 |  |  |             damageDivide.Add(10000); | 
 |  |  |         } | 
 |  |  |         else | 
 |  |  |         { | 
 |  |  |             if (skillConfig.DamageDivide.Length <= _hitIndex) | 
 |  |  |             { | 
 |  |  |                 Debug.LogError("技能伤害分布配置错误 skillId: " + skillConfig.SkillID + " hitIndex: " + _hitIndex); | 
 |  |  |                 damageDivide.Add(10000); | 
 |  |  |             } | 
 |  |  |             else | 
 |  |  |             { | 
 |  |  |                 damageDivide = skillConfig.DamageDivide[_hitIndex].ToList(); | 
 |  |  |             } | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |    //   承载技能大部分的逻辑 | 
 |  |  |    protected TrackEntry CastImpl(Action onComplete = null) | 
 |  |  |    { | 
 |  |  |       // 播放施法动作 | 
 |  |  |       //   onComplete是指施法动作播放完的回调 不代表是技能结束 | 
 |  |  |       //   具体技能结束的时间应该看技能对应的逻辑 | 
 |  |  |       //   这里只提供6个动作相关的函数 | 
 |  |  |       // OnSkillStart 动作第一帧 | 
 |  |  |       // OnStartSkillFrameEnd 前摇结束 | 
 |  |  |       // OnMiddleFrameStart 中摇开始 | 
 |  |  |       // OnMiddleFrameEnd 中摇结束 | 
 |  |  |       // OnFinalFrameStart 后摇开始 | 
 |  |  |       // OnFinalFrameEnd 后摇结束 | 
 |  |  |       return caster.motionBase.PlaySkillAnimation(skillConfig, this, onComplete); | 
 |  |  |    } | 
 |  |  |         // 伤害分布计算和应用 | 
 |  |  |         long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx); | 
 |  |  |         List<long> damageList = BattleUtility.DivideDamageToList(damageDivide.ToArray(), totalDamage); | 
 |  |  |  | 
 |  |  |    //   技能开始 | 
 |  |  |    public void OnSkillStart() | 
 |  |  |    { | 
 |  |  |       skillEffect = SkillEffectFactory.CreateSkillEffect( | 
 |  |  |             caster, | 
 |  |  |             skillConfig, | 
 |  |  |             tagUseSkillAttack | 
 |  |  |          ); | 
 |  |  |         // 获取临时数据并应用伤害 | 
 |  |  |         int objID = (int)target.ObjID; | 
 |  |  |         tempDropList.TryGetValue(objID, out BattleDrops battleDrops); | 
 |  |  |         tempDeadPackList.TryGetValue(objID, out HB422_tagMCTurnFightObjDead deadPack); | 
 |  |  |         target.Hurt(damageList, totalDamage, hurt, skillConfig, _hitIndex, battleDrops, deadPack); | 
 |  |  |  | 
 |  |  |       skillEffect.Play(OnHitTargets); | 
 |  |  |    } | 
 |  |  |         // 处理施法者相关效果 | 
 |  |  |         caster.SuckHp(hurt.SuckHP, skillConfig); | 
 |  |  |         caster.HurtByReflect(hurt.BounceHP, skillConfig); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |    //   技能前摇帧结束 | 
 |  |  |    public virtual void OnStartSkillFrameEnd() | 
 |  |  |    { | 
 |  |  | 	 | 
 |  |  |    } | 
 |  |  |     // 处理死亡相关逻辑:分配掉落和经验 | 
 |  |  |     protected void HandleDead() | 
 |  |  |     { | 
 |  |  |         var deadPackList = BattleUtility.FindDeadPack(packList); | 
 |  |  |         if (deadPackList.Count <= 0) return; | 
 |  |  |  | 
 |  |  |    /// <summary> | 
 |  |  |    /// 中摇开始 times=第几次循环 从0开始 | 
 |  |  |    /// </summary> | 
 |  |  |    /// <param name="times"></param> | 
 |  |  |    public virtual void OnMiddleFrameStart(int times) | 
 |  |  |    { | 
 |  |  |       skillEffect.OnMiddleFrameStart(times); | 
 |  |  |    } | 
 |  |  |         CheckAfterDeadhPack(); | 
 |  |  |  | 
 |  |  |    public virtual void OnMiddleFrameEnd(int times, int hitIndex) | 
 |  |  |    { | 
 |  |  |       skillEffect.OnMiddleFrameEnd(times, hitIndex); | 
 |  |  |    } | 
 |  |  |         // 修复:先收集要删除的包,避免在foreach中修改集合 | 
 |  |  |         var dropPacksToRemove = new List<H0704_tagRolePackRefresh>(dropPackList); | 
 |  |  |         foreach (var _dropPack in dropPacksToRemove) | 
 |  |  |         { | 
 |  |  |             PackageRegedit.Distribute(_dropPack); | 
 |  |  |             packList.Remove(_dropPack); | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |    /// <summary> | 
 |  |  |    /// 后摇开始 | 
 |  |  |    /// </summary> | 
 |  |  |    public virtual void OnFinalFrameStart() | 
 |  |  |    { | 
 |  |  |       skillEffect.OnFinalFrameStart(); | 
