| | |
| | | return; |
| | | } |
| | | |
| | | ProcessSubSkill(); |
| | | |
| | | // 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); |
| | |
| | | foreach (var (packUID, recordAction) in allSubSkills) |
| | | { |
| | | battleField.recordPlayer.ImmediatelyPlay(recordAction); |
| | | currentWaitingSkill.Add(recordAction); |
| | | |
| | | if (recordAction.IsNeedWaiting()) |
| | | { |
| | | currentWaitingSkill.Add(recordAction); |
| | | } |
| | | } |
| | | } |
| | | |
| | |
| | | List<BattleDeadPack> deadPackList = BattleUtility.FindDeadPack(packList); |
| | | if (deadPackList.Count <= 0) return; |
| | | |
| | | // 找到最大的死亡包 packUID(包括死亡包和死亡触发技能) |
| | | 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; |
| | | } |
| | | |
| | | if (deadPack.deadTriggerSkill != null) |
| | | { |
| | | var skillPack = deadPack.deadTriggerSkill.GetMainHB427SkillPack(); |
| | | if (skillPack != null && skillPack.packUID > maxDeathPackUID) |
| | | { |
| | | maxDeathPackUID = skillPack.packUID; |
| | | } |
| | | lastBattleDeadPack = deadPack; |
| | | } |
| | | } |
| | | |
| | | // 如果找到了死亡包,收集所有 packUID > maxDeathPackUID 的包 |
| | | if (maxDeathPackUID > 0) |
| | | if (maxDeathPackUID > 0 && lastBattleDeadPack != null) |
| | | { |
| | | BattleDebug.LogError($"SkillBase.HandleDead: 找到死亡包,maxDeathPackUID = {maxDeathPackUID},开始收集死亡后的包"); |
| | | |
| | |
| | | if (packUID > maxDeathPackUID) |
| | | { |
| | | // 排除经验包和掉落包,它们属于当前死亡事件的一部分,不是"死亡后"的包 |
| | | if (pack is HB405_tagMCAddExp || |
| | | if (pack is HB405_tagMCAddExp expPack && expPack.Source == 2 || |
| | | (pack is H0704_tagRolePackRefresh h0704 && h0704.PackType == (byte)PackType.DropItem && h0704.IsBind == 1)) |
| | | { |
| | | continue; // 跳过经验包和掉落包,让 CheckAfterDeadhPack() 处理它们 |
| | | } |
| | | |
| | | BattleDebug.LogError($"SkillBase.HandleDead: 从packList收集死亡后的包 - Type: {pack.GetType().Name}, UID: {packUID}"); |
| | | foreach (var deadPack in deadPackList) |
| | | { |
| | | deadPack.packListAfterDeath.Add(pack); |
| | | } |
| | | lastBattleDeadPack.packListAfterDeath.Add(pack); |
| | | packsToRemove.Add(pack); |
| | | } |
| | | } |
| | | |
| | | // 从 packList 中移除这些包 |
| | | foreach (var pack in packsToRemove) |
| | | { |
| | | packList.Remove(pack); |
| | | } |
| | | |
| | | packList.RemoveAll(p => packsToRemove.Contains(p)); |
| | | } |
| | | |
| | | CheckAfterDeadhPack(); |
| | |
| | | // 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 |
| | |
| | | return false; |
| | | } |
| | | |
| | | |
| | | |
| | | |
| | | // 检查最终完成状态 |
| | | if (isFinished && moveFinished) |
| | | { |
| | |
| | | DeathRecordAction recordAction = battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values)); |
| | | if (null != recordAction) |
| | | { |
| | | parentRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(recordAction, parentRecordAction, true); |
| | | parentRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(recordAction); |
| | | tempDeadPackList.Clear(); |
| | | return false; |
| | | } |
| | | } |