Main/System/Battle/BattleObject/BattleObject.cs
@@ -26,113 +26,240 @@
    Burned = 1 << 5
}
public class BattleObject
public abstract class BattleObject
{
    public BattleField battleField;
    public int BattleObjectId { get; set; }
    public BattleObjectLayerMgr layerMgr;
    public int ObjID { get; set; }
    public BattleCamp Camp { get; protected set; }
    public TeamHero teamHero { get; protected set; }
    // public BuffMgr buffMgr;
    protected MotionBase motionBase;
    protected GameObject heroGo;
    public BattleObject(BattleField _battleField)
    {
        battleField = _battleField;
    }
    public virtual void Init(GameObject _heroGo, TeamHero _teamHero, BattleCamp _camp)
    // ============ 抽象访问方法(子类返回各自的Team类型信息) ============
    public abstract int GetPositionNum();
    public abstract float GetModelScale();
    public abstract string GetName();
    // Buff 管理器访问方法(Hero 有 buff,Mingge 返回 null)
    public abstract BattleObjectBuffMgr GetBuffMgr();
    // 状态查询抽象方法
    protected abstract bool GetIsStunned();
    protected abstract bool GetIsFrozen();
    protected abstract bool GetIsStoned();
    protected abstract bool GetIsSlient();
    protected abstract bool GetIsDisarmed();
    protected abstract bool GetIsInvincible();
    protected abstract bool GetIsDead();
    public abstract int GetRage();
    // 血量相关抽象方法(Hero 特有,Mingge 返回默认值)
    public abstract long GetCurHp();
    public abstract long GetMaxHp();
    public abstract void SetCurHp(long value);
    public abstract void SetIsDead(bool value);
    // 其他属性访问方法
    public abstract int GetNPCID();
    public abstract long GetFightPower();
    public abstract void Run();
    public abstract void Pause();
    public abstract void Resume();
    public abstract void Destroy();
    // ============ 动画相关抽象方法(替代 motionBase 直接调用) ============
    /// <summary>
    /// 播放动画
    /// </summary>
    public abstract void PlayAnimation(MotionName motionName, bool loop);
    /// <summary>
    /// 显示幻影残影
    /// </summary>
    public abstract void ShowIllusionShadow(bool show, Color? color = null);
    /// <summary>
    /// 播放技能动画
    /// </summary>
    public abstract Spine.TrackEntry PlaySkillAnimation(SkillConfig skillConfig, SkillSkinConfig skillSkinConfig, SkillBase skillBase, bool isCounter, Action onComplete);
    /// <summary>
    /// 检查是否可以开始死亡
    /// </summary>
    public abstract bool CanStartDeath();
    /// <summary>
    /// 检查是否可以释放技能
    /// </summary>
    public abstract bool CanCastSkillAnimation(SkillSkinConfig skillSkinConfig);
    /// <summary>
    /// 获取骨骼动画组件(用于特效挂载等)
    /// </summary>
    public abstract SkeletonAnimation GetSkeletonAnimation();
    /// <summary>
    /// 设置骨骼动画透明度
    /// </summary>
    public abstract void SetSkeletonAlpha(float alpha);
    /// <summary>
    /// 获取 RectTransform(用于移动等操作)
    /// </summary>
    public virtual RectTransform GetRectTransform() => null;
    /// <summary>
    /// 获取 GameObject
    /// </summary>
    public virtual GameObject GetGameObject() => null;
    /// <summary>
    /// 获取 Transform(用于特效挂载等)
    /// </summary>
    public virtual Transform GetTransform() => null;
    /// <summary>
    /// 获取世界坐标位置
    /// </summary>
    public virtual Vector3 GetPosition() => Vector3.zero;
    /// <summary>
    /// 获取血条信息栏
    /// </summary>
    public virtual BattleHeroInfoBar GetHeroInfoBar() => null;
    /// <summary>
    /// 刷新Buff显示
    /// </summary>
    public virtual void RefreshBuff(List<HB428_tagSCBuffRefresh> buffList) { }
    /// <summary>
    /// 更新血量显示
    /// </summary>
    public virtual void UpdateHP(float percentage) { }
    /// <summary>
    /// 是否正在复活中
    /// </summary>
    public virtual bool IsReborning() => false;
    /// <summary>
    /// 设置复活状态
    /// </summary>
    public virtual void SetReborning(bool value) { }
    /// <summary>