 |  |  |    } | 
 |  |  |         // 获取并分配掉落物品和经验 | 
 |  |  |         var dropPack = PackManager.Instance.GetSinglePack(PackType.DropItem); | 
 |  |  |         var itemDict = dropPack.GetAllItems(); | 
 |  |  |         List<ItemModel> itemList = new List<ItemModel>(itemDict.Values.Where(item => item != null && item.isAuction)); | 
 |  |  |  | 
 |  |  |    /// <summary> | 
 |  |  |    /// 后摇结束 | 
 |  |  |    /// </summary> | 
 |  |  |    public virtual void OnFinalFrameEnd() | 
 |  |  |    {	 | 
 |  |  |       skillEffect.OnFinalFrameEnd(); | 
 |  |  |         var dropAssign = AssignDrops(itemList, deadPackList.Count); | 
 |  |  |         var expAssign = AssignExp(expPackList, deadPackList.Count); | 
 |  |  |  | 
 |  |  |       HandleDead(); | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |  | 
 |  |  |  | 
 |  |  |  | 
 |  |  |    protected void HighLightAllTargets() | 
 |  |  |    { | 
 |  |  |       if (skillConfig.FuncType != 2) | 
 |  |  |          return; | 
 |  |  |  | 
 |  |  |       // 高亮所有目标 | 
 |  |  |       List<BattleObject> targetList = battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack); | 
 |  |  |       List<BattleObject> highlightList = new List<BattleObject>(targetList); | 
 |  |  |       highlightList.Add(caster); | 
 |  |  |  | 
 |  |  |       List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); | 
 |  |  |  | 
 |  |  |       caster.heroInfoBar.SetActive(false); | 
 |  |  |  | 
 |  |  |       for (int i = 0; i < allList.Count; i++) | 
 |  |  |       { | 
 |  |  |          BattleObject bo = allList[i]; | 
 |  |  |          if (highlightList.Contains(bo)) | 
 |  |  |          { | 
 |  |  |             bo.layerMgr.SetFront(); | 
 |  |  |             bo.heroInfoBar.SetActive(true); | 
 |  |  |             bo.heroRectTrans.SetParent(battleField.battleRootNode.skillFrontNode, true); | 
 |  |  |          } | 
 |  |  |          else | 
 |  |  |          { | 
 |  |  |             bo.layerMgr.SetBack(); | 
 |  |  |             bo.heroRectTrans.SetParent(battleField.battleRootNode.skillBackNode, true); | 
 |  |  |          } | 
 |  |  |  | 
 |  |  |          if (targetList.Contains(bo)) | 
 |  |  |          { | 
 |  |  |             bo.heroInfoBar.SetActive(true); | 
 |  |  |          } | 
 |  |  |          else | 
 |  |  |          { | 
 |  |  |             bo.heroInfoBar.SetActive(false); | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |       caster.layerMgr.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder); | 
 |  |  |  | 
 |  |  |       battleField.battleRootNode.skillMaskNode.SetActive(true); | 
 |  |  |  | 
 |  |  |       // caster.battleField.skillMask | 
 |  |  |       //   把这些BO全高亮 或者说把除了这些的都放在遮罩后面 | 
 |  |  |       //   YYL TODO | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    //   命中目标后的回调 正常是以各技能的方式来处理的 | 
 |  |  |    protected virtual void OnHitTargets(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList) | 
 |  |  |    { | 
 |  |  |       for (int i = 0; i < hitList.Count; i++) | 
 |  |  |       { | 
 |  |  |          HB427_tagSCUseSkill.tagSCUseSkillHurt hurt = hitList[i]; | 
 |  |  |  | 
 |  |  |          BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); | 
 |  |  |          if (target == null) | 
 |  |  |          { | 
 |  |  |             Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); | 
 |  |  |             continue; | 
 |  |  |          } | 
 |  |  |  | 
 |  |  |          OnHitEachTarget(_hitIndex, target, hurt); | 
 |  |  |       } | 
 |  |  | 		 | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |  | 
 |  |  |    protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt) | 
 |  |  |    { | 
 |  |  |       // 伤害分布 (万分比) | 
 |  |  |       // Debug.LogError("skillConfig.DamageDivide.Count " + skillConfig.DamageDivide.Length + " _hitIndex " + _hitIndex); | 
 |  |  |       int[] damageDivide = skillConfig.DamageDivide[_hitIndex]; | 
 |  |  |  | 
