| | |
| | | protected RectTransform targetNode = null; // 目标节点 |
| | | public BattleObject caster = null; // 施法者 |
| | | protected List<GameNetPackBasic> packList; |
| | | protected List<SkillRecordAction> otherSkillActionList = new List<SkillRecordAction>(); |
| | | |
| | | protected List<RecordAction> currentWaitingSkill = new List<RecordAction>(); |
| | | |
| | | protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>(); |
| | | protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>(); |
| | | |
| | | protected List<SkillRecordAction> waitingCastSkillRecordAction = new List<SkillRecordAction>(); |
| | | |
| | | |
| | | protected bool moveFinished = false; |
| | | public SkillBase fromSkill; |
| | |
| | | } |
| | | |
| | | SafetyCheck(); |
| | | } |
| | | |
| | | public virtual void AfterAddToQueue() |
| | | { |
| | | |
| | | } |
| | | |
| | | // 设置父RecordAction |
| | |
| | | return; |
| | | } |
| | | |
| | | if (otherSkillActionList.Count > 0) |
| | | { |
| | | for (int i = otherSkillActionList.Count - 1; i >= 0; i--) |
| | | { |
| | | var action = otherSkillActionList[i]; |
| | | if (action.IsFinished()) |
| | | { |
| | | otherSkillActionList.RemoveAt(i); |
| | | OnSkillFinished(); |
| | | } |
| | | else if (moveFinished) |
| | | { |
| | | action.Run(); |
| | | } |
| | | } |
| | | } |
| | | |
| | | } |
| | | |
| | | protected void ShadowIllutionCreate(bool create) |
| | |
| | | return; |
| | | } |
| | | |
| | | // 先把死亡包收集了 |
| | | HandleDead(); |
| | | |
| | | // 再处理 内嵌技能 |
| | | ProcessSubSkill(); |
| | | |
| | | skillEffect = SkillEffectFactory.CreateSkillEffect(this, caster, skillConfig, tagUseSkillAttack); |
| | | skillEffect.Play(OnHitTargets); |
| | | ProcessSubSkill(); |
| | | HandleWaitingCastSkill(); |
| | | |
| | | |
| | | isPlay = true; |
| | | } |
| | | |
| | | protected void ProcessSubSkill() |
| | | { |
| | | foreach (var subSkillPack in tagUseSkillAttack.subSkillList) |
| | | { |
| | | SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic>() { subSkillPack }); |
| | | recordAction.fromSkill = this; |
| | | // 子技能设置WaitingPlay=true,等待父技能动作完成 |
| | | waitingCastSkillRecordAction.Add(recordAction); |
| | | battleField.recordPlayer.ImmediatelyPlay(recordAction, parentRecordAction, true); |
| | | } |
| | | tagUseSkillAttack.subSkillList.Clear(); |
| | | foreach (var subCombinePack in tagUseSkillAttack.subSkillCombinePackList) |
| | | { |
| | | SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, subCombinePack.packList); |
| | | recordAction.fromSkill = this; |
| | | // 子技能设置WaitingPlay=true,等待父技能动作完成 |
| | | waitingCastSkillRecordAction.Add(recordAction); |
| | | } |
| | | tagUseSkillAttack.subSkillCombinePackList.Clear(); |
| | | |
| | | waitingCastSkillRecordAction.OrderBy(recordAction => recordAction.hB427_TagSCUseSkill.packUID); |
| | | |
| | | // 按packUID排序所有子技能 |
| | | var allSubSkills = new List<(ulong packUID, SkillRecordAction action)>(); |
| | | |
| | | } |
| | | List<GameNetPackBasic> removePackList = new List<GameNetPackBasic>(); |
| | | |
| | | protected void HandleWaitingCastSkill() |
| | | { |
| | | RecordAction waitingRecordAction = null; |
| | | |
| | | for (int i = 0; i < waitingCastSkillRecordAction.Count; i++) |
| | | foreach (var pack in packList) |
| | | { |
| | | var recordAction = waitingCastSkillRecordAction[i]; |
