yyl
2026-05-11 51b0f6ed9f4e1d3bb6f8144470b46908c7699a96
Main/System/Battle/Skill/SkillBase.cs
@@ -1,488 +1,350 @@
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
using System;
using DG.Tweening;
using Spine;
using System.Linq;
using System;
using Cysharp.Threading.Tasks;
public class SkillBase
// SkillBase:技能运行时基类。
// 本类使用 partial 拆分为多个文件,按职责分组:
//   SkillBase.cs             字段、构造、公共入口(Cast/Run/OnSkillStart/各 Frame 回调 等)
//   SkillBase.Cast.cs        施法阶段:移动、动画、残影、高亮、攻击回合结束
//   SkillBase.Hit.cs         命中阶段:OnHit 分发到主目标 / 溅射目标 / 命中提示
//   SkillBase.SubSkill.cs    前置内嵌子技能的收集与投递
//   SkillBase.Death.cs       死亡包与掉落/经验分配
//   SkillBase.Buff.cs        Buff 包(HB428/HB429)的收集与分发
//   SkillBase.Finish.cs      完成判定与强制结束
public partial class SkillBase
{
   protected HB427_tagSCUseSkill tagUseSkillAttack;
    // ===== 常量 =====
    const float moveTime = 0.5f;
   protected SkillConfig skillConfig;
    private static readonly Color colorGreen = new Color(33f / 255f,
                                                        133f / 255f,
                                                        6f / 255f);
    private static readonly Color colorBlue = new Color(40f / 255f,
                                                        87f / 255f,
                                                        189f / 255f);
   protected bool isFinished = false;
    // ===== 核心引用 =====
    public HB427_tagSCUseSkill tagUseSkillAttack;
    public SkillConfig skillConfig;
    public SkillSkinConfig skillSkinConfig;
    public BattleObject caster = null; // 施法者
    protected BattleField battleField = null; // 战场
    protected RectTransform targetNode = null; // 目标节点
    protected List<GameNetPackBasic> packList;
   protected BattleField battleField = null; // 战场
    // ===== 命中效果 =====
    protected SkillEffect skillEffect;
   protected RectTransform targetNode = null; // 目标节点
    // ===== 子技能/子动作等待列表 =====
    protected List<RecordAction> currentWaitingSkill = new List<RecordAction>();
   protected BattleObject caster = null; // 施法者
    // ===== 死亡相关临时数据 =====
    protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>();
    protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>();
    private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>();
    private Dictionary<int, BattleDeadPack> tempDeadPackList = new Dictionary<int, BattleDeadPack>();
   protected bool startCounting = false;
    // ===== Buff 相关包集合,支持 HB428(刷新) 和 HB429(删除) =====
    protected List<GameNetPackBasic> buffPackCollections = new List<GameNetPackBasic>();
   protected bool pauseState = false;
    // ===== 生命周期状态(4 个并行里程碑位,合并到同一 Flags 字段) =====
    //   Started        : 已进入施法阶段(OnSkillStart 调用后)
    //   MoveCompleted  : 位移已收尾(OnAllAttackMoveFinished)
    //   MotionCompleted: 技能动画已播放完(OnFinalFrameEnd)
    //   Finished       : 包列表已处理完(OnSkillFinished / ForceFinished 结尾)
    //   4 个里程碑相互独立,非线性阶段,不能用单一 state 表达。
    [System.Flags]
    protected enum SkillStateFlags
    {
        None            = 0,
        Started         = 1 << 0,
        MoveCompleted   = 1 << 1,
        MotionCompleted = 1 << 2,
        Finished        = 1 << 3,
    }
   protected int curFrame = 0;
    private SkillStateFlags _stateFlags = SkillStateFlags.None;
   protected List<GameNetPackBasic> packList;
    /// <summary>当前技能状态位(只读,调试用)。</summary>
    protected SkillStateFlags StateFlags => _stateFlags;
   protected SkillRecordAction otherSkillAction;
#if UNITY_EDITOR
    /// <summary>供外部调试/诊断打印用,非编辑器下不编译。</summary>
    public string StateFlagsForDebug => _stateFlags.ToString();
#endif
   protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>();
    /// <summary>是否已进入施法阶段(OnSkillStart 调用后为 true)。</summary>
    public bool isPlay
    {
        get => (_stateFlags & SkillStateFlags.Started) != 0;
        set => SetFlag(SkillStateFlags.Started, value);
    }
   protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>();
    /// <summary>包列表是否已全部处理完。</summary>
    protected bool isFinished
    {
        get => (_stateFlags & SkillStateFlags.Finished) != 0;
        set => SetFlag(SkillStateFlags.Finished, value);
    }
   public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null)
   {
      caster = _caster;
      skillConfig = _skillCfg;
      tagUseSkillAttack = vNetData;
      battleField = _battleField;
      packList = _packList;
    /// <summary>位移是否已收尾。</summary>
    protected bool moveFinished
    {
        get => (_stateFlags & SkillStateFlags.MoveCompleted) != 0;
        set => SetFlag(SkillStateFlags.MoveCompleted, value);
    }
   }
    /// <summary>技能动画是否已播放完。</summary>
    protected bool isMotionCompleted
    {
        get => (_stateFlags & SkillStateFlags.MotionCompleted) != 0;
        set => SetFlag(SkillStateFlags.MotionCompleted, value);
    }
   public virtual void Run()
   {
      if (startCounting)
      {
         curFrame++;
      }
    private void SetFlag(SkillStateFlags flag, bool value)
    {
#if UNITY_EDITOR
        //  记录状态变更:卡死/卡活的排查利器。
        //  编辑器下只在值真正发生改变时打印,避免刷屏。
        bool oldValue = (_stateFlags & flag) != 0;
        if (oldValue != value)
        {
            int skillId = skillConfig != null ? skillConfig.SkillID : 0;
            ulong casterId = tagUseSkillAttack != null ? tagUseSkillAttack.ObjID : 0UL;
            BattleDebug.LogError(
                $"SkillBase.StateFlags 变更:skillId={skillId} caster={casterId} " +
                $"{flag}: {oldValue} -> {value}  (before={_stateFlags})");
        }
#endif
      if (otherSkillAction != null)
      {
         if (otherSkillAction.IsFinished())
         {
            otherSkillAction = null;
            OnSkillFinished();
         }
         else
         {
            otherSkillAction.Run();
         }
      }
   }
        if (value) _stateFlags |= flag;
        else       _stateFlags &= ~flag;
    }
    // ===== 父子关系 =====
    public SkillBase fromSkill;
    //  父RecordAction(SkillRecordAction),用于子技能建立父子关系
    protected SkillRecordAction ownRecordAction;
   protected virtual void OnActiveSkillFrame()
   {
    // ===== 移动速度(残影加速时会改变) =====
    private float MoveSpeed = 750f;
   }
#if UNITY_EDITOR
    public static Dictionary<string, string> changeListDict = new Dictionary<string, string>();
#endif
   protected virtual void OnStartSkillFrame()
   {
    // 构造函数:初始化技能基础数据
    public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null)
    {
        caster = _caster;
        skillConfig = _skillCfg;
        tagUseSkillAttack = vNetData;
        battleField = _battleField;
        packList = _packList;
   }
        if (_caster is HeroBattleObject heroBattleObject)
        {
            skillSkinConfig = skillConfig.GetSkillSkinConfig(heroBattleObject.teamHero.SkinID);
   protected virtual void OnEndSkillFrame()
   {
   }
            if (null == skillSkinConfig)
            {
                Debug.LogError("找不到技能皮肤表 " + "skillId: " + skillConfig.SkillID + " skinId: " + heroBattleObject.teamHero.SkinID);
            }
        }
        else
        {
            skillSkinConfig = skillConfig.GetOriginSkinConfig();
        }
   public void Pause()
   {
      pauseState = startCounting;
      startCounting = false;
   }
