hch
2026-01-26 aa84cb62bebb9c8a4e586bcc1ec28eb7a16a8860
Main/System/Battle/BattleObject/BattleObject.cs
@@ -72,6 +72,8 @@
    private List<HB405_tagMCAddExp> hB405_tagMCAddExps = new List<HB405_tagMCAddExp>();
    public BattleHeroInfoBar heroInfoBar;
    public bool isReborning = false;
    public BattleObject(BattleField _battleField)
    {
        battleField = _battleField;
@@ -101,8 +103,15 @@
        var heroInfoBarScale = heroInfoBar.transform.localScale;
        heroInfoBarScale.x *= Camp == BattleCamp.Red ? 1 : -1;
        heroInfoBar.transform.localScale = heroInfoBarScale;
        heroInfoBar.SetActive(true);
        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();
    }
@@ -162,20 +171,27 @@
    public void OnObjInfoRefresh(H0418_tagObjInfoRefresh _refreshInfo)
    {
        // 天子的挑战拦截血条逻辑
        // 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)
        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);
                if (!IsTianziBoss())
                {
                    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);
                if (!IsTianziBoss())
                {
                    heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, false);
                }
                break;
            case PlayerDataType.XP:
                long toXp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
@@ -188,33 +204,33 @@
        }
    }
    public void ObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData)
    {
        // 天子的挑战拦截血条逻辑
        BattleObject boss = battleField.FindBoss();
        if (boss != null && battleField.MapID == 30020 && boss.ObjID == vNetData.ObjID)
            return;
        switch ((PlayerDataType)vNetData.RefreshType)
        {
            case PlayerDataType.HP:
                long toHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp);
                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);
                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;
        }
    }
    // 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()
@@ -299,19 +315,31 @@
        return true;
    }
    public virtual void Hurt(BattleHurtParam battleHurtParam)
    public virtual DeathRecordAction Hurt(BattleHurtParam battleHurtParam, RecordAction _causingRecordAction = null)
    {
        DeathRecordAction recordAction = null;
        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);
        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])
        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);
                // 【使用 BattleField.recordPlayer】
                // 原因:闪避完成动作是目标角色的独立行为,不是技能内部产生的
                // 虽然是在Hurt过程中触发,但是闪避动作本身是目标的反应,应该由主RecordPlayer管理
                // 使用InsertRecord可以插到队列最前面,保证闪避表现的优先级
                battleField.recordPlayer.InsertRecord(dodgeFinish);
            }
@@ -321,8 +349,6 @@
            }
        }
        bool isFatalAttack = (null != battleHurtParam.deadPack) && isLastHit;
        if (isFatalAttack)
@@ -331,29 +357,56 @@
            {
                PushDropItems(battleHurtParam.battleDrops);
            }
            battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>() { battleHurtParam.deadPack });
            recordAction = battleField.OnObjsDead(new List<BattleDeadPack>() { battleHurtParam.deadPack }, _causingRecordAction);
        }
        else
        {
            if (dmgInfo.IsType(DamageType.Block))
            {
                battleField.battleEffectMgr.PlayEffect(this, 19999, heroRectTrans, Camp);
                battleField.battleEffectMgr.PlayEffect(this, BattleConst.BlockEffectID, heroRectTrans, Camp, teamHero.modelScale);
            }
            else
            // else
            // {
            if ((dmgInfo.IsType(DamageType.Damage) || dmgInfo.IsRealdamage()))
            {
                if ((dmgInfo.IsType(DamageType.Damage) || dmgInfo.IsRealdamage()))
                if (!buffMgr.isControled[BattleConst.HardControlGroup])
                {
                    if (!buffMgr.isControled[BattleConst.HardControlGroup])
                    {
                        motionBase.PlayAnimation(MotionName.hit, false);
                    }
                    battleField.soundManager.PlayEffectSound(teamHero.heroConfig.HitSFX, false);
                    motionBase.PlayAnimation(MotionName.hit, false);
                }
            }