| | | if (pack is HB427_tagSCUseSkill skillPack) |
| | | { |
| | | SkillConfig ssc = SkillConfig.Get((int)skillPack.SkillID); |
| | | if (!string.IsNullOrEmpty(ssc.SkillMotionName)) |
| | | { |
| | | break; |
| | | } |
| | | SkillRecordAction skillRecordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic> { skillPack }); |
| | | allSubSkills.Add((skillPack.packUID, skillRecordAction)); |
| | | removePackList.Add(pack); |
| | | } |
| | | else if (pack is HB422_tagMCTurnFightObjDead dead) |
| | | { |
| | | break; |
| | | } |
| | | else if (pack is CustomHB426CombinePack combinePack) |
| | | { |
| | | HB427_tagSCUseSkill sp = combinePack.GetMainHB427SkillPack(); |
| | | SkillConfig ssc = SkillConfig.Get((int)sp.SkillID); |
| | | |
| | | if (waitingRecordAction != null) |
| | | { |
| | | // 每个都应该等前一个结束后 |
| | | battleField.recordPlayer.ImmediatelyPlay(recordAction, waitingRecordAction, true); |
| | | if (!string.IsNullOrEmpty(ssc.SkillMotionName)) |
| | | { |
| | | break; |
| | | } |
| | | SkillRecordAction skillRecordAction = combinePack.CreateSkillAction(); |
| | | allSubSkills.Add((sp.packUID, skillRecordAction)); |
| | | removePackList.Add(pack); |
| | | } |
| | | else |
| | | { |
| | | battleField.recordPlayer.ImmediatelyPlay(recordAction, parentRecordAction, true); |
| | | } |
| | | } |
| | | |
| | | for (int i = 0; i < removePackList.Count; i++) |
| | | { |
| | | packList.Remove(removePackList[i]); |
| | | } |
| | | |
| | | // 按packUID排序 |
| | | allSubSkills.Sort((a, b) => a.packUID.CompareTo(b.packUID)); |
| | | |
| | | foreach (var (packUID, recordAction) in allSubSkills) |
| | | { |
| | | battleField.recordPlayer.ImmediatelyPlay(recordAction); |
| | | |
| | | if (recordAction.IsNeedWaiting()) |
| | | { |
| | | waitingRecordAction = recordAction; |
| | | currentWaitingSkill.Add(recordAction); |
| | | } |
| | | } |
| | | } |
| | |
| | | } |
| | | } |
| | | |
| | | HandleHint(_hitIndex, hitList); |
| | | } |
| | | |
| | | protected void HandleHint(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList) |
| | | { |
| | | if (0 == _hitIndex) |
| | | { |
| | | bool needhint = false; |
| | |
| | | DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.BattleStun); |
| | | Hint(caster, hintConfig); |
| | | } |
| | | } |
| | | |
| | | |
| | | for (int i = 0; i < hitList.Count; i++) |
| | | { |
| | | var hurt = hitList[i]; |
| | | |
| | | if ((hurt.AttackTypes & (int)DamageType.BreakArmor) == (int)DamageType.BreakArmor) |
| | | { |
| | | BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (battleObject != null) |
| | | { |
| | | DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.BreakArmor); |
| | | Hint(battleObject, hintConfig); |
| | | battleField.battleEffectMgr.PlayEffect(battleObject, |
| | | BattleConst.BreakArmorEffectID, battleObject.heroRectTrans, battleObject.Camp, |
| | | battleObject.teamHero.modelScale); |
| | | } |
| | | } |
| | | else if ((hurt.AttackTypes & (int)DamageType.Parry) == (int)DamageType.Parry) |
| | | { |
| | | BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (battleObject != null) |
| | | { |
| | | DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.Parry); |
| | | Hint(battleObject, hintConfig); |
| | | battleField.battleEffectMgr.PlayEffect(battleObject, |