    /// 设置 GameObject 激活状态
    /// </summary>
    public virtual void SetActive(bool active) { }
    /// <summary>
    /// 重置位置到原点
    /// </summary>
    public virtual void ResetPosition() { }
    /// <summary>
    /// 设置朝向(通过缩放)
    /// </summary>
    public virtual void SetFacing(float direction) { }
    /// <summary>
    /// 重置朝向(朝向右边)
    /// </summary>
    public virtual void ResetFacing() { }
    /// <summary>
    /// 停止所有移动动画
    /// </summary>
    public virtual void StopMoveAnimation() { }
    /// <summary>
    /// 显示提示信息(简单版本)
    /// </summary>
    public virtual void ShowTips(string message, bool useArtText = false, bool followCharacter = true, float scaleRatio = 1f) { }
    /// <summary>
    /// 显示提示信息(完整版本)
    /// </summary>
    public virtual void ShowTips(BattleHeroInfoBar.TipsInfo tipsInfo) { }
    /// <summary>
    /// 设置死亡状态(Hero 特定)
    /// </summary>
    public virtual void SetDeath() { }
    /// <summary>
    /// 复活后处理(Hero 特定)
    /// </summary>
    public virtual void AfterReborn() { }
    /// <summary>
    /// 复活前准备(Hero 特定)
    /// </summary>
    public virtual void PreReborn(bool reviveSelf = false) { }
    /// <summary>
    /// 复活动作(Hero 特定)
    /// </summary>
    public virtual void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData, bool reviveSelf = false, RecordAction parentAction = null) { }
    public virtual void OnObjInfoRefresh(H0418_tagObjInfoRefresh _refreshInfo)
    {
        heroGo = _heroGo;
        teamHero = _teamHero;
        Camp = _camp;
        motionBase = new MotionBase();
        motionBase.Init(heroGo.GetComponentInChildren<SkeletonGraphic>(true));
    }
    public virtual void Run()
    {
        motionBase.Run();
    }
    public virtual void Pause()
    {
        motionBase.Pause();
    }
    public virtual void Resume()
    {
        motionBase.Resume();
    }
    public virtual void Destroy()
    {
        if (heroGo != null)
        {
            GameObject.DestroyImmediate(heroGo);
            heroGo = null;
        }
        motionBase.Release();
        motionBase = null;
        teamHero = null;
        BattleObjectId = 0;
        // 子类实现
    }
    //  眩晕
    public bool IsStunned()
    {
        return teamHero.isStunned;
        return GetIsStunned();
    }
    //  冰冻
    public bool IsFrozen()
    {
        return teamHero.isFrozen;
        return GetIsFrozen();
    }
    //  石化
    public bool IsStoned()
    {
        return teamHero.isStoned;
        return GetIsStoned();
    }
    // //   禁锢
    // public bool IsConfined()
    // {
    //     return false;
    // }
    //  被沉默
    public bool IsSlient()
    {
        return teamHero.isSlient;
        return GetIsSlient();
    }
    //  被缴械
    public bool IsDisarmed()
    {
        return teamHero.isDisarmed;
        return GetIsDisarmed();
    }
    //  是否无敌
    public bool IsInvincable()
    {
        return teamHero.isInvinceble;
        return GetIsInvincible();
    }
    //  是否死亡
    public bool IsDead()
    {
        return teamHero.isDead;
        return GetIsDead();
    }
    //  是否被控住了
@@ -156,7 +283,7 @@
        }
        //  看看怒气是否达到释放要求
        return teamHero.rage >= 100;
        return GetRage() >= 100;
    }
    public virtual bool IsCanNormalAttack()
@@ -175,213 +302,166 @@
        return true;
    }
    public virtual void TakeDamage(List<int> damageValues)
    public abstract DeathRecordAction Hurt(BattleHurtParam battleHurtParam, SkillRecordAction _parentSkillAction = null);
    public abstract void OnDodgeBegin(DamageType damageType);
    public abstract void OnDodgeEnd(Action _complete = null);
    public abstract void OnDeath(Action _onDeathAnimationComplete, bool withoutAnime = false);
    protected abstract BattleDmgInfo PopDamage(BattleHurtParam battleHurtParam);
    protected abstract BattleDmgInfo PopDamageForCaster(BattleHurtParam battleHurtParam);