 |  |  |       long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx); | 
 |  |  |  | 
 |  |  |       // 保证所有分配项加起来等于totalDamage,避免因整除导致的误差 | 
 |  |  |       List<long> damageList = BattleUtility.DivideDamageToList(damageDivide, totalDamage); | 
 |  |  |       // public uint ObjID; | 
 |  |  |       // public uint AttackTypes;        // 飘血类型汇总,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 | 
 |  |  |       // public uint HurtHP;        // 飘血值,求余亿部分 | 
 |  |  |       // public uint HurtHPEx;        // 飘血值,整除亿部分 | 
 |  |  |       // public uint CurHP;        // 更新剩余血量,求余亿部分 | 
 |  |  |       // public uint CurHPEx;        // 更新剩余血量,整除亿部分 | 
 |  |  |       // public uint SuckHP;        // 本次伤害转化的吸血量 | 
 |  |  |       // public uint BounceHP;        // 本次伤害反弹的伤害量 | 
 |  |  |  | 
 |  |  |  | 
 |  |  |       //   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 | 
 |  |  |       target.Hurt(damageList, totalDamage, hurt, skillConfig); | 
 |  |  |  | 
 |  |  |       //   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 | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |  | 
 |  |  |    protected void HandleDead() | 
 |  |  |    { | 
 |  |  |       var deadPackList = BattleUtility.FindDeadPack(packList); | 
 |  |  |       int deadCount = deadPackList.Count; | 
 |  |  |  | 
 |  |  |       if (deadCount <= 0) | 
 |  |  |       { | 
 |  |  |          //   如果没死亡就不用管 | 
 |  |  |          return; | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |       CheckAfterDeadhPack(); | 
 |  |  |         // 构造BattleDrops并缓存 | 
 |  |  |         for (int i = 0; i < deadPackList.Count; i++) | 
 |  |  |         { | 
 |  |  |             int objID = (int)deadPackList[i].ObjID; | 
 |  |  |             BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject(objID); | 
 |  |  |              | 
 |  |  |             // 修复:添加空值检查 | 
 |  |  |             if (deadTarget == null) | 
 |  |  |             { | 
 |  |  |                 Debug.LogError($"找不到死亡目标,ObjID: {objID}"); | 
 |  |  |                 continue; | 
 |  |  |             } | 
 |  |  |              | 
 |  |  |             List<int> itemIndexList = dropAssign[i].Select(item => item.gridIndex).ToList(); | 
 |  |  |              | 
 |  |  |             BattleDrops battleDrops = new BattleDrops() | 
 |  |  |             { | 
 |  |  |                 rectTransform = deadTarget.heroRectTrans, | 
 |  |  |                 dropItemPackIndex = itemIndexList, | 
 |  |  |                 expDrops = expAssign[i] | 
 |  |  |             }; | 
 |  |  |  | 
 |  |  |       // 处理掉落包 提前distribute之后 PackManager才有掉落物 所以不跟assignexp一样distribute | 
 |  |  |       foreach (var _dropPack in dropPackList) | 
 |  |  |       { | 
 |  |  |          PackageRegedit.Distribute(_dropPack); | 
 |  |  |          packList.Remove(_dropPack); | 
 |  |  |       } | 
 |  |  |             // 修复:避免字典键冲突,使用安全的添加方式 | 
 |  |  |             if (!tempDropList.ContainsKey(objID)) | 
 |  |  |             { | 
 |  |  |                 tempDropList.Add(objID, battleDrops); | 
 |  |  |             } | 
 |  |  |             else | 
 |  |  |             { | 
 |  |  |                 Debug.LogWarning($"tempDropList中已存在ObjID={objID}的记录,将覆盖原值"); | 
 |  |  |                 tempDropList[objID] = battleDrops; // 覆盖现有值 | 
 |  |  |             } | 
 |  |  |  | 
 |  |  |       // 获取掉落物品 | 
 |  |  |       var dropPack = PackManager.Instance.GetSinglePack(PackType.DropItem); | 
 |  |  |       var itemDict = dropPack.GetAllItems(); | 
 |  |  |       List<ItemModel> itemList = new List<ItemModel>( | 
 |  |  |          from item in itemDict.Values | 
 |  |  |          where item != null && item.isAuction | 
 |  |  |          select item); | 
 |  |  |             if (!tempDeadPackList.ContainsKey(objID)) | 
 |  |  |             { | 
 |  |  |                 tempDeadPackList.Add(objID, deadPackList[i]); | 
 |  |  |             } | 
 |  |  |             else | 
 |  |  |             { | 
 |  |  |                 Debug.LogWarning($"tempDeadPackList中已存在ObjID={objID}的记录,将覆盖原值"); | 
