yyl
7 天以前 b5098dca7b3454da208d60d4944d132ca660bb77
Main/System/Battle/Skill/SkillBase.cs
@@ -5,779 +5,699 @@
using System.Linq;
using System;
public class SkillBase
{
   const float moveTime = 0.5f;
    const float moveTime = 0.5f;
   protected SkillEffect skillEffect;
   protected HB427_tagSCUseSkill tagUseSkillAttack;
   public SkillConfig skillConfig;
   protected bool isFinished = false;
   protected BattleField battleField = null; // 战场
   protected RectTransform targetNode = null; // 目标节点
   protected BattleObject caster = null; // 施法者
   protected List<GameNetPackBasic> packList;
   protected SkillRecordAction otherSkillAction;
   protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>();
   protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>();
   protected bool moveFinished = false;
    protected SkillEffect skillEffect;
    protected HB427_tagSCUseSkill tagUseSkillAttack;
    public SkillConfig skillConfig;
    protected bool isFinished = false;
    protected BattleField battleField = null; // 战场
    protected RectTransform targetNode = null; // 目标节点
    protected BattleObject caster = null; // 施法者
    protected List<GameNetPackBasic> packList;
    protected List<SkillRecordAction> otherSkillActionList = new List<SkillRecordAction>();
    protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>();
    protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>();
    protected bool moveFinished = false;
    public int fromSkillId;
    public bool isPlay = false;
   public bool isPlay = false;
    private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>();
    private Dictionary<int, HB422_tagMCTurnFightObjDead> tempDeadPackList = new Dictionary<int, HB422_tagMCTurnFightObjDead>();
    // 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;
      if (null == caster)
      {
         throw new Exception("SkillBase caster is null ");
      }
      skillConfig = _skillCfg;
      tagUseSkillAttack = vNetData;
      battleField = _battleField;
      packList = _packList;
    {
        caster = _caster;
        if (null == caster)
        {
            throw new Exception("SkillBase caster is null ");
        }
        skillConfig = _skillCfg;
        tagUseSkillAttack = vNetData;
        battleField = _battleField;
        packList = _packList;
    }
      // Debug.LogError("start a skill id " + skillConfig.SkillID + " caster " + caster.teamHero.heroId + " pos " + caster.teamHero.positionNum + " camp " + caster.Camp);
   }
    // 技能运行主逻辑:处理技能效果和其他技能动作
    public virtual void Run()
    {
        if (skillEffect != null)
        {
            if (skillEffect.IsFinished())
            {
                skillEffect = null;
                OnSkillFinished();
            }
            else
            {
                skillEffect.Run();
            }
            return;
        }
   public virtual void Run()
   {
      if (null != skillEffect)
      {
         if (skillEffect.IsFinished())
         {
            skillEffect = null;
            OnSkillFinished();
         }
         else
         {
            skillEffect.Run();
         }
         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();
                }
            }
        }
    }
      if (otherSkillAction != null)
      {
         if (otherSkillAction.IsFinished())
         {
            otherSkillAction = null;
            OnSkillFinished();
         }
         else
         {
            if (moveFinished)
            {
               otherSkillAction.Run();
            }
         }
         return;
      }
   }
    // 技能释放主逻辑:广播事件、高亮目标、执行释放
    public virtual void Cast()
    {
        // 广播技能释放事件
        string guid = battleField.guid;
        TeamHero teamHero = caster.teamHero;
        EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, guid, skillConfig, teamHero);
   // 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()
   {
      // Debug.LogError("Cast skill " + skillConfig.SkillID + " cast position " + skillConfig.CastPosition + " cast mode " + skillConfig.castMode);
      string guid = battleField.guid;
      TeamHero teamHero = caster.teamHero;
      EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, guid, skillConfig, teamHero);
        // 高亮所有本次技能相关的目标
        HighLightAllTargets();
      //   高亮所有本次技能相关的目标
      HighLightAllTargets();
        // 根据释放模式执行相应逻辑
        switch (skillConfig.castMode)
        {
            case SkillCastMode.Self:
                CastImpl(OnAttackFinish);
                break;
            case SkillCastMode.Enemy:
                CastToEnemy();
                break;
            case SkillCastMode.Target:
                CastToTarget();
                break;
            case SkillCastMode.Allies:
                CastToAllies();
                break;
            case SkillCastMode.DashCast:
                DashCast(OnAttackFinish);
                break;
            default:
                Debug.LogError("强制结束技能 暂时不支持其他的方式释放 有需求please联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillConfig.CastPosition);
                ForceFinished();
                break;
        }
    }
      //   距离配成负数要转身 TurnBack
      switch (skillConfig.castMode)
      {
         case SkillCastMode.Self:
            CastImpl(OnAttackFinish);
            break;
         case SkillCastMode.Enemy:
            CastToEnemy();
            break;
         case SkillCastMode.Target:
            CastToTarget();
            break;
         case SkillCastMode.Allies:
            CastToAllies();
            break;
         case SkillCastMode.DashCast:
            DashCast(OnAttackFinish);
            break;
         default:
            Debug.LogError("强制结束技能 暂时不支持其他的方式释放 有需求请联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillConfig.CastPosition);
            ForceFinished();
            break;
      }
    // 冲撞攻击模式(待实现)
    protected void DashCast(Action _onComplete)
    {
        Debug.LogError("DashCast 还没实现");
        ForceFinished();
    }
   }
    // 对敌方释放技能:移动到敌方区域进行攻击
    protected void CastToEnemy()
    {
        RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig);
        ExecuteMoveAndCastSequence(target, () =>
        {
            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, OnAttackFinish, 750F);
        });
    }
   //   冲撞攻击
   protected void DashCast(Action _onComplete)
   {
      Debug.LogError("DashCast 还没实现");
      ForceFinished();
      //   YYL TODO
    // 对指定目标释放技能:移动到主要目标位置进行攻击
    protected void CastToTarget()
    {
        if (tagUseSkillAttack.HurtCount <= 0)
        {
            Debug.LogError("技能攻击包没有目标 HurtCount <= 0");
            OnSkillFinished();
            return;
        }
      // var entry = caster.motionBase.PlayAnimation(skillConfig.GetMotionName(), false);
      // float animationTime = entry.AnimationTime;
        int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig);
        BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp();
        RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum);
      // int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig);
        ExecuteMoveAndCastSequence(targetTrans, () =>
        {
            RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum);
            MoveToTarget(rectTransform, Vector2.zero, OnAttackFinish, 750F);
        });
    }
      // BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp();
    // 对友方释放技能:移动到友方区域进行治疗或增益
    protected void CastToAllies()
    {
        RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig);
        ExecuteMoveAndCastSequence(target, () =>
        {
            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, OnAttackFinish, 750F);
        });
    }
      // RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum);
    // 执行移动-施法-返回序列:通用的移动攻击流程
    private void ExecuteMoveAndCastSequence(RectTransform target, Action onReturnComplete)
    {
        MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () =>
        {
            TurnBack(() =>
            {
                CastImpl(() =>
                {
                    TurnBack(() =>
                    {
                        try
                        {
                            onReturnComplete?.Invoke(); // 添加异常处理防止回调异常导致状态不完整
                        }
                        catch (Exception ex)
                        {
                            Debug.LogError($"ExecuteMoveAndCastSequence回调异常: {ex.Message}");
                            throw;
                        }
                    }, -1f);
                });
            }, -1f);
        });
    }
      // var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, targetTrans, new Vector2(skillConfig.CastDistance, 0), animationTime * 0.9f, () =>
      // {
      //    caster.motionBase.PlayAnimation(MotionName.idle, true);
      //    _onComplete?.Invoke();
      // });
      // battleField.battleTweenMgr.OnPlayTween(tweener);
   }
    // 移动到目标位置:处理角色的移动动画和逻辑
    protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 500f)
    {
        if (skillConfig.CastDistance >= 9999)
        {
            _onComplete?.Invoke();
            return;
        }
   protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 500f)
   {
      //   原地释放
      if (skillConfig.CastDistance >= 9999)
      {
         _onComplete?.Invoke();
         return;
      }
        caster.motionBase.PlayAnimation(MotionName.run, true);
        var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () =>
        {
            caster.motionBase.PlayAnimation(MotionName.idle, true);
            _onComplete?.Invoke();
        }, speed);
        battleField.battleTweenMgr.OnPlayTween(tweener);
    }
      caster.motionBase.PlayAnimation(MotionName.run, true);
      var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () =>
      {
         caster.motionBase.PlayAnimation(MotionName.idle, true);
         _onComplete?.Invoke();
      }, speed);
      battleField.battleTweenMgr.OnPlayTween(tweener);
    // 转身逻辑:根据技能配置处理角色转向
    protected void TurnBack(Action _onComplete, float forward)
    {
        if (skillConfig.CastDistance < 0)
        {
            Vector3 scale = caster.heroGo.transform.localScale;
            scale.x = Mathf.Abs(scale.x) * forward;
            caster.heroGo.transform.localScale = scale;
        }
        _onComplete?.Invoke();
    }
      // Debug.LogError("move to tarrget " + target.name + " offset " + offset + " speed " + speed + " time " + tweener.Duration());
   }
    // 攻击完成后的处理:转身、恢复状态、播放待机动画
    protected void OnAttackFinish()
    {
        TurnBack(null, 1f);
        OnAllAttackMoveFinished();
        caster.motionBase.PlayