| | |
| | | }; |
| | | } |
| | | |
| | | |
| | | public void OnObjReborn(HB423_tagMCTurnFightObjReborn vNetData) |
| | | { |
| | | // 处理复活逻辑 |
| | | BattleObject battleObj = battleObjMgr.GetBattleObject((int)vNetData.ObjID); |
| | | if (battleObj != null) |
| | | { |
| | | battleObj.OnReborn(vNetData); |
| | | |
| | | // 从死亡处理列表中移除该角色 |
| | | if (processingDeathObjIds.Remove(vNetData.ObjID)) |
| | | { |
| | | Debug.Log($"OnObjReborn: 角色复活,从死亡处理列表移除 ObjID={vNetData.ObjID}"); |
| | | } |
| | | } |
| | | else |
| | | { |
| | | Debug.LogError($"BattleObject with ID {vNetData.ObjID} not found for reborn."); |
| | | } |
| | | } |
| | | |
| | | //各个战场没有场景概念,且可以共存,同时存在战场和结算的情况 |
| | | //内部结算需要处理的逻辑,不含UI |
| | | protected virtual void OnSettlement(JsonData turnFightStateData) |