 |  |  |                 tempDeadPackList[objID] = deadPackList[i]; // 覆盖现有值 | 
 |  |  |             } | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |         // 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>()); | 
 |  |  |         foreach (var deadPack in deadPacksToRemove) | 
 |  |  |         { | 
 |  |  |             packList.Remove(deadPack); | 
 |  |  |         } | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     // 分配掉落物品:将掉落物品平均分配给死亡对象 | 
 |  |  |     protected List<List<ItemModel>> AssignDrops(List<ItemModel> itemList, int deadCount) | 
 |  |  |     { | 
 |  |  |         var dropAssign = new List<List<ItemModel>>(); | 
 |  |  |         for (int i = 0; i < deadCount; i++) | 
 |  |  |             dropAssign.Add(new List<ItemModel>()); | 
 |  |  |         for (int i = 0; i < itemList.Count; i++) | 
 |  |  |             dropAssign[i % deadCount].Add(itemList[i]); | 
 |  |  |         return dropAssign; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |       // 分配掉落和经验 | 
 |  |  |       var dropAssign = AssignDrops(itemList, deadCount); | 
 |  |  |       var expAssign = AssignExp(expPackList, deadCount); | 
 |  |  |     // 分配经验值:将经验包平均分配给每个死亡对象 | 
 |  |  |     protected List<List<HB405_tagMCAddExp>> AssignExp(List<HB405_tagMCAddExp> expList, int deadCount) | 
 |  |  |     { | 
 |  |  |         var expAssign = new List<List<HB405_tagMCAddExp>>(); | 
 |  |  |         for (int i = 0; i < deadCount; i++) | 
 |  |  |             expAssign.Add(new List<HB405_tagMCAddExp>()); | 
 |  |  |  | 
 |  |  |       // 构造 BattleDrops 并分配 | 
 |  |  |       for (int i = 0; i < deadCount; i++) | 
 |  |  |       { | 
 |  |  |          BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject((int)deadPackList[i].ObjID); | 
 |  |  |          List<ItemModel> itemModelDrops = dropAssign[i]; | 
 |  |  |          List<int> itemModelDropsIndexList = new List<int>( | 
 |  |  |             from item in itemModelDrops select item.gridIndex); | 
 |  |  |          BattleDrops battleDrops = new BattleDrops() | 
 |  |  |          { | 
 |  |  |             rectTransform = deadTarget.heroRectTrans, | 
 |  |  |             dropItemPackIndex = itemModelDropsIndexList, | 
 |  |  |             expDrops = expAssign[i] | 
 |  |  |          }; | 
 |  |  |          deadTarget.PushDropItems(battleDrops); | 
 |  |  |       } | 
 |  |  |         // 修复:检查除零风险 | 
 |  |  |         if (deadCount == 0) | 
 |  |  |         { | 
 |  |  |             Debug.LogWarning("AssignExp: deadCount为0,无法分配经验"); | 
 |  |  |             return expAssign; | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |       // 分发死亡包 | 
 |  |  |         // 修复:先收集要删除的包,避免在foreach中修改packList | 
 |  |  |         var expPacksToRemove = new List<HB405_tagMCAddExp>(); | 
 |  |  |  | 
 |  |  |       battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>(deadPackList)); | 
 |  |  |       foreach (var deadPack in deadPackList) | 
 |  |  |       { | 
 |  |  |          packList.Remove(deadPack); | 
 |  |  |       } | 
 |  |  |       deadPackList.Clear(); | 
 |  |  |    } | 
 |  |  |         foreach (var expPack in expList) | 
 |  |  |         { | 
 |  |  |             long totalExp = GeneralDefine.GetFactValue(expPack.Exp, expPack.ExpPoint); | 
 |  |  |             long avgExp = totalExp / deadCount; | 
 |  |  |             long remain = totalExp % deadCount; | 
 |  |  |  | 
 |  |  |             for (int i = 0; i < deadCount; i++) | 
 |  |  |             { | 
 |  |  |                 long assignExp = avgExp + (i < remain ? 1 : 0); | 
 |  |  |                 var newPack = new HB405_tagMCAddExp | 
 |  |  |                 { | 
 |  |  |                     Exp = (uint)(assignExp % 100000000), | 
 |  |  |                     ExpPoint = (uint)(assignExp / 100000000), | 
 |  |  |                     Source = expPack.Source | 
 |  |  |                 }; | 
 |  |  |                 expAssign[i].Add(newPack); | 
 |  |  |             } | 
 |  |  |             expPacksToRemove.Add(expPack); | 
 |  |  |         } | 
 |  |  |          | 
 |  |  |         // 统一删除收集的包 | 
 |  |  |         foreach (var pack in expPacksToRemove) | 
 |  |  |         { | 
 |  |  |             packList.Remove(pack); | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |         return expAssign; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |    // 分配掉落 | 
 |  |  |    protected List<List<ItemModel>> AssignDrops(List<ItemModel> itemList, int deadCount) | 
 |  |  |    { | 
 |  |  |       var dropAssign = new List<List<ItemModel>>(deadCount); | 
 |  |  |       for (int i = 0; i < deadCount; i++) | 
 |  |  |          dropAssign.Add(new List<ItemModel>()); | 
 |  |  |       for (int i = 0; i < itemList.Count; i++) | 
 |  |  |          dropAssign[i % deadCount].Add(itemList[i]); | 
 |  |  |       return dropAssign; | 
 |  |  |    } | 
 |  |  |     // 检查死亡后的包处理:处理技能包、掉落包、经验包 | 
 |  |  |     protected void CheckAfterDeadhPack() | 
 |  |  |     { | 
 |  |  |         List<int> removeIndexList = new List<int>(); | 
 |  |  |          | 
 |  |  |         for (int i = 0; i < packList.Count; i++) | 
 |  |  |         { | 
 |  |  |             var pack = packList[i]; | 
 |  |  |  | 
 |  |  |    // 分配经验:每个原始包都平均分配到每个死亡对象 | 
 |  |  |    protected List<List<HB405_tagMCAddExp>> AssignExp(List<HB405_tagMCAddExp> expList, int deadCount) | 
 |  |  |    { | 
 |  |  |       var expAssign = new List<List<HB405_tagMCAddExp>>(deadCount); | 
 |  |  |       for (int i = 0; i < deadCount; i++) | 
 |  |  |          expAssign.Add(new List<HB405_tagMCAddExp>()); | 
 |  |  |             // 复活基本都靠技能包 | 
 |  |  |             if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_")) | 
 |  |  |                 break; | 
 |  |  |                  | 
 |  |  |             if (pack is H0704_tagRolePackRefresh h0704Pack && h0704Pack.PackType == (byte)PackType.DropItem && h0704Pack.IsBind == 1) | 
 |  |  |             { | 
 |  |  |                 dropPackList.Add(h0704Pack); | 
 |  |  |                 removeIndexList.Add(i); | 
 |  |  |             } | 
 |  |  |              | 
 |  |  |             if (pack is HB405_tagMCAddExp h405Pack && h405Pack.Source == 2) | 
 |  |  |             { | 
 |  |  |                 expPackList.Add(h405Pack); | 
 |  |  |                 removeIndexList.Add(i); | 
 |  |  |             } | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |       foreach (var expPack in expList) | 
 |  |  |       { | 
 |  |  |          long totalExp = GeneralDefine.GetFactValue(expPack.Exp, expPack.ExpPoint); | 
 |  |  |          long avgExp = totalExp / deadCount; | 
 |  |  |          long remain = totalExp % deadCount; | 
 |  |  |         for (int i = removeIndexList.Count - 1; i >= 0; i--) | 
 |  |  |             packList.RemoveAt(removeIndexList[i]); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |          for (int i = 0; i < deadCount; i++) | 
 |  |  |          { | 
 |  |  |             long assignExp = avgExp + (i < remain ? 1 : 0); | 
 |  |  |             long expPoint = assignExp / 100000000; | 
 |  |  |             long exp = assignExp % 100000000; | 
 |  |  |             var newPack = new HB405_tagMCAddExp | 
 |  |  |             { | 
 |  |  |                Exp = (uint)exp, | 
 |  |  |                ExpPoint = (uint)expPoint, | 
 |  |  |                Source = expPack.Source // 保持原包来源 | 
 |  |  |             }; | 
 |  |  |             expAssign[i].Add(newPack); | 
 |  |  |          } | 
 |  |  |          packList.Remove(expPack); | 
 |  |  |       } | 
 |  |  |       return expAssign; | 
 |  |  |    } | 
 |  |  |     // 检查技能是否完成:综合检查所有完成条件 | 
 |  |  |     public virtual bool IsFinished() | 
 |  |  |     { | 
 |  |  |         if (!isPlay) return false; | 
 |  |  |          | 
 |  |  |  | 
 |  |  |         // 检查技能效果是否完成 | 
 |  |  |         if (skillEffect != null) | 
 |  |  |         { | 
 |  |  |             if (!skillEffect.IsFinished()) return false; | 