    public RectTransform GetAliasTeamNode()
    {
        if (IsDead())
        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 abstract void HaveRest();
    protected BattleDrops m_battleDrops;
    public virtual void PushDropItems(BattleDrops _battleDrops)
    {
        m_battleDrops = _battleDrops;
    }
    public virtual void PerformDrop()
    {
        if (null == m_battleDrops)
            return;
        PopDamage(damageValues);
        motionBase.PlayAnimation(MotionName.hit, false);
        //  计算伤害
        int totalDamage = 0;
        foreach (var damage in damageValues)
        {
            totalDamage += damage;
        }
        //  扣血
        teamHero.curHp -= totalDamage;
        //  其实这里应该是等服务器发death的action
        // if (IsDead())
        // {
        //     OnDeath();
        // }
        EventBroadcast.Instance.Broadcast<string, BattleDrops, Action>(
            EventName.BATTLE_DROP_ITEMS, battleField.guid, m_battleDrops, OnPerformDropFinish);
    }
    //  闪避开始
    public virtual void OnDodgeBegin()
    protected virtual void OnPerformDropFinish()
    {
        float pingpongTime = 0.2f;
        RectTransform rectTrans = heroGo.GetComponent<RectTransform>();
        rectTrans.DOAnchorPos(new Vector3(-50, 50, 0), pingpongTime)
            .SetEase(Ease.OutCubic);
        m_battleDrops = null;
    }
    //  闪避结束
    public virtual void OnDodgeEnd()
    public void SetBack()
    {
        float pingpongTime = 0.2f;
        RectTransform rectTrans = heroGo.GetComponent<RectTransform>();
        rectTrans.DOAnchorPos(Vector3.zero, pingpongTime)
                            .SetEase(Ease.OutCubic);
        layerMgr.SetBack();
    }
    protected virtual void OnDeath()
    public void SetFront()
    {
        motionBase.OnOtherAnimationComplete = OnOtherAnimationComplete;
        motionBase.PlayAnimation(MotionName.dead, false);
        layerMgr.SetFront();
    }
    protected virtual void OnOtherAnimationComplete(MotionName motionName)
    {
        if (motionName == MotionName.dead)
        {
            OnDeadAnimationComplete();
        }
    }
    public abstract void SetSpeedRatio(float ratio);
    protected virtual void OnDeadAnimationComplete()
    {
        //  或许看看溶解特效? YYL TODO
        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(List<int> damageValues)
    {
        //  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
        //  这里可以实现一个伤害数字的弹出效果
        //  比如使用一个UI组件来显示伤害数字
        foreach (var damage in damageValues)
        {
            Debug.Log($"Damage: {damage}");
        }
    }
    public void PlaySkill(SkillConfig skillConfig, List<Dictionary<int, List<int>>> damageList, Action _onComplete)
    {
        bool moveToTarget = true;
        if (moveToTarget)
        {
            int targetId = damageList[0].First().Key;
            BattleObject _targetObj = battleField.battleObjMgr.GetBattleObject(targetId);
            RectTransform selfRect = heroGo.GetComponent<RectTransform>();
            RectTransform targetRect = _targetObj.heroGo.GetComponent<RectTransform>();
            Vector2 curAnchoredPos = selfRect.anchoredPosition;
            MoveToTargetUI(selfRect, targetRect, new Vector2(100f, 0f), () =>
            {
                PlaySkillAnimation(skillConfig, damageList, () =>
                {
                    // 回到原位置
                    selfRect.DOAnchorPos(curAnchoredPos, 0.2f)
                        .SetEase(Ease.Linear)
                        .OnComplete(() => {
                            _onComplete?.Invoke();
                        });
                });
            });
        }
        else
        {
            PlaySkillAnimation(skillConfig, damageList, _onComplete);
        }
    }
    protected void MoveToTargetUI(RectTransform selfRect, RectTransform targetRect, Vector2 offset, Action _onComplete)