   public void Resume()
   {
      startCounting = pauseState;
   }
        // 注册正在释放的技能
        if (battleField != null && caster != null)
        {
            battleField.AddCastingSkill(caster.ObjID, this);
        }
   // 0·移动到距离目标n码,的距离释放(可配置,9999即原地释放,负数则是移动到人物背面,人物要转身)
   // 1·移动到距离阵容位置n码的距离(如2号位,5号位)释放(即战场中央此类)
   public virtual void Cast()
   {
      //   高亮所有本次技能相关的目标
      HighLightAllTargets();
        SafetyCheck();
    }
      //   距离配成负数要转身 TurnBack
    public virtual void AfterAddToQueue()
    {
      switch (skillConfig.castMode)
      {
         case SkillCastMode.Self:
            PlayCastAnimation(() => DoSkillLogic(OnSkillFinished));
            break;
         case SkillCastMode.Enemy:
            MoveToTarget(caster.GetEnemyCamp(), skillConfig, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
            break;
         case SkillCastMode.Target:
            // 目标是敌方主目标
            if (tagUseSkillAttack.HurtCount <= 0)
            {
               Debug.LogError("技能攻击包没有目标 HurtCount <= 0");
               OnSkillFinished();
               return;
            }
    }
            var mainHurt = tagUseSkillAttack.HurtList[0];
    //  设置父RecordAction
    public void SetOwnRecordAction(SkillRecordAction recordAction)
    {
        ownRecordAction = recordAction;
    }
            BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)mainHurt.ObjID);
            if (mainTarget == null)
            {
               Debug.LogError("目标为空 mainTarget == null ObjID : " + mainHurt.ObjID);
               OnSkillFinished();
               return;
            }
            MoveToTarget(mainTarget.Camp, mainTarget, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
            break;
         case SkillCastMode.Allies:
            MoveToTarget(caster.Camp, skillConfig, _onComplete: () => TurnBack(() => PlayCastAnimation(() => DoSkillLogic(() => { BackToOrigin(OnSkillFinished); }))));
            break;
         // case SkillCastMode.DashCast:
         //    DashToTarget(() => BackToOrigin(OnSkillFinished));
         //    break;
         default:
            Debug.LogError("暂时不支持其他的方式释放 有需求请联系策划" + skillConfig.SkillID);
            OnSkillFinished();
            break;
      }
   }
    private void PinrtHB427Hp()
    {
#if UNITY_EDITOR
        string skillDetail = "SkillCaster : " + tagUseSkillAttack.ObjID + " -> cast SkillID: " + skillConfig.SkillID + "\n";
   //   冲刺的技能 动作 跟移动 是同时进行的 移动到目标的一瞬间就要进行技能逻辑
   // protected void DashToTarget(Action _onComplete)
   // {
   //    TrackEntry entry = PlayCastAnimation();
   //    BattleObject mainTarget = battleField.battleObjMgr.GetBattleObject((int)tagUseSkillAttack.AttackID);
   //    if (mainTarget == null)
   //    {
   //       Debug.LogError("目标为空 mainTarget == null AttackID : " + tagUseSkillAttack.AttackID);
   //       _onComplete?.Invoke();
   //       return;
   //    }
        skillDetail += "------------------ HurtList ------------------\n";
        for (int i = 0; i < tagUseSkillAttack.HurtCount; i++)
        {
            var Hurt = tagUseSkillAttack.HurtList[i];
            BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)Hurt.ObjID);
   //    //   做一个微微的提前
   //    MoveToTarget(mainTarget.Camp, mainTarget.teamHero.positionNum, entry.AnimationEnd - 0.05f, () => DoSkillLogic(_onComplete));
   // }
            string targetName = battleObject != null ? battleObject.GetName() : "Unknown";
            long hurtHp = GeneralDefine.GetFactValue(Hurt.HurtHP, Hurt.HurtHPEx);
            long curHp = GeneralDefine.GetFactValue(Hurt.CurHP, Hurt.CurHPEx);
