Main/System/Battle/BattleObject/BattleObject.cs
@@ -5,11 +5,14 @@
using DG.Tweening;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using Spine.Unity;
using UnityEngine.UI;
using System.Linq;
public enum BattleCamp
{
    Friendly,
    Enemy
    Red,
    Blue
}
public enum BattleState
@@ -25,131 +28,720 @@
public class BattleObject
{
    public string BattleObjectId { get; protected set; }
    public BattleCamp Camp { get; protected set; } = BattleCamp.Friendly;
    public TeamCard teamCard { get; protected set; }
    public BattleField battleField;
    protected MotionBase motionBase;
    public BattleObjectBuffMgr buffMgr;
    protected GameObject cardGO;
    public virtual void Init(TeamCard _teamCard)
    public BattleObjectLayerMgr layerMgr;
    public int ObjID { get; set; }
    public BattleCamp Camp { get; protected set; }
    public TeamHero teamHero { get; protected set; }
    public MotionBase motionBase;
    public GameObject heroGo
    {
        this.teamCard = _teamCard;
        motionBase = new MotionBase();
        get;
        private set;
    }
    protected void LoadCard()
    protected BattleDrops m_battleDrops;
    private RectTransform m_heroRectTrans;
    public RectTransform heroRectTrans
    {
    }
    #region 战斗相关函数
    public virtual void AttackTarget(List<BattleObject> targets)
    {
        // 找离自己最近的
        if (0 == targets.Count) return;
        BattleObject target = targets[0];
        if (1 != targets.Count)
        get
        {
            for (int i = 1; i < targets.Count; i++)
            if (m_heroRectTrans == null)
            {
                if (Vector3.Distance(cardGO.transform.position, targets[i].cardGO.transform.position) < Vector3.Distance(cardGO.transform.position, target.cardGO.transform.position))
                {
                    target = targets[i];
                }
                m_heroRectTrans = heroGo.GetComponent<RectTransform>();
            }
            return m_heroRectTrans;
        }
        Vector3 tempPos = cardGO.transform.position;
        motionBase.OnAttackAnimationComplete = () => {
            // 攻击动画结束之后 回到原来的位置
            cardGO.transform.DOMove(tempPos, 1f).OnComplete(() => {
                // motionBase.ClearEvent();// = null;
                //  通知本次攻击行动结束
                //  通过battleFieldId来告知BattleFieldMgr
            });
        };
        cardGO.transform.DOMove(target.cardGO.transform.position, 1f).OnComplete(() => {
            // 播放攻击动画
            motionBase.OnAttackHitEvent = (int attackIndex) => {
                for (int i = 0; i < targets.Count; i++)
                {
                    targets[i].UnderAttack(this);
                }
            };
            //普攻是hit1
            motionBase.PlayAnimationEx(MotionName.atk1, false, new List<int>(){
                5//假设是5帧 目前还没有数据
            });
        });
    }
    public virtual void CastSkill(List<BattleObject> targets)
    protected Action onDeathAnimationComplete;
    protected Renderer[] renderers;
    private List<HB405_tagMCAddExp> hB405_tagMCAddExps = new List<HB405_tagMCAddExp>();
    public BattleHeroInfoBar heroInfoBar;
    public BattleObject(BattleField _battleField)
    {
        //  需不需要move 攻击目标是谁
        battleField = _battleField;
    }
    public virtual float UnderAttack(BattleObject attacker)
    public virtual void Init(GameObject _heroGo, TeamHero _teamHero, BattleCamp _camp)
    {
        return 0;
        heroGo = _heroGo;
        teamHero = _teamHero;
        Camp = _camp;
        motionBase = new MotionBase();
        motionBase.Init(heroGo.GetComponentInChildren<SkeletonAnimation>(true));
        buffMgr = new BattleObjectBuffMgr();
        buffMgr.Init(this);
        buffMgr.onIsControlChanged += OnControledChange;
        layerMgr = new BattleObjectLayerMgr();
        layerMgr.Init(this);
        renderers = heroGo.GetComponentsInChildren<Renderer>(true);
        heroInfoBar = heroGo.GetComponentInChildren<BattleHeroInfoBar>(true);
        heroInfoBar.SetBattleObject(this);
        //  根据阵营翻转血条
        var heroInfoBarScale = heroInfoBar.transform.localScale;
        heroInfoBarScale.x *= Camp == BattleCamp.Red ? 1 : -1;
        heroInfoBar.transform.localScale = heroInfoBarScale;
        if (battleField is StoryBattleField && (battleField as StoryBattleField).battleState == StoryBattleState.Break)
        {
            //主线关卡休息中的不显示血条
            heroInfoBar.SetActive(false);
        }
        else
        {
            heroInfoBar.SetActive(true);
        }
        SetFront();
    }
    public virtual float HealTargets(List<BattleObject> targets)
    {
        return 0;
    }
    public virtual float BeHealed(BattleObject healer, float healAmount)
    {
        return 0;
    }
    public virtual bool Revive(BattleObject target)
    {
        return false;
    }
    public virtual bool BeRevived(BattleObject reviver, float healthPercent = 0.5f)
    {
        return false;
    }
    #endregion
    #region 辅助函数
    public virtual bool IsEnemy(BattleObject other)
    {
        if (other == null) return false;
        return Camp != other.Camp;
    }
    public virtual bool IsFriendly(BattleObject other)
    {
        if (other == null) return false;
        return Camp == other.Camp;
    }
    public virtual void Run()
    {
        motionBase.Run();
        heroInfoBar.Run();
        buffMgr.Run();
    }
    public virtual void Pause()
    {
        motionBase.Pause();
    }
    public virtual void Resume()
    {
        motionBase.Resume();
    }
    public virtual void Destroy()
    {
        motionBase.Release();
        motionBase = null;
        buffMgr.onIsControlChanged -= OnControledChange;
        buffMgr.Release();
        buffMgr = null;
        teamHero = null;
        ObjID = 0;
        if (heroGo != null)
        {
            GameObject.DestroyImmediate(heroGo);
            heroGo = null;
        }
    }
    //  有变化了才会调用这个函数
    private void OnControledChange(int groupType, bool value)
    {
        //  这里是受到硬控时候 需要表现的动画
        if (groupType == BattleConst.HardControlGroup)
        {
            //  从没被硬控到被硬控
            if (value)
            {
                motionBase.SetControledAnimation();
            }
            else
            {
                motionBase.CancelControledAnimation();
            }
        }
    }
    public void OnObjInfoRefresh(H0418_tagObjInfoRefresh _refreshInfo)
    {
        // 天子的挑战拦截血条,不拦截怒气
        BattleObject boss = battleField.FindBoss();
        if (boss != null && battleField.MapID == 30020 && boss.ObjID == _refreshInfo.ObjID && _refreshInfo.RefreshType != (ushort)PlayerDataType.XP)
            return;
        switch ((PlayerDataType)_refreshInfo.RefreshType)
        {
            case PlayerDataType.HP:
                long toHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp, false);
                teamHero.curHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                // Debug.LogError("OnObjInfoRefresh " + teamHero.curHp);
                break;
            case PlayerDataType.MaxHP:
                teamHero.maxHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, false);
                break;
            case PlayerDataType.XP:
                long toXp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                heroInfoBar.UpdateXP(teamHero.rage, toXp, 100);
                teamHero.rage = (int)GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                break;
            default:
                Debug.LogError("BattleObject.ObjInfoRefresh 出现意外类型 " + _refreshInfo.RefreshType.ToString());
                break;
        }
    }
    // public void ObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData)
    // {
    //     // 天子的挑战拦截血条,不拦截怒气
    //     BattleObject boss = battleField.FindBoss();
    //     if (boss != null && battleField.MapID == 30020 && boss.ObjID == vNetData.ObjID && vNetData.RefreshType != (ushort)PlayerDataType.XP)
    //         return;
    //     switch ((PlayerDataType)vNetData.RefreshType)
    //     {
    //         case PlayerDataType.HP:
    //             long toHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
    //             heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp, false);
    //             teamHero.curHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
    //             break;
    //         case PlayerDataType.MaxHP:
    //             teamHero.maxHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
    //             heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, false);
    //             break;
    //         case PlayerDataType.XP:
    //             long toXp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
    //             heroInfoBar.UpdateXP(teamHero.rage, toXp, 100);
    //             teamHero.rage = (int)GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
    //             break;
    //         default:
    //             Debug.LogError("BattleObject.ObjPropertyRefreshView 出现意外类型 " + vNetData.RefreshType.ToString());
    //             break;
    //     }
    // }
    //  眩晕
    public bool IsStunned()
    {
        return teamHero.isStunned;
    }
    //  冰冻
    public bool IsFrozen()
    {
        return teamHero.isFrozen;
    }
    //  石化
    public bool IsStoned()
    {
        return teamHero.isStoned;
    }
    //  被沉默
    public bool IsSlient()
    {
        return teamHero.isSlient;
    }
    //  被缴械
    public bool IsDisarmed()
    {
        return teamHero.isDisarmed;
    }
    //  是否无敌
    public bool IsInvincable()
    {
        return teamHero.isInvinceble;
    }
    //  是否死亡
    public bool IsDead()
    {
        return teamHero.isDead;
    }
    //  是否被控住了
    public bool IsCrowdControlled()
    {
        return IsStunned() || IsStoned() || IsFrozen();
    }
    public virtual bool IsCanCastSkill()
    {
        //  被控住
        if (IsCrowdControlled())
        {
            return false;
        }
        //  被沉默
        if (IsSlient())
        {
            return false;
        }
        //  看看怒气是否达到释放要求
        return teamHero.rage >= 100;
    }
    public virtual bool IsCanNormalAttack()
    {
        //  被控住
        if (IsCrowdControlled())
        {
            return false;
        }
        //  缴械
        if (IsDisarmed())
        {
            return false;
        }
        return true;
    }
    public virtual void Hurt(BattleHurtParam battleHurtParam)
    {
        bool isLastHit = battleHurtParam.hitIndex >= battleHurtParam.skillConfig.DamageDivide.Length - 1;
        bool firstHit = battleHurtParam.hitIndex == 0;
        // 添加调试日志
        bool isHealing = BattleUtility.IsHealing(battleHurtParam.hurt);
    
    #endregion
        BattleDmgInfo dmgInfo = PopDamage(battleHurtParam);
        // ============ 应用目标的血量和护盾变化 ============
        ApplyHurtToTarget(battleHurtParam, isLastHit);
        //  这里
        if (dmgInfo.IsType(DamageType.Dodge) /*&& !buffMgr.isControled[BattleConst.HardControlGroup]*/)//如果被控制了还闪避了 要看看服务器怎么处理了
        {
            if (isLastHit)
            {
                DodgeFinishAction dodgeFinish = new DodgeFinishAction(battleField, this);
                battleField.recordPlayer.InsertRecord(dodgeFinish);
            }
            if (firstHit)
            {
                OnDodgeBegin();
            }
        }
        bool isFatalAttack = (null != battleHurtParam.deadPack) && isLastHit;
        if (isFatalAttack)
        {
            if (null != battleHurtParam.battleDrops)
            {
                PushDropItems(battleHurtParam.battleDrops);
            }
            battleField.OnObjsDead(new List<BattleDeadPack>() { battleHurtParam.deadPack });
        }
        else
        {
            if (dmgInfo.IsType(DamageType.Block))