| | | BattleConst.ParryEffectID, battleObject.heroRectTrans, battleObject.Camp, |
| | | battleObject.teamHero.modelScale); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | // 处理单个目标被命中:应用伤害和施法者效果 |
| | |
| | | #endif |
| | | |
| | | // 先调用目标受伤 |
| | | target.Hurt(hurtParam, parentRecordAction); |
| | | DeathRecordAction recordAc = target.Hurt(hurtParam, parentRecordAction); |
| | | |
| | | if (null != recordAc) |
| | | { |
| | | tempDeadPackList.Remove(hurtParam.hurter.hurtObj.ObjID); |
| | | battleField.recordPlayer.ImmediatelyPlay(recordAc, parentRecordAction, true); |
| | | currentWaitingSkill.Add(recordAc); |
| | | } |
| | | |
| | | // 再调用施法者吸血/反伤 |
| | | caster.OnHurtTarget(hurtParam); |
| | |
| | | if (refreshPack != null) |
| | | { |
| | | // 分发HP刷新包 |
| | | PackageRegedit.Distribute(refreshPack); |
| | | // 【使用 parentRecordAction.innerRecordPlayer】 |
| | | // 原因:HP刷新包是技能内部产生的,应该由当前SkillRecordAction的innerRecordPlayer管理 |
| | | // 这样可以确保HP刷新与技能的生命周期绑定,ForceFinish时一并处理 |
| | | PackageRegeditEx.DistributeToRecordAction(refreshPack, parentRecordAction); |
| | | packList.Remove(refreshPack); |
| | | } |
| | | } |
| | |
| | | List<BattleDeadPack> deadPackList = BattleUtility.FindDeadPack(packList); |
| | | if (deadPackList.Count <= 0) return; |
| | | |
| | | foreach (var deadPack in deadPackList) |
| | | { |
| | | packList.Remove(deadPack.deadPack); |
| | | packList.Remove(deadPack.deadTriggerSkill); |
| | | } |
| | | |
| | | // 找到最大的死亡包 packUID |
| | | BattleDeadPack lastBattleDeadPack = null; |
| | | ulong maxDeathPackUID = 0; |
| | | foreach (var deadPack in deadPackList) |
| | | { |
| | | if (deadPack.deadPack != null && deadPack.deadPack.packUID > maxDeathPackUID) |
| | | { |
| | | maxDeathPackUID = deadPack.deadPack.packUID; |
| | | lastBattleDeadPack = deadPack; |
| | | } |
| | | } |
| | | |
| | | // 如果找到了死亡包,收集所有 packUID > maxDeathPackUID 的包 |
| | | if (maxDeathPackUID > 0 && lastBattleDeadPack != null) |
| | | { |
| | | BattleDebug.LogError($"SkillBase.HandleDead: 找到死亡包,maxDeathPackUID = {maxDeathPackUID},开始收集死亡后的包"); |
| | | |
| | | // 1. 收集 packList 中 packUID 大于死亡包的包(排除经验包和掉落包,它们需要在当前技能中处理) |
| | | List<GameNetPackBasic> packsToRemove = new List<GameNetPackBasic>(); |
| | | foreach (var pack in packList) |
| | | { |
| | | ulong packUID = GetPackUID(pack); |
| | | if (packUID > maxDeathPackUID) |
| | | { |
| | | // 排除经验包和掉落包,它们属于当前死亡事件的一部分,不是"死亡后"的包 |
| | | if (pack is HB405_tagMCAddExp expPack && expPack.Source == 2 || |
| | | (pack is H0704_tagRolePackRefresh h0704 && h0704.PackType == (byte)PackType.DropItem && h0704.IsBind == 1)) |
| | | { |
| | | continue; // 跳过经验包和掉落包,让 CheckAfterDeadhPack() 处理它们 |
| | | } |
| | | |
| | | BattleDebug.LogError($"SkillBase.HandleDead: 从packList收集死亡后的包 - Type: {pack.GetType().Name}, UID: {packUID}"); |
| | | lastBattleDeadPack.packListAfterDeath.Add(pack); |
| | | packsToRemove.Add(pack); |
| | | } |
| | | } |
| | | |
| | | packList.RemoveAll(p => packsToRemove.Contains(p)); |
| | | } |
| | | |
| | | CheckAfterDeadhPack(); |
| | | |
| | | // 修复:先收集要删除的包,避免在foreach中修改集合 |
| | | var dropPacksToRemove = new List<H0704_tagRolePackRefresh>(dropPackList); |
| | | foreach (var _dropPack in dropPacksToRemove) |
| | | { |
| | | PackageRegedit.Distribute(_dropPack); |
| | | // 【使用 parentRecordAction.innerRecordPlayer】 |