 |  |  |             skillEffect = null; | 
 |  |  |             OnSkillFinished(); | 
 |  |  |             return false; | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |         // 检查其他技能动作是否完成 | 
 |  |  |         if (otherSkillActionList.Count > 0) | 
 |  |  |         { | 
 |  |  |             for (int i = otherSkillActionList.Count - 1; i >= 0; i--) | 
 |  |  |             { | 
 |  |  |                 var action = otherSkillActionList[i]; | 
 |  |  |                 if (action.IsFinished()) | 
 |  |  |                 { | 
 |  |  |                     otherSkillActionList.RemoveAt(i); | 
 |  |  |                     OnSkillFinished(); | 
 |  |  |                 } | 
 |  |  |             } | 
 |  |  |             if (otherSkillActionList.Count > 0) return false; | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |    protected void CheckAfterDeadhPack() | 
 |  |  |    { | 
 |  |  |       List<int> removeIndexList = new List<int>(); | 
 |  |  |       for (int i = 0; i < packList.Count; i++) | 
 |  |  |       { | 
 |  |  |          var pack = packList[i]; | 
 |  |  |         // 检查最终完成状态 | 
 |  |  |         if (isFinished && moveFinished) | 
 |  |  |         { | 
 |  |  |             if (packList.Count > 0) | 
 |  |  |             { | 
 |  |  |                 OnSkillFinished(); | 
 |  |  |                 return false; | 
 |  |  |             } | 
 |  |  |  | 
 |  |  |          //    复活基本都靠技能包 | 
 |  |  |          if (pack is CustomHB426CombinePack) | 
 |  |  |          { | 
 |  |  |             var combinePack = pack as CustomHB426CombinePack; | 
 |  |  |             if (combinePack.startTag.Tag.StartsWith("Skill_")) | 
 |  |  |             { | 
 |  |  |                break; // 找到技能包就不需要再处理了 | 
 |  |  |             } | 
 |  |  |          } | 
 |  |  |          else if (pack is H0704_tagRolePackRefresh) | 
 |  |  |          { | 
 |  |  |             var h0704Pack = pack as H0704_tagRolePackRefresh; | 
 |  |  |             if (h0704Pack.PackType == (byte)PackType.DropItem) | 
 |  |  |             { | 
 |  |  |                //   掉落的 | 
 |  |  |                if (h0704Pack.IsBind == 1) | 
 |  |  |                { | 
 |  |  |                   //   掉落的物品 | 
 |  |  |                   dropPackList.Add(h0704Pack); | 
 |  |  |                   removeIndexList.Add(i); | 
 |  |  |                } | 
 |  |  |                else if (h0704Pack.IsBind == 0) | 
 |  |  |                { | 
 |  |  |                   //   替换的 | 
 |  |  |                } | 
 |  |  |             } | 
 |  |  |          } | 
 |  |  |          else if (pack is HB405_tagMCAddExp) | 
 |  |  |          { | 
 |  |  |             var h405Pack = pack as HB405_tagMCAddExp; | 
 |  |  |             return true; | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |             //B4 05 获得经验 #tagMCAddExp 通知获得的经验, | 
 |  |  |             //可用于做经验获得表现 Source = 2 时为主线击杀怪物获得经验 | 
 |  |  |             if (h405Pack.Source == 2) | 
 |  |  |             { | 
 |  |  |                expPackList.Add(h405Pack); | 
 |  |  |                removeIndexList.Add(i); | 
 |  |  |             } | 
 |  |  |          } | 
 |  |  |         return false; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |       for (int i = removeIndexList.Count - 1; i >= 0; i--) | 
 |  |  |       { | 
 |  |  |          packList.RemoveAt(removeIndexList[i]); | 
 |  |  |       } | 
 |  |  |    } | 
 |  |  |    public virtual bool IsFinished() | 
 |  |  |    { | 
 |  |  |       if (skillEffect != null) | 
 |  |  |       { | 
 |  |  |          if (!skillEffect.IsFinished()) | 
 |  |  |          { | 
 |  |  |             return false; | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |     // 强制结束技能:立即结束所有技能相关的处理 | 
 |  |  |     public virtual void ForceFinished() | 
 |  |  |     { | 
 |  |  |         skillEffect?.ForceFinished(); | 
 |  |  |          | 
 |  |  |         otherSkillActionList.ForEach(action => action.ForceFinish()); | 