            {
                battleField.battleEffectMgr.PlayEffect(this, BattleConst.BlockEffectID, heroRectTrans, Camp, teamHero.modelScale);
            }
            // else
            // {
            if ((dmgInfo.IsType(DamageType.Damage) || dmgInfo.IsRealdamage()))
            {
                if (!buffMgr.isControled[BattleConst.HardControlGroup])
                {
                    battleField.soundManager.PlayEffectSound(teamHero.heroConfig.HitSFX, false);
                    motionBase.PlayAnimation(MotionName.hit, false);
                }
            }
            // }
        }
    }
    /// <summary>
    /// 应用目标的血量和护盾变化
    /// </summary>
    private void ApplyHurtToTarget(BattleHurtParam battleHurtParam, bool isLastHit)
    {
        BattleHurtObj hurter = battleHurtParam.hurter;
        // 应用血量变化
        teamHero.curHp = hurter.toHp;
        // foreach (var obj in battleField.battleObjMgr.allBattleObjDict.Values)
        // {
        //     Debug.LogError($"[ApplyHurtToTarget] ObjID: {obj.ObjID}, Name: {obj.teamHero.heroConfig.Name}, CurHp: {obj.teamHero.curHp}, MaxHp: {obj.teamHero.maxHp} Skill {battleHurtParam.hB427_TagSCUseSkill.packUID} ");
        // }
#if UNITY_EDITOR
        // 最后一击时验证血量是否与服务器一致
        if (isLastHit)
        {
            BattleUtility.ValidateHpConsistency(battleHurtParam, "目标受伤");
        }
#endif
    }
    const float pingpongTime = 0.4f;
    //  闪避开始
    public virtual void OnDodgeBegin()
    {
        RectTransform rectTrans = heroRectTrans;
        var tween = rectTrans.DOAnchorPos(new Vector3(-30, 0, 0), pingpongTime)
            .SetEase(Ease.OutCubic);
        motionBase.ShowIllusionShadow(true);
        DamageNumConfig damageNumConfig = DamageNumConfig.Get((int)DamageType.Dodge);
        string dodgeStr = ((char)damageNumConfig.prefix).ToString();
        heroInfoBar.ShowTips(dodgeStr, true, false);
        tween.onComplete += () =>
        {
            motionBase.ShowIllusionShadow(false);
        };
        battleField.soundManager.PlayEffectSound(BattleConst.DodgeSoundID);
        battleField.battleTweenMgr.OnPlayTween(tween);
    }
    //  闪避结束
    public virtual void OnDodgeEnd(Action _complete = null)
    {
        RectTransform rectTrans = heroRectTrans;
        var tween = rectTrans.DOAnchorPos(Vector3.zero, pingpongTime)
                            .SetEase(Ease.OutCubic);
        tween.onComplete += () =>
        {
            _complete?.Invoke();
        };
        battleField.battleTweenMgr.OnPlayTween(tween);
    }
    public virtual void OnDeath(Action _onDeathAnimationComplete, bool withoutAnime = false)
    {
        buffMgr.RemoveAllBuff();
        battleField.soundManager.PlayEffectSound(teamHero.heroConfig.DeathSFX, false);
        if (withoutAnime)
        {
            SetDeath();
            _onDeathAnimationComplete?.Invoke();
        }
        else
        {
            motionBase.PlayDeadAnimation(() =>
            {
                SetDeath();
                _onDeathAnimationComplete?.Invoke();
            });
        }
    }
    public void SetDeath()
    {
        teamHero.isDead = true;
        OnDeadAnimationComplete();
    }
    protected virtual void OnDeadAnimationComplete()
    {
        //  或许看看溶解特效? YYL TODO
        heroGo.SetActive(false);
        //  防止给死亡对象又上buff
        buffMgr.RemoveAllBuff();
    }
    public void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData)
    {
        // 处理复活逻辑
        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);
    }
    // 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)
    {
        BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, battleHurtParam);
        // 天子的挑战拦截血条逻辑
        BattleObject boss = battleField.FindBoss();
        // 修复:battleHurtParam.hurtObj.ObjID -> battleHurtParam.hurter.hurtObj.ObjID
        if (boss != null && battleField.MapID == 30020 && boss.ObjID == battleHurtParam.hurter.hurtObj.ObjID)