   //   这里其实是技能后摇结束的地方
   protected virtual void DoSkillLogic(Action _onComplete = null)
   {
   }
            skillDetail += $"  [{i}] Target: {targetName} (ObjID:{Hurt.ObjID})\n";
            skillDetail += $"      HurtHP: {hurtHp}\n";
            skillDetail += $"      CurHP: {curHp}\n";
            skillDetail += $"      SuckHP: {Hurt.SuckHP}\n";
            skillDetail += $"      BounceHP: {Hurt.BounceHP}\n";
            skillDetail += $"      AttackTypes: {Hurt.AttackTypes}\n";
   protected TrackEntry PlayCastAnimation(Action onComplete = null)
   {
      // 播放施法动作
      return caster.motionBase.PlaySkillAnimation(skillConfig, onComplete,
            OnStartSkillFrame,//攻击前摇结束
            OnActiveSkillFrame);//攻击中摇结束
   }
            if (Hurt.HurtListEx != null && Hurt.HurtListEx.Length > 0)
            {
                skillDetail += $"      HurtListEx ({Hurt.HurtListEx.Length}):\n";
                for (int j = 0; j < Hurt.HurtListEx.Length; j++)
                {
                    var hurtEx = Hurt.HurtListEx[j];
                    long hurtExHp = GeneralDefine.GetFactValue(hurtEx.HurtHP, hurtEx.HurtHPEx);
                    long curExHp = GeneralDefine.GetFactValue(hurtEx.CurHP, hurtEx.CurHPEx);
   public void MoveToTarget(BattleCamp camp, BattleObject target, float duration = 0.2f, Action _onComplete = null)
   {
      targetNode = battleField.GetTeamNode(camp, target);
                    skillDetail += $"        [{j}] ObjID:{hurtEx.ObjID} HurtHP:{hurtExHp} CurHP:{curExHp} SuckHP:{hurtEx.SuckHP} AttackTypes:{hurtEx.AttackTypes}\n";
                }
            }
        }
      Vector2 offset = new Vector2(skillConfig.CastDistance, 0);
      RectTransform selfRect = caster.heroRectTrans;
      RectTransform targetRect = targetNode;
        skillDetail += "------------------ HurtListEx ------------------\n";
        if (tagUseSkillAttack.HurtListEx != null)
        {
            for (int i = 0; i < tagUseSkillAttack.HurtListEx.Length; i++)
            {
                var HurtEx = tagUseSkillAttack.HurtListEx[i];
                BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)HurtEx.ObjID);
      var tweener = BattleUtility.MoveToTarget(selfRect, targetRect, offset, duration, _onComplete);
      battleField.battleTweenMgr.OnPlayTween(tweener);
   }
                string targetName = battleObject != null ? battleObject.GetName() : "Unknown";
                long hurtHp = GeneralDefine.GetFactValue(HurtEx.HurtHP, HurtEx.HurtHPEx);
                long curHp = GeneralDefine.GetFactValue(HurtEx.CurHP, HurtEx.CurHPEx);
   public void MoveToTarget(BattleCamp camp, SkillConfig skillCfg, float duration = 0.2f, Action _onComplete = null)
   {
      targetNode = battleField.GetTeamNode(camp, skillCfg);
                skillDetail += $"  [{i}] Target: {targetName} (ObjID:{HurtEx.ObjID})\n";
                skillDetail += $"      HurtHP: {hurtHp}\n";
                skillDetail += $"      CurHP: {curHp}\n";
                skillDetail += $"      SuckHP: {HurtEx.SuckHP}\n";
                skillDetail += $"      AttackTypes: {HurtEx.AttackTypes}\n";
            }
        }
      Vector2 offset = new Vector2(skillConfig.CastDistance, 0);
      RectTransform selfRect = caster.heroRectTrans;
      RectTransform targetRect = targetNode;
        skillDetail += "------------------ END ------------------\n";
      var tweener = BattleUtility.MoveToTarget(selfRect, targetRect, offset, duration, _onComplete);
      battleField.battleTweenMgr.OnPlayTween(tweener);
   }
        if (changeListDict.ContainsKey(caster.battleField.guid))