| | | // 原因:掉落包是技能效果的一部分,应该由当前SkillRecordAction管理 |
| | | // 掉落包的分发与技能完成绑定,确保在技能ForceFinish时正确处理 |
| | | PackageRegeditEx.DistributeToRecordAction(_dropPack, parentRecordAction); |
| | | packList.Remove(_dropPack); |
| | | } |
| | | |
| | |
| | | // 构造BattleDrops并缓存 |
| | | for (int i = 0; i < deadPackList.Count; i++) |
| | | { |
| | | BattleDeadPack battleDeadPack = deadPackList[i]; |
| | | int objID = (int)battleDeadPack.deadPack.ObjID; |
| | | BattleDeadPack bdp = deadPackList[i]; |
| | | int objID = (int)bdp.deadPack.ObjID; |
| | | BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject(objID); |
| | | |
| | | // 修复:添加空值检查 |
| | |
| | | for (int i = 0; i < itemList.Count; i++) |
| | | dropAssign[i % deadCount].Add(itemList[i]); |
| | | return dropAssign; |
| | | } |
| | | |
| | | // 获取包的 packUID |
| | | protected ulong GetPackUID(GameNetPackBasic pack) |
| | | { |
| | | if (pack == null) return 0; |
| | | |
| | | if (pack is HB422_tagMCTurnFightObjDead deadPack) |
| | | return deadPack.packUID; |
| | | |
| | | if (pack is CustomHB426CombinePack combinePack) |
| | | { |
| | | var mainSkillPack = combinePack.GetMainHB427SkillPack(); |
| | | return mainSkillPack?.packUID ?? 0; |
| | | } |
| | | |
| | | if (pack is HB427_tagSCUseSkill skillPack) |
| | | return skillPack.packUID; |
| | | |
| | | if (pack is HB428_tagSCBuffRefresh buffRefresh) |
| | | return buffRefresh.packUID; |
| | | |
| | | if (pack is HB429_tagSCBuffDel buffDel) |
| | | return buffDel.packUID; |
| | | |
| | | if (pack is HB419_tagSCObjHPRefresh hpRefresh) |
| | | return hpRefresh.packUID; |
| | | |
| | | if (pack is HB405_tagMCAddExp expPack) |
| | | return expPack.packUID; |
| | | |
| | | if (pack is H0704_tagRolePackRefresh dropPack) |
| | | return dropPack.packUID; |
| | | |
| | | // 尝试通过反射获取 packUID |
| | | var packUIDField = pack.GetType().GetField("packUID"); |
| | | if (packUIDField != null) |
| | | { |
| | | return (ulong)packUIDField.GetValue(pack); |
| | | } |
| | | |
| | | return 0; |
| | | } |
| | | |
| | | // 分配经验值:将经验包平均分配给每个死亡对象 |
| | |
| | | } |
| | | |
| | | |
| | | public virtual bool IsFinishedForJudge() |
| | | public virtual bool IsActionCompleted() |
| | | { |
| | | if (!isPlay) return false; |
| | | |
| | |
| | | if (!skillEffect.IsFinished()) return false; |
| | | } |
| | | |
| | | if (otherSkillActionList.Count > 0) |
| | | if (moveFinished) |
| | | { |
| | | foreach (var action in otherSkillActionList) |
| | | { |
| | | if (!action.IsFinishedForJudge()) return false; |
| | | } |
| | | } |
| | | |
| | | if (isFinished && moveFinished) |
| | | { |
| | | if (packList.Count > 0) |
| | | { |
| | | return false; |
| | | } |
| | | |
| | | // 如果技能有动画(SkillMotionName不为空),需要等待动画播放完成 |
| | | if (skillConfig != null && !string.IsNullOrEmpty(skillConfig.SkillMotionName)) |
| | | { |
| | | if (!isMotionCompleted) |
| | | { |
| | | BattleDebug.LogError($"SkillBase.IsFinishedForJudge: 技能 {skillConfig.SkillID} 等待动画播放完成"); |
| | | BattleDebug.LogError($"SkillBase.IsActionCompleted: 技能 {skillConfig.SkillID} 等待动画播放完成"); |
| | | return false; |
| | | } |
| | | } |
| | |
| | | } |
| | | |
| | | // 检查其他技能动作是否完成 |
| | | if (otherSkillActionList.Count > 0) |
| | | if (currentWaitingSkill.Count > 0) |
| | | { |
| | | for (int i = otherSkillActionList.Count - 1; i >= 0; i--) |
| | | if (currentWaitingSkill.Any(s => s.IsFinished())) |
| | | { |
| | | var action = otherSkillActionList[i]; |
| | | if (action.IsFinished()) |
| | | { |
| | | otherSkillActionList.RemoveAt(i); |
| | | OnSkillFinished(); |
| | | } |
| | | currentWaitingSkill.RemoveAll(s => s.IsFinished()); |
| | | OnSkillFinished(); |
| | | } |
| | | if (otherSkillActionList.Count > 0) |
| | | else |
| | | { |
| | | tempRetValue = false; |
| | | } |
| | |
| | | return false; |
| | | } |
| | | |
| | | // 如果自己内部的recora action的 inner record player还有没执行完的包 也是返回false |
| | | if (parentRecordAction != null && parentRecordAction.GetInnerRecordPlayer().IsPlaying()) |
| | | { |
| | | return false; |
| | | } |
| | | |
| | | // 技能完全结束,移除技能注册并触发延迟的死亡判定 |
| | | if (battleField != null && caster != null) |
| | | { |
| | | battleField.RemoveCastingSkill(caster.ObjID, this); |
| | | |
| | | // 传递parentRecordAction,让死亡技能等待当前技能完成 |
| | | battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values)); |
| | | DeathRecordAction recordAction = battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values)); |
| | | if (null != recordAction) |
| | | { |
| | | parentRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(recordAction); |
| | | tempDeadPackList.Clear(); |
| | | return false; |
| | | } |
| | | } |
| | | |
| | | return true; |
| | |
| | | } |
| | | |
| | | // 传递parentRecordAction,让死亡技能等待当前技能完成 |
| | | battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values), parentRecordAction); |
| | | RecordAction rc = battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values)); |
| | | if (null != rc) |
| | | { |
| | | parentRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(rc); |
| | | } |
| | | tempDeadPackList.Clear(); |
| | | |
| | | // 1. 强制结束技能效果 |
| | | skillEffect?.ForceFinished(); |
| | | skillEffect = null; |
| | | |
| | | foreach (var subSkillPack in tagUseSkillAttack.subSkillList) |
| | | { |
| | | SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic>() { subSkillPack }); |
| | | recordAction.fromSkill = this; |
| | | otherSkillActionList.Add(recordAction); |
| | | // 子技能设置WaitingPlay=true,等待父技能动作完成 |
| | | battleField.recordPlayer.ImmediatelyPlay(recordAction, parentRecordAction, true); |
| | | } |
| | | tagUseSkillAttack.subSkillList.Clear(); |
| | | foreach (var subCombinePack in tagUseSkillAttack.subSkillCombinePackList) |
| | | { |
| | | SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, subCombinePack.packList); |
| | | recordAction.fromSkill = this; |
| | | otherSkillActionList.Add(recordAction); |
| | | // 子技能设置WaitingPlay=true,等待父技能动作完成 |
| | | battleField.recordPlayer.ImmediatelyPlay(recordAction, parentRecordAction, true); |
| | | } |
| | | tagUseSkillAttack.subSkillCombinePackList.Clear(); |
| | | |
| | | // 2. 强制结束所有子技能动作 |
| | | otherSkillActionList.ForEach(action => action.ForceFinish()); |
| | | otherSkillActionList.Clear(); |
| | | if (currentWaitingSkill.Count > 0) |
| | | { |
| | | foreach (var skill in currentWaitingSkill) |
| | | { |
| | | skill.ForceFinish(); |
| | | } |
| | | currentWaitingSkill.Clear(); |
| | | } |
| | | |
| | | // 3. 清理 DOTween 动画(防止移动回调在战斗结束后执行) |
| | | if (caster != null && caster.heroRectTrans != null) |
| | |
| | | |
| | | // 取消幻影效果 |
| | | caster.motionBase?.ShowIllusionShadow(false); |
| | | |
| | | // 播放待机动画(如果还活着) |
| | | if (!caster.teamHero.isDead) |
| | | { |
| | | caster.motionBase?.ResetForReborn(false); |
| | | } |
| | | } |
| | | |
| | | // 5. 恢复 UI 状态 |
| | |
| | | } |
| | | else |
| | | { |
| | | if (pack is CustomB421ActionPack actionPack) |
| | | actionPack.Distribute(); |
| | | // 【使用 parentRecordAction.innerRecordPlayer】 |
| | | // 原因:ForceFinished时剩余的包也是技能内部产生的,应该由innerRecordPlayer管理 |
| | | // 这样可以确保即使强制结束,包的处理也在正确的上下文中 |
| | | PackageRegedit.Distribute(pack); |
| | | } |
| | | } |
| | |
| | | } |
| | | |
| | | // 验证其他技能动作是否完成 |
| | | if (otherSkillActionList.Count > 0) |
| | | if (currentWaitingSkill.Count > 0) |
| | | { |
| | | bool hasFinishedAction = false; |
| | | for (int i = otherSkillActionList.Count - 1; i >= 0; i--) |
| | | { |
| | | var action = otherSkillActionList[i]; |
| | | if (action.IsFinished()) |
| | | { |
| | | otherSkillActionList.RemoveAt(i); |
| | | hasFinishedAction = true; |
| | | } |
| | | } |
| | | bool hasFinishedAction = currentWaitingSkill.All(s => s.IsFinished()); |
| | | |
| | | if (hasFinishedAction) |
| | | { |
| | | // 修复死循环:完成后需要清空 currentWaitingSkill |
| | | currentWaitingSkill.Clear(); |
| | | continue; // 使用continue代替递归调用 |
| | | } |
| | | return; |
| | |
| | | |
| | | protected virtual bool ResolvePackList() |
| | | { |
| | | if (currentWaitingSkill.Count > 0) |
| | | { |
| | | return false; |
| | | } |
| | | |
| | | while (packList.Count > 0) |
| | | { |
| | | var pack = packList[0]; |
| | | packList.RemoveAt(0); |
| | | |
| | | |
| | | if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_")) |
| | | { |
| | | BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag); |
| | | var otherSkillAction = combinePack.CreateSkillAction(); |
| | | otherSkillAction.fromSkill = this; |
| | | otherSkillActionList.Add(otherSkillAction); |
| | | var skillRecordAction = combinePack.CreateSkillAction(); |
| | | skillRecordAction.fromSkill = this; |
| | | currentWaitingSkill.Add(skillRecordAction); |
| | | parentRecordAction.GetInnerRecordPlayer().PlayRecord(skillRecordAction); |
| | | return false; |
| | | } |
| | | else if (IsBuffPack(pack)) |
| | |
| | | buffPackCollections.Clear(); |
| | | continue; |
| | | } |
| | | |
| | | if (pack is CustomB421ActionPack actionPack) |
| | | { |
| | | actionPack.Distribute(); |
| | | } |
| | | else |
| | | { |
| | | PackageRegedit.Distribute(pack); |
| | | // 【使用 parentRecordAction.innerRecordPlayer】 |
| | | // 原因:技能执行过程中的包(Buff、属性刷新等)是技能效果的一部分 |
| | | // 应该由SkillRecordAction的innerRecordPlayer管理,确保与技能生命周期一致 |
| | | PackageRegeditEx.DistributeToRecordAction(pack, parentRecordAction); |
| | | } |
| | | } |
| | | |
| | |
| | | { |
| | | tempDropList?.Clear(); |
| | | tempDeadPackList?.Clear(); |
| | | otherSkillActionList?.Clear(); |
| | | currentWaitingSkill?.Clear(); |
| | | dropPackList?.Clear(); |
| | | expPackList?.Clear(); |
| | | buffPackCollections?.Clear(); |
| | |
| | | |
| | | foreach (var pack in buffPacks) |
| | | { |
| | | PackageRegedit.Distribute(pack); |
| | | // 【使用 parentRecordAction.innerRecordPlayer】 |
| | | // 原因:Buff包是技能效果的核心组成部分,应该由SkillRecordAction管理 |
| | | // 即使是强制分发的情况,也要保持在正确的RecordAction上下文中 |
| | | PackageRegeditEx.DistributeToRecordAction(pack, parentRecordAction); |
| | | } |
| | | } |
| | | |