 |  |  |         otherSkillActionList.Clear(); | 
 |  |  |  | 
 |  |  |       if (otherSkillAction != null) | 
 |  |  |       { | 
 |  |  |          if (!otherSkillAction.IsFinished()) | 
 |  |  |          { | 
 |  |  |             return false; | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |         isFinished = true; | 
 |  |  |         moveFinished = true; | 
 |  |  |         isPlay = true; | 
 |  |  |  | 
 |  |  |       if (isFinished && moveFinished) | 
 |  |  |       { | 
 |  |  |          List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); | 
 |  |  |          for (int i = 0; i < allList.Count; i++) | 
 |  |  |          { | 
 |  |  |             BattleObject bo = allList[i]; | 
 |  |  |             bo.layerMgr.SetFront(); | 
 |  |  |             bo.heroRectTrans.SetParent(battleField.GetTeamNode(bo.Camp, bo.teamHero.positionNum), true); | 
 |  |  |             bo.heroInfoBar.SetActive(true); | 
 |  |  |          } | 
 |  |  |          battleField.battleRootNode.skillMaskNode.SetActive(false); | 
 |  |  |         // 处理所有剩余包 | 
 |  |  |         while (packList.Count > 0) | 
 |  |  |         { | 
 |  |  |             var pack = packList[0]; | 
 |  |  |             packList.RemoveAt(0); | 
 |  |  |  | 
 |  |  |          return true; | 
 |  |  |       } | 
 |  |  |       else | 
 |  |  |       { | 
 |  |  |          return false; | 
 |  |  |       } | 
 |  |  |    } | 
 |  |  |             if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_")) | 
 |  |  |             { | 
 |  |  |                 var otherSkillAction = combinePack.CreateSkillAction(); | 
 |  |  |                 otherSkillAction.fromSkillId = skillConfig.SkillID; | 
 |  |  |                 otherSkillAction.ForceFinish(); | 
 |  |  |             } | 
 |  |  |             else | 
 |  |  |             { | 
 |  |  |                 if (pack is CustomB421ActionPack actionPack) | 
 |  |  |                     actionPack.Distribute(); | 
 |  |  |                 PackageRegedit.Distribute(pack); | 
 |  |  |             } | 
 |  |  |         } | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |    public virtual void ForceFinished() | 
 |  |  |    { | 
 |  |  |       skillEffect?.ForceFinished(); | 
 |  |  |       isFinished = true; | 
 |  |  |       moveFinished = true; | 
 |  |  |     // 技能完成处理:正常完成时的清理工作 | 
 |  |  |     public void OnSkillFinished() | 
 |  |  |     { | 
 |  |  |         // 修复:使用循环代替递归,避免栈溢出风险 | 
 |  |  |         try | 
 |  |  |         { | 
 |  |  |             while (true) | 
 |  |  |             { | 
 |  |  |                 // 验证技能效果是否完成 | 
 |  |  |                 if (skillEffect != null && !skillEffect.IsFinished())  | 
 |  |  |                     return; | 
 |  |  |                      | 
 |  |  |                 if (skillEffect != null) | 
 |  |  |                 { | 
 |  |  |                     skillEffect = null; | 
 |  |  |                     continue; // 使用continue代替递归调用 | 
 |  |  |                 } | 
 |  |  |  | 
 |  |  |       while (packList.Count > 0) | 
 |  |  |       { | 
 |  |  |          var pack = packList[0]; | 
 |  |  |          packList.RemoveAt(0); | 
 |  |  |                 // 验证其他技能动作是否完成 | 
 |  |  |                 if (otherSkillActionList.Count > 0) | 
 |  |  |                 { | 
 |  |  |                     bool hasFinishedAction = false; | 
 |  |  |                     for (int i = otherSkillActionList.Count - 1; i >= 0; i--) | 
 |  |  |                     { | 
 |  |  |                         var action = otherSkillActionList[i]; | 
 |  |  |                         if (action.IsFinished()) | 
 |  |  |                         { | 
 |  |  |                             otherSkillActionList.RemoveAt(i); | 
 |  |  |                             hasFinishedAction = true; | 
 |  |  |                         } | 
 |  |  |                     } | 
 |  |  |                     if (hasFinishedAction) | 
 |  |  |                     { | 