        {
            EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo);
            return battleDmgInfo;
        }
        else
        {
            heroInfoBar.UpdateDamage(battleDmgInfo);
            // YYL TODO 是否需要挂在在自身的follow点上
            EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo);
            return battleDmgInfo;
        }
    }
    /// <summary>
    /// 为施法者创建伤害信息(吸血/反伤)
    /// </summary>
    protected virtual BattleDmgInfo PopDamageForCaster(BattleHurtParam battleHurtParam)
    {
        // 传入 isCasterView=true 表示这是施法者视角
        BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, battleHurtParam, isCasterView: true);
        BattleObject boss = battleField.FindBoss();
        if (boss != null && battleField.MapID == 30020 && boss.ObjID == this.ObjID)
        {
            EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo);
            return battleDmgInfo;
        }
        else
        {
            heroInfoBar.UpdateDamage(battleDmgInfo);
            EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo);
            return battleDmgInfo;
        }
    }
    public RectTransform GetAliasTeamNode()
    {
        return battleField.GetTeamNode(Camp);
    }
    public RectTransform GetEnemyTeamNode()
    {
        return battleField.GetTeamNode(Camp == BattleCamp.Red ? BattleCamp.Blue : BattleCamp.Red);
    }
    public BattleCamp GetEnemyCamp()
    {
        return Camp == BattleCamp.Red ? BattleCamp.Blue : BattleCamp.Red;
    }
    public void HaveRest()
    {
        // YYL TODO
        //  休息状态
        //  多一个zzz的一个特效
        heroGo.SetActive(true);
        motionBase.HaveRest();
        heroRectTrans.anchoredPosition = Vector2.zero;
        heroInfoBar.SetActive(false);
        SetFront();
    }
    public void PushDropItems(BattleDrops _battleDrops)
    {
        m_battleDrops = _battleDrops;
    }
    public void PerformDrop()
    {
        if (null == m_battleDrops)
            return;
        EventBroadcast.Instance.Broadcast<string, BattleDrops, Action>(
            EventName.BATTLE_DROP_ITEMS, battleField.guid, m_battleDrops, OnPerformDropFinish);
    }
    protected void OnPerformDropFinish()
    {
        m_battleDrops = null;
    }
    public void SetBack()
    {
        layerMgr.SetBack();
    }
    public void SetFront()
    {
        layerMgr.SetFront();
    }
    public void SetSpeedRatio(float ratio)
    {
        motionBase.SetSpeedRatio(ratio);
        heroInfoBar.SetSpeedRatio(ratio);
    }
    public void OnObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData)
    {
        // 天子的挑战拦截血条,不拦截怒气
        BattleObject boss = battleField.FindBoss();
        if (boss != null && battleField.MapID == 30020 && boss.ObjID == vNetData.ObjID && vNetData.RefreshType != (ushort)PlayerDataType.XP)
            return;
        // public uint ObjID;
        // public ushort RefreshType;    // 同0418刷新类型,如血量、怒气
        // public uint AttackTypes;    // 飘字类型汇总,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 Value;    // 更新值
        // public uint ValueEx;    // 更新值,如果是大数值的此值为整除亿部分
        // public byte DiffType;    // 变化类型,0-减少;1-增加
        // public uint DiffValue;    // 变化值
        // public uint DiffValueEx;    // 变化值,如果是大数值的此值为整除亿部分
        // public uint SkillID;    // 使用的技能表ID
        // public uint RelatedSkillID;    // 关联的技能ID,一般是主技能ID,非主技能额外触发的为0
        long diffValue = GeneralDefine.GetFactValue(vNetData.DiffValue, vNetData.DiffValueEx);
        diffValue *= vNetData.DiffType == 0 ? -1 : 1;
        long newValue = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
        switch ((PlayerDataType)vNetData.RefreshType)
        {
            case PlayerDataType.HP:
                long toHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp, true);
                teamHero.curHp = newValue;
                // Debug.LogError("OnObjPropertyRefreshView " + teamHero.curHp);