    {
        // 1. 目标的本地坐标转为世界坐标
        Vector3 targetWorldPos = targetRect.TransformPoint(targetRect.anchoredPosition + offset);
        // 2. 世界坐标转为自己父节点下的本地坐标
        RectTransform parentRect = selfRect.parent as RectTransform;
        Vector2 targetAnchoredPos;
        RectTransformUtility.ScreenPointToLocalPointInRectangle(
            parentRect,
            RectTransformUtility.WorldToScreenPoint(null, targetWorldPos),
            null,
            out targetAnchoredPos);
        // 3. DOTween 移动
        selfRect.DOAnchorPos(targetAnchoredPos, 0.2f)
            .SetEase(Ease.Linear)
            .OnComplete(() => _onComplete?.Invoke());
    }
    public abstract void OnObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData);
    protected void PlaySkillAnimation(SkillConfig skillConfig, List<Dictionary<int, List<int>>> damageList, Action _onComplete)
    {
        //  关键帧列表
        List<int> keyFrameList = new List<int>() { 15 };
        motionBase.OnAttackHitEvent = (int _frame) =>
        {
            Dictionary<int, List<int>> oneRoundDamage = damageList[keyFrameList.IndexOf(_frame)];
            foreach (var kvp in oneRoundDamage)
            {
                int targetId = kvp.Key;
                List<int> damageValues = kvp.Value;
                BattleObject targetObj = battleField.battleObjMgr.GetBattleObject(targetId);
                if (targetObj != null && !targetObj.IsDead())
                {
                    targetObj.TakeDamage(damageValues);
                }
            }
        };
        motionBase.OnAttackAnimationComplete = () =>
        {
            _onComplete?.Invoke();
            motionBase.OnAttackHitEvent = null;
            motionBase.OnAttackAnimationComplete = null;
            //  死亡确定其实不应该在这里进行触发 应该由服务器下发 YYL TODO
#if UNITY_EDITOR
            //  暂时的处理
            HashSet<int> hitTargets = new HashSet<int>();
            foreach (var dmgDict in damageList)
            {
                foreach (var kvp in dmgDict)
                {
                    int targetId = kvp.Key;
                    hitTargets.Add(targetId);
                }
            }
            foreach (int targetId in hitTargets)
            {
                BattleObject targetObj = battleField.battleObjMgr.GetBattleObject(targetId);
                if (targetObj != null && targetObj.IsDead())
                {
                    targetObj.OnDeath();
                }
            }
#endif
        };
        motionBase.PlayAnimationEx(MotionName.attack, false, keyFrameList);
    }
#if UNITY_EDITOR
    public void EditorRevive()
    {
        teamHero.curHp = 100;
        heroGo.SetActive(true);
        motionBase.PlayAnimation(MotionName.idle, true);
    }
#if UNITY_EDITOR_STOP_USING
    public abstract void EditorRevive();
    public List<int> TryAttack(BattleObject obj, SkillConfig skillConfig)
    {
        List<int> damageList = new List<int>();
        int totalDamage = teamHero.attack - obj.teamHero.defense;
        int totalDamage = 100;
        damageList.Add(totalDamage);
        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.skillSkinConfig.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);
            var buffMgr = GetBuffMgr();
            if (totalReflect > 0 && buffMgr != null && !buffMgr.isControled[BattleConst.HardControlGroup])
            {
                OnPlayHitAnimation();
            }
        }
    }
    /// <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(由子类实现)
        ApplyCasterHpChange(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;
    }
    /// <summary>
    /// 播放受击动画(只有 Hero 有实现,Mingge 留空)
    /// </summary>
    protected abstract void OnPlayHitAnimation();
    /// <summary>
    /// 应用施法者血量变化(吸血/反伤)
    /// </summary>
    protected abstract void ApplyCasterHpChange(long newHp);
}