hch
2025-08-11 8fa8f928f44c91c38eed9404c33fe0d85cc3b7f3
Main/System/Battle/BattleObject/BattleObject.cs
@@ -48,11 +48,27 @@
        private set;
    }
    private RectTransform m_heroRectTrans;
    public RectTransform heroRectTrans
    {
        get
        {
            if (m_heroRectTrans == null)
            {
                m_heroRectTrans = heroGo.GetComponent<RectTransform>();
            }
            return m_heroRectTrans;
        }
    }
    protected Action onDeathAnimationComplete;
    protected Renderer[] renderers;
    public Transform effectNode;
    private List<HB405_tagMCAddExp> hB405_tagMCAddExps = new List<HB405_tagMCAddExp>();
    public BattleObject(BattleField _battleField)
    {
@@ -67,7 +83,7 @@
        motionBase = new MotionBase();
        motionBase.Init(heroGo.GetComponentInChildren<SkeletonGraphic>(true));
        motionBase.onAnimationComplete += OnAnimationComplete;
        buffMgr = new BattleObjectBuffMgr();
        buffMgr.Init(this);
        renderers = heroGo.GetComponentsInChildren<Renderer>(true);
@@ -92,17 +108,19 @@
    public virtual void Destroy()
    {
        if (heroGo != null)
        {
            GameObject.DestroyImmediate(heroGo);
            heroGo = null;
        }
        motionBase.onAnimationComplete -= OnAnimationComplete;
        motionBase.Release();
        motionBase = null;
        teamHero = null;
        ObjID = 0;
        motionBase.onAnimationComplete -= OnAnimationComplete;
        if (heroGo != null)
        {
            GameObject.DestroyImmediate(heroGo);
            heroGo = null;
        }
    }
    public void OnObjInfoRefresh(H0418_tagObjInfoRefresh _refreshInfo)
@@ -207,28 +225,21 @@
        return true;
    }
    public virtual void Hurt(List<long> damageValues, int attackType)
    public virtual void Hurt(List<long> damageValues, long _totalDamage, uint attackType)
    {
        PopDamage(teamHero.curHp, damageValues, attackType);
        motionBase.PlayAnimation(MotionName.hit, false);
        //  计算伤害
        long totalDamage = 0;
        foreach (var damage in damageValues)
        {
            totalDamage += damage;
        }
        //  扣血
        teamHero.curHp -= totalDamage;
        teamHero.curHp -= _totalDamage;
    }
    //  闪避开始
    public virtual void OnDodgeBegin()
    {
        float pingpongTime = 0.2f;
        RectTransform rectTrans = heroGo.GetComponent<RectTransform>();
        RectTransform rectTrans = heroRectTrans;
        var tween = rectTrans.DOAnchorPos(new Vector3(-50, 50, 0), pingpongTime)
            .SetEase(Ease.OutCubic);
@@ -239,7 +250,7 @@
    public virtual void OnDodgeEnd()
    {
        float pingpongTime = 0.2f;
        RectTransform rectTrans = heroGo.GetComponent<RectTransform>();
        RectTransform rectTrans = heroRectTrans;
        var tween = rectTrans.DOAnchorPos(Vector3.zero, pingpongTime)
                            .SetEase(Ease.OutCubic);
@@ -269,8 +280,16 @@
        heroGo.SetActive(false);
    }
     // 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 void PopDamage(long curHp, List<long> damageValues, int attackType)
    public void OnReborn(HB423_tagMCTurnFightObjReborn vNetData)
    {
        // 处理复活逻辑
        teamHero.curHp = GeneralDefine.GetFactValue(vNetData.HP, vNetData.HPEx);
        heroGo.SetActive(true);
        motionBase.PlayAnimation(MotionName.idle, true);
    }
    // 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 void PopDamage(long curHp, List<long> damageValues, uint attackType)
    {
        //  其实应该通知出去给UI界面解耦 让UI界面自己来显示的 YYL TODO
        //  播放伤害数字
@@ -281,6 +300,7 @@
            Debug.Log($"Damage: {damage}");
        }
        // YYL TODO 是否需要挂在在自身的follow点上
        EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleField.guid, this, damageValues);
    }
@@ -294,6 +314,34 @@
        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
        motionBase.PlayAnimation(MotionName.idle, true);
    }
    public void PushExpPackList(List<HB405_tagMCAddExp> _hB405_tagMCAddExps)
    {
        // YYL TODO 死亡后弹出经验掉落提醒
        hB405_tagMCAddExps = _hB405_tagMCAddExps;
    }
    public void DropExp()
    {
        // YYL TODO
        // hB405_tagMCAddExps
    }
#if UNITY_EDITOR_STOP_USING
    public void EditorRevive()
    {