                break;
            case PlayerDataType.MaxHP:
                teamHero.maxHp = newValue;
                heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, true);
                break;
            case PlayerDataType.XP:
                long toXp = newValue;
                heroInfoBar.UpdateXP(teamHero.rage, toXp, 100);
                teamHero.rage = (int)newValue;
                DamageNumConfig damageNumConfig = DamageNumConfig.Get((int)DamageType.RageUp);
                string message = BattleUtility.ConvertToArtFont(damageNumConfig, diffValue);
                heroInfoBar.ShowTips(new BattleHeroInfoBar.TipsInfo()
                {
                    message = message,
                    useArtText = true,
                    followCharacter = true,
                    scaleRatio = 1f,
                    isRage = true
                });
                break;
            default:
                Debug.LogError("BattleObject.ObjPropertyRefreshView 出现意外类型 " + vNetData.RefreshType.ToString());
                break;
        }
    }
#if UNITY_EDITOR_STOP_USING
    public void EditorRevive()
    {
        teamHero.curHp = 100;
        heroGo.SetActive(true);
        motionBase.PlayAnimation(MotionName.idle, true);
    }
    public List<int> TryAttack(BattleObject obj, SkillConfig skillConfig)
    {
        List<int> damageList = new List<int>();
        int totalDamage = 100;
        int damage1 = (int)((float)totalDamage * 0.3f);
        int damage2 = (int)((float)totalDamage * 0.25f);
        int damage3 = totalDamage - damage1 - damage2;
        damageList.Add(damage1);
        damageList.Add(damage2);
        damageList.Add(damage3);
        return damageList;
    }
#endif
    // BattleObject.cs
    public virtual void OnHurtTarget(BattleHurtParam battleHurtParam)
    {
        // 检查是否有吸血或反伤
        bool hasSuckHp = battleHurtParam.caster.suckHpList != null && battleHurtParam.caster.suckHpList.Count > 0;
        bool hasReflectHp = battleHurtParam.caster.reflectHpList != null && battleHurtParam.caster.reflectHpList.Count > 0;
        if (!hasSuckHp && !hasReflectHp)
        {
            return;
        }
        // ============ 应用施法者的血量和护盾变化 ============
        bool isLastHit = battleHurtParam.hitIndex >= battleHurtParam.skillConfig.DamageDivide.Length - 1;
        ApplyHurtToCaster(battleHurtParam, isLastHit);
        // 和Hurt一样,调用PopDamage处理吸血/反伤的显示
        BattleDmgInfo casterDmgInfo = PopDamageForCaster(battleHurtParam);
        // 如果有反伤,施法者播放受击动画
        if (hasReflectHp && casterDmgInfo.casterDamageList != null && casterDmgInfo.casterDamageList.Count > 0)
        {
            long totalReflect = casterDmgInfo.casterDamageList.Sum(d => d.damage);
            if (totalReflect > 0 && !buffMgr.isControled[BattleConst.HardControlGroup])
            {
                motionBase.PlayAnimation(MotionName.hit, false);
            }
        }
    }
    /// <summary>
    /// 应用施法者的血量和护盾变化(吸血和反伤)
    /// </summary>
    private void ApplyHurtToCaster(BattleHurtParam battleHurtParam, bool isLastHit)
    {
        BattleCastObj caster = battleHurtParam.caster;
        // 应用血量变化
        teamHero.curHp = caster.toHp;
        //  打印所有角色的名字和当前血量跟总血量
        // foreach (var obj in battleField.battleObjMgr.allBattleObjDict.Values)
        // {
        //     Debug.LogError($"[ApplyHurtToCaster] ObjID: {obj.ObjID}, Name: {obj.teamHero.heroConfig.Name}, CurHp: {obj.teamHero.curHp}, MaxHp: {obj.teamHero.maxHp} Skill {battleHurtParam.hB427_TagSCUseSkill.packUID} " );
        // }
        // 护盾值由buff系统自动管理,不需要手动设置
#if UNITY_EDITOR
        // 最后一击时验证血量是否与服务器一致
        if (isLastHit)
        {
            BattleUtility.ValidateHpConsistencyForCaster(battleHurtParam, "施法者吸血/反伤");
        }
#endif
    }
    public bool IsTianziBoss()
    {
        return battleField.MapID == 30020 && battleField.FindBoss() == this;
    }
}