| | |
| | | // battleField.battleRootNode.SetSortingOrder(); |
| | | } |
| | | |
| | | protected long suckHp = 0; |
| | | |
| | | // 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) |
| | | { |
| | | // 造成伤害前先处理血量刷新包 |
| | | HandleRefreshHP(); |
| | | |
| | | suckHp = 0; |
| | | |
| | | foreach (var hurt in hitList) |
| | | { |
| | | suckHp += hurt.SuckHP; |
| | | } |
| | | |
| | | foreach (var hurt in hitList) |
| | | { |
| | |
| | | OnHitEachTarget(_hitIndex, target, hurt); |
| | | } |
| | | } |
| | | |
| | | // protected void RecoveryHp(long suckHp, int _hitIndex) |
| | | // { |
| | | // // long suckHp = hurt.SuckHP; |
| | | |
| | | // if (suckHp <= 0) |
| | | // { |
| | | // return; |
| | | // } |
| | | |
| | | // List<long> suckHpList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, suckHp); |
| | | |
| | | // long currentHitSuckHp = 0; |
| | | // foreach (long suck in suckHpList) |
| | | // { |
| | | // currentHitSuckHp += suck; |
| | | // } |
| | | |
| | | // long fromHp = caster.teamHero.curHp; |
| | | // long toHp = caster.teamHero.curHp + currentHitSuckHp; |
| | | |
| | | // // 参数打包 |
| | | // BattleHurtParam hurtParam = new BattleHurtParam() |
| | | // { |
| | | // casterObj = caster, |
| | | // hurtObj = null, |
| | | // damageList = new List<long>(), |
| | | // suckHpList = suckHpList, |
| | | // reflectHpList = new List<long>(), |
| | | // fromHp = fromHp, |
| | | // toHp = toHp, |
| | | // battleDrops = null, |
| | | // hurt = null, |
| | | // hitIndex = _hitIndex, |
| | | // deadPack = null, |
| | | // skillConfig = skillConfig |
| | | // }; |
| | | |
| | | // caster.Hurt(hurtParam); |
| | | // } |
| | | |
| | | // 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) |
| | |
| | | long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx); |
| | | List<long> damageList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, totalDamage); |
| | | |
| | | long totalSuckHp = suckHp; |
| | | List<long> suckHpList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, totalSuckHp); |
| | | |
| | | |
| | | // ============ 第二步:刷新实际血量 ============ |
| | | long fromHp = target.teamHero.curHp; |
| | | |
| | | |
| | | |
| | | // ============处理吸血跟反伤 =============== |
| | | // ============处理反伤 =============== |
| | | // 也要按每一击平均算 最后要补齐伤害 |
| | | long suckHp = hurt.SuckHP; |
| | | |
| | | long reflectHp = hurt.BounceHP; |
| | | |
| | | List<long> suckHpList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, suckHp); |
| | | |
| | | List<long> reflectHpList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, reflectHp); |
| | | // long currentSuckHp = suckHp / tagUseSkillAttack.HurtCount; |
| | |
| | | currentHitDamage += dmg; |
| | | } |
| | | |
| | | long currentHitSuckHp = 0; |
| | | foreach (long suck in suckHpList) |
| | | { |
| | | currentHitSuckHp += suck; |
| | | } |
| | | |
| | | |
| | | long currentHitReflectHp = 0; |
| | | foreach (long reflect in reflectHpList) |
| | |
| | | currentHitReflectHp += reflect; |
| | | } |
| | | |
| | | long toHp = Math.Max(0, fromHp - currentHitDamage); |
| | | long shieldValue = target.buffMgr.GetShieldValue(); |
| | | |
| | | long remainSheild = shieldValue - currentHitDamage; |
| | | |
| | | long toShieldValue = Math.Max(0, shieldValue - currentHitDamage); |
| | | |
| | | long shieldRecieveDamage = shieldValue - toShieldValue; |
| | | |
| | | // if (shieldValue > 0 && remainSheild >= 0) |
| | | // { |
| | | // currentHitDamage = 0; |
| | | // target.buffMgr.ReduceShieldValue(currentHitDamage); |
| | | // } |
| | | // else if (shieldValue > 0 && remainSheild < 0) |
| | | // { |
| | | // currentHitDamage = Math.Abs(remainSheild); |
| | | // target.buffMgr.ClearShield(); |
| | | // } |
| | | |
| | | long toHp = fromHp; //Math.Max(0, fromHp - currentHitDamage); |
| | | |
| | | |
| | | // 判断是治疗还是伤害 |
| | | bool isHealing = ((hurt.AttackTypes & (int)ServerDamageType.Recovery) != 0 || |
| | | (hurt.AttackTypes & (int)ServerDamageType.DamageReverse) != 0) && |
| | | (hurt.AttackTypes & (int)ServerDamageType.Damage) == 0 && |
| | | (hurt.AttackTypes & (int)ServerDamageType.Realdamage) == 0 && |
| | | (hurt.AttackTypes & (int)ServerDamageType.SuckHpReverse) == 0 && |
| | | (hurt.AttackTypes & (int)ServerDamageType.SelfHarm) == 0; |
| | | |
| | | if (isHealing) |
| | | { |
| | | // 治疗逻辑:直接加血,不考虑护盾 |
| | | toHp = Math.Min(target.teamHero.maxHp, fromHp + currentHitDamage); |
| | | } |
| | | else |
| | | { |
| | | // 伤害逻辑:先扣护盾,再扣血 |
| | | if (remainSheild < 0) |
| | | { |
| | | // 盾被打破 |
| | | toHp = Math.Max(0, fromHp + remainSheild); |
| | | } |
| | | } |
| | | |
| | | |
| | | // 更新目标血量 |
| | |
| | | |
| | | #if UNITY_EDITOR |
| | | BattleDebug.LogError( |
| | | (caster.Camp == BattleCamp.Red ? "【红方行动】" : "【蓝方行动】") + "\n" + |
| | | (caster.Camp == BattleCamp.Red ? "【红方行动】" : "【蓝方行动】 ") + |
| | | $"攻击者: {caster.teamHero.name}\n" + |
| | | $"目标: {target.teamHero.name}\n" + |
| | | $"技能: {skillConfig.SkillName} (第{_hitIndex}击)\n" + |
| | | $"伤害: {currentHitDamage} (总伤害: {totalDamage})\n" + |
| | | $"吸血: {currentHitSuckHp}\n" + |
| | | $"伤害: {currentHitDamage} 实际受到伤害: {fromHp-toHp} (总伤害: {totalDamage})\n" + |
| | | $"承伤前护盾值: {shieldValue}\n" + |
| | | $"承伤后护盾值: {toShieldValue}\n" + |
| | | $"护盾承受伤害: {shieldRecieveDamage}\n" + |
| | | $"反伤: {currentHitReflectHp}\n" + |
| | | $"血量变化: {fromHp} -> {toHp}\n" + |
| | | $"技能包里的血量是: {GeneralDefine.GetFactValue(hurt.CurHP, hurt.CurHPEx)}\n" |
| | |
| | | casterObj = caster, |
| | | hurtObj = target, |
| | | damageList = damageList, |
| | | suckHpList = suckHpList, |
| | | suckHpList = suckHpList, //suckHpList, |
| | | reflectHpList = reflectHpList, |
| | | fromHp = fromHp, |
| | | toHp = toHp, |
| | | maxHp = target.teamHero.maxHp, |
| | | fromShieldValue = shieldValue, |
| | | toShieldValue = toShieldValue, |
| | | battleDrops = battleDrops, |
| | | hurt = hurt, |
| | | hitIndex = _hitIndex, |