 |  |  |                         continue; // 使用continue代替递归调用 | 
 |  |  |                     } | 
 |  |  |                     return; | 
 |  |  |                 } | 
 |  |  |  | 
 |  |  |          if (pack is CustomHB426CombinePack) | 
 |  |  |          { | 
 |  |  |             var combinePack = pack as CustomHB426CombinePack; | 
 |  |  |             if (combinePack.startTag.Tag.StartsWith("Skill_")) | 
 |  |  |             { | 
 |  |  |                BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag); | 
 |  |  |                otherSkillAction = combinePack.CreateSkillAction(); | 
 |  |  |                 break; // 没有更多需要处理的,退出循环 | 
 |  |  |             } | 
 |  |  |  | 
 |  |  |                //   强制结束其他技能 | 
 |  |  |                otherSkillAction.ForceFinish(); | 
 |  |  |                return; | 
 |  |  |             } | 
 |  |  |          } | 
 |  |  |          PackageRegedit.Distribute(pack); | 
 |  |  |       } | 
 |  |  |    } | 
 |  |  |             // 处理剩余包 | 
 |  |  |             while (packList.Count > 0) | 
 |  |  |             { | 
 |  |  |                 var pack = packList[0]; | 
 |  |  |                 packList.RemoveAt(0); | 
 |  |  |  | 
 |  |  |    public void OnSkillFinished() | 
 |  |  |    { | 
 |  |  |       if (skillEffect != null) | 
 |  |  |       { | 
 |  |  |          if (!skillEffect.IsFinished()) | 
 |  |  |          { | 
 |  |  |             return; | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |                 if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_")) | 
 |  |  |                 { | 
 |  |  |                     BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag); | 
 |  |  |                     var otherSkillAction = combinePack.CreateSkillAction(); | 
 |  |  |                     otherSkillAction.fromSkillId = skillConfig.SkillID; | 
 |  |  |                     otherSkillActionList.Add(otherSkillAction); | 
 |  |  |                     return; | 
 |  |  |                 } | 
 |  |  |  | 
 |  |  |       while (packList.Count > 0) | 
 |  |  |       { | 
 |  |  |          var pack = packList[0]; | 
 |  |  |          packList.RemoveAt(0); | 
 |  |  |                 if (pack is CustomB421ActionPack actionPack) | 
 |  |  |                     actionPack.Distribute(); | 
 |  |  |                 PackageRegedit.Distribute(pack); | 
 |  |  |             } | 
 |  |  |         } | 
 |  |  |         catch (Exception ex) | 
 |  |  |         { | 
 |  |  |             Debug.LogError($"OnSkillFinished异常: {ex.Message},技能ID={skillConfig.SkillID}"); | 
 |  |  |             // 确保状态一致性,即使出现异常也要标记完成 | 
 |  |  |             isFinished = true; | 
 |  |  |             throw; // 重新抛出异常供上层处理 | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |          if (pack is CustomHB426CombinePack) | 
 |  |  |          { | 
 |  |  |             var combinePack = pack as CustomHB426CombinePack; | 
 |  |  |             if (combinePack.startTag.Tag.StartsWith("Skill_")) | 
 |  |  |             { | 
 |  |  |                BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag); | 
 |  |  |                otherSkillAction = combinePack.CreateSkillAction(); | 
 |  |  |                otherSkillAction.fromSkillId = skillConfig.SkillID; | 
 |  |  |                return; | 
 |  |  |             } | 
 |  |  |          } | 
 |  |  |          PackageRegedit.Distribute(pack); | 
 |  |  |       } | 
 |  |  |         isFinished = true; | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |       isFinished = true; | 
 |  |  |    } | 
 |  |  |     // 添加清理方法:防止内存泄漏 | 
 |  |  |     public virtual void Cleanup() | 
 |  |  |     { | 
 |  |  |         tempDropList?.Clear(); | 
 |  |  |         tempDeadPackList?.Clear(); | 
 |  |  |         otherSkillActionList?.Clear(); | 
 |  |  |         dropPackList?.Clear(); | 
 |  |  |         expPackList?.Clear(); | 
 |  |  |          | 
 |  |  |         skillEffect = null; | 
 |  |  |         packList = null; | 
 |  |  |     } | 
 |  |  | } |