        {
            string origin = changeListDict[caster.battleField.guid];
            origin += skillDetail;
            changeListDict[caster.battleField.guid] = origin;
   public void TurnBack(Action _onComplete)
   {
      if (skillConfig.CastDistance < 0)
      {
         //   转身
         caster.heroGo.transform.localScale = new Vector3(-1, 1, 1);
      }
      _onComplete?.Invoke();
   }
   public void BackToOrigin(Action _onComplete = null)
   {
      RectTransform selfRect = caster.heroRectTrans;
      Vector2 targetAnchoredPos = Vector2.zero;
      var tween = selfRect.DOAnchorPos(targetAnchoredPos, 0.2f)
         .SetEase(Ease.Linear)
         .OnComplete(() =>
         {
            //   转成正确方向
            caster.heroGo.transform.localScale = Vector3.one;
            _onComplete?.Invoke();
         });
      battleField.battleTweenMgr.OnPlayTween(tween);
   }
   protected void HighLightAllTargets()
   {
      // 高亮所有目标
      HashSet<BattleObject> highlightList = new HashSet<BattleObject>(battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack));
      highlightList.Add(caster);
      //   把这些BO全高亮 或者说把除了这些的都放在遮罩后面
      //   YYL TODO
   }
   //   命中目标后的回调 正常是以各技能的方式来处理的
   protected virtual void OnHitTargets(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList)
   {
      for (int i = 0; i < hitList.Count; i++)
      {
         HB427_tagSCUseSkill.tagSCUseSkillHurt hurt = hitList[i];
         BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
         if (target == null)
         {
            Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID);
            continue;
         }
         // 伤害分布 (万分比)
         int[] damageDivide = skillConfig.DamageDivide[_hitIndex];
         long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx);
         // 保证所有分配项加起来等于totalDamage,避免因整除导致的误差
         List<long> damageList = DivideDamageToList(damageDivide, totalDamage);
         OnHitEachTarget(target, totalDamage, damageList, ref hurt);
      }
   }
   /// <summary>
   /// 保证所有分配项加起来等于totalDamage,避免因整除导致的误差
   /// </summary>
   protected List<long> DivideDamageToList(int[] damageDivide, long totalDamage)
   {
      List<long> fixedDamageList = new List<long>();
      long assigned = 0;
      int count = damageDivide.Length;
      for (int i = 0; i < count; i++)
      {
         long damage;
         if (i == count - 1)
         {
            // 最后一个分配项修正为剩余
            damage = totalDamage - assigned;
         }
         else
         {
            damage = (totalDamage * damageDivide[i] + 5000) / 10000; // 四舍五入
            assigned += damage;
         }
         fixedDamageList.Add(damage);
      }
      return fixedDamageList;
   }
        }
        else
            changeListDict.Add(caster.battleField.guid, skillDetail);
   protected virtual void OnHitEachTarget(BattleObject target, long totalDamage, List<long> damageList, ref HB427_tagSCUseSkill.tagSCUseSkillHurt hurt)
   {
      target.Hurt(damageList, totalDamage, hurt.AttackTypes);
        Debug.LogError("skillDetail : " + skillDetail);
#endif
    }
      //   击中目标的时候,不管近战远程 都确认一下是否有爆炸特效 然后播放
      if (skillConfig.ExplosionEffectId > 0)
      {
         // 播放爆炸特效
         target.battleField.battleEffectMgr.PlayEffect(
            target.ObjID,
            skillConfig.ExplosionEffectId,
            target.heroGo.transform
         );
      }
    private void SafetyCheck()
    {
#if UNITY_EDITOR
        if (Launch.Instance.isOpenSkillLogFile)
        {
            PinrtHB427Hp();
        }
#endif
      //   受伤之后辨别死亡状态 死亡包其实前后帧会多次触发 应该要即时remove其他的包来保证不重复
      if (target.IsDead())
      {
         // SkillRecordAction里的drop事件前移到dead之后
         HB422_tagMCTurnFightObjDead deadPack = FindDeadPack(target);
         CheckAfterDeadhPack(target, deadPack);
         if (deadPack != null)
         {
            //   处理掉落包
            for (int i = 0; i < dropPackList.Count; i++)
            {
               PackageRegedit.Distribute(dropPackList[i]);
            }
        bool safety = caster != null
                        && skillConfig != null
                        && tagUseSkillAttack != null
                        && battleField != null;
            dropPackList.Clear();
            target.PushExpPackList(new List<HB405_tagMCAddExp>(expPackList));
        if (!safety)
        {
            Debug.LogError("SkillBase SafetyCheck failed! Caster or SkillConfig or TagUseSkillAttack or BattleField is null, or Caster is dead.");
            ForceFinished();
        }
    }
            expPackList.Clear();
    // 技能运行主逻辑:仅驱动技能效果(skillEffect),子技能和死亡由IsFinished()推进
    public virtual void Run()
    {
        if (skillEffect != null)
        {
            if (skillEffect.IsFinished())
            {
                skillEffect = null;
                OnSkillFinished();
            }
            else
            {
                skillEffect.Run();
            }
            return;
        }
    }
            // 处理死亡包
            PackageRegedit.Distribute(deadPack);
            packList.Remove(deadPack);
         }
         //   复活包暂时不管 可能是技能的包
         // HB423_tagMCTurnFightObjReborn rebornPack = FindRebornPack(target);
         // if (rebornPack != null)
         // {
         //    //   处理复活包
         //    PackageRegedit.Distribute(rebornPack);
         //    packList.Remove(rebornPack);
         // }
      }
   }
    // 技能开始回调:处理死亡、子技能、技能效果初始化
    public void OnSkillStart()
    {
        if (isPlay)
        {
            Debug.LogError(" play twice OnSkillStart skillId :" + skillConfig.SkillID);
            return;
        }
   protected HB423_tagMCTurnFightObjReborn FindRebornPack(BattleObject target)
   {
      HB423_tagMCTurnFightObjReborn rebornPack = null;
      for (int i = 0; i < packList.Count; i++)
      {
         var pack = packList[i];
         if (pack is HB423_tagMCTurnFightObjReborn)
         {
            rebornPack = pack as HB423_tagMCTurnFightObjReborn;
            if (rebornPack.ObjID == target.ObjID)
            {
               return rebornPack;
            }
         }
         else if (pack is CustomHB426CombinePack)
         {
            var combinePack = pack as CustomHB426CombinePack;
            if (combinePack.startTag.Tag.StartsWith("Skill_"))
            {
               break; // 找到技能包就不需要再处理了
            }
         }
      }
      return null;
   }
        //  先把死亡包收集了
        HandleDead();
   protected HB422_tagMCTurnFightObjDead FindDeadPack(BattleObject target)
   {
      HB422_tagMCTurnFightObjDead deadPack = null;
      for (int i = 0; i < packList.Count; i++)
      {
         var pack = packList[i];
         //   寻找死亡包 找到死亡包之后要找掉落包 不能超过技能包
         if (pack is HB422_tagMCTurnFightObjDead)
         {
            deadPack = pack as HB422_tagMCTurnFightObjDead;
            if (deadPack.ObjID == target.ObjID)
            {
               return deadPack;
            }
         }
         else if (pack is CustomHB426CombinePack)
         {
            //   找死亡包不要越过技能包
            var combinePack = pack as CustomHB426CombinePack;
            if (combinePack.startTag.Tag.StartsWith("Skill_"))
            {
               break;
            }