            // }
        }
        return recordAction;
    }
    /// <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
@@ -365,10 +418,19 @@
        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);
    }
@@ -389,14 +451,29 @@
        battleField.battleTweenMgr.OnPlayTween(tween);
    }
    public virtual void OnDeath(Action _onDeathAnimationComplete)
    public virtual void OnDeath(Action _onDeathAnimationComplete, bool withoutAnime = false)
    {
        motionBase.PlayAnimation(MotionName.dead, false, () =>
        buffMgr.RemoveAllBuff();
        battleField.soundManager.PlayEffectSound(teamHero.heroConfig.DeathSFX, false);
        if (withoutAnime)
        {
            teamHero.isDead = true;
            OnDeadAnimationComplete();
            SetDeath();
            _onDeathAnimationComplete?.Invoke();
        });
        }
        else
        {
            motionBase.PlayDeadAnimation(() =>
            {
                SetDeath();
                _onDeathAnimationComplete?.Invoke();
            });
        }
    }
    public void SetDeath()
    {
        teamHero.isDead = true;
        OnDeadAnimationComplete();
    }
    protected virtual void OnDeadAnimationComplete()
@@ -404,16 +481,39 @@
        //  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(HB423_tagMCTurnFightObjReborn vNetData)
    //  释放者就是复活者时调用
    public void PreReborn(bool reviveSelf = false)
    {
        // 处理复活逻辑
        teamHero.curHp = GeneralDefine.GetFactValue(vNetData.HP, vNetData.HPEx);
        heroGo.SetActive(true);
        motionBase.PlayAnimation(MotionName.idle, true);
        motionBase.skeletonAnim.skeleton.A = 0f;
        motionBase.skeletonAnim.LateUpdate();
        heroRectTrans.anchoredPosition = Vector2.zero;
        motionBase.ResetForReborn(reviveSelf);
    }
    //  复活action
    public void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData, bool reviveSelf = false, RecordAction parentAction = null)
    {
        isReborning = true;
        heroGo.SetActive(true);
        motionBase.ResetForReborn(reviveSelf);
        heroRectTrans.anchoredPosition = Vector2.zero;
        motionBase.skeletonAnim.skeleton.A = 0f;
        motionBase.skeletonAnim.LateUpdate();
    }
    public void AfterReborn()
    {
        //  清空所有
        motionBase.ResetForReborn(false);
        isReborning = 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 BattleDmgInfo PopDamage(BattleHurtParam battleHurtParam)
@@ -421,21 +521,43 @@
        BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, battleHurtParam);
        // 天子的挑战拦截血条逻辑
        BattleObject boss = battleField.FindBoss();
        if (boss != null && battleField.MapID == 30020 && boss.ObjID == battleHurtParam.hurtObj.ObjID)
        // 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
        {
            // 使用传入的 fromHp 和 toHp 更新血条显示
            heroInfoBar.UpdateHP(battleHurtParam.fromHp, battleHurtParam.toHp, teamHero.maxHp);
            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()
@@ -461,8 +583,9 @@
        heroGo.SetActive(true);
        motionBase.HaveRest();
        heroRectTrans.anchoredPosition = Vector2.zero;
        heroInfoBar.HaveRest();
        isReborning = false;
        heroInfoBar.SetActive(false);
        SetFront();
    }
@@ -473,7 +596,7 @@
    public void PerformDrop()
    {
        if (null == m_battleDrops || m_battleDrops.dropItemPackIndex.Count == 0)
        if (null == m_battleDrops)
            return;
        EventBroadcast.Instance.Broadcast<string, BattleDrops, Action>(
@@ -499,6 +622,71 @@
    {
        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);
                bool isMinus = teamHero.curHp > toHp;
                if (!IsTianziBoss())
                {
                    heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp, false);
                }
                teamHero.curHp = newValue;
                // Debug.LogError("OnObjPropertyRefreshView " + teamHero.curHp);
                break;
            case PlayerDataType.MaxHP:
                teamHero.maxHp = newValue;
                if (!IsTianziBoss())
                {
                    heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, false);
                }
                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;
        }
    }
@@ -530,4 +718,66 @@
    }
#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;
    }
}