         }
      }
      return null;
   }
        //  再处理 内嵌技能
        ProcessSubSkill();
   protected void CheckAfterDeadhPack(BattleObject target, HB422_tagMCTurnFightObjDead deadPack)
   {
      if (null == deadPack)
      {
         return;
      }
      var deadPackIndex = packList.IndexOf(deadPack);
      if (deadPackIndex < 0)
      {
         return;
      }
      List<int> removeIndexList = new List<int>();
      for (int i = deadPackIndex + 1; i < packList.Count; i++)
      {
         var pack = packList[i];
        skillEffect = SkillEffectFactory.CreateSkillEffect(this, caster, skillConfig, skillSkinConfig, tagUseSkillAttack);
        skillEffect.Play(OnHitTargets);
         //    复活基本都靠技能包
         if (pack is CustomHB426CombinePack)
         {
            var combinePack = pack as CustomHB426CombinePack;
            if (combinePack.startTag.Tag.StartsWith("Skill_"))
            {
               break; // 找到技能包就不需要再处理了
            }
         }
         else if (pack is H0704_tagRolePackRefresh)
         {
            var h0704Pack = pack as H0704_tagRolePackRefresh;
            if (h0704Pack.PackType == (byte)PackType.DropItem)
            {
               //   掉落的
               if (h0704Pack.IsBind == 1)
               {
                  //   掉落的物品
                  dropPackList.Add(h0704Pack);
                  removeIndexList.Add(i);
               }
               else if (h0704Pack.IsBind == 0)
               {
                  //   替换的
               }
            }
         }
         else if (pack is HB405_tagMCAddExp)
         {
            var h405Pack = pack as HB405_tagMCAddExp;
            //B4 05 获得经验 #tagMCAddExp 通知获得的经验,
            //可用于做经验获得表现 Source = 2 时为主线击杀怪物获得经验
            if (h405Pack.Source == 2)
            {
               expPackList.Add(h405Pack);
               removeIndexList.Add(i);
            }
         }
        isPlay = true;
    }
      }
    // ===== 技能节拍回调 =====
      for (int i = removeIndexList.Count - 1; i >= 0; i--)
      {
         packList.RemoveAt(removeIndexList[i]);
      }
   }
   public virtual bool IsFinished()
   {
      return isFinished;
   }
    // 技能前摇结束回调
    public virtual void OnStartSkillFrameEnd() { }
   public virtual void ForceFinished()
   {
      isFinished = true;
   }
    // 技能中摇开始回调:通知技能效果处理中摇开始
    public virtual void OnMiddleFrameStart(int times)
    {
        skillEffect?.OnMiddleFrameStart(times); // 修复:添加空值检查
    }
   public void OnSkillFinished()
   {
      while (packList.Count > 0)
      {
         var pack = packList[0];
         packList.RemoveAt(0);
    // 技能中摇结束回调:通知技能效果处理中摇结束
    public virtual void OnMiddleFrameEnd(int times, int hitIndex)
    {
        skillEffect?.OnMiddleFrameEnd(times, hitIndex); // 修复:添加空值检查
    }
         if (pack is CustomHB426CombinePack)
         {
            var combinePack = pack as CustomHB426CombinePack;
            if (combinePack.startTag.Tag.StartsWith("Skill_"))
            {
               otherSkillAction = combinePack.CreateSkillAction();
               return;
            }
         }
    // 技能后摇开始回调:通知技能效果处理后摇开始
    public virtual void OnFinalFrameStart()
    {
        skillEffect?.OnFinalFrameStart(); // 修复:添加空值检查
    }
         PackageRegedit.Distribute(pack);
      }
    // 技能后摇结束回调:通知技能效果处理后摇结束
    public virtual void OnFinalFrameEnd()
    {
        //  标记动画播放完成
        isMotionCompleted = true;
        BattleDebug.LogError($"SkillBase.OnFinalFrameEnd: 技能 {skillConfig?.SkillID} 动画播放完成");
      isFinished = true;
   }
}
        skillEffect?.OnFinalFrameEnd(); // 修复:添加空值检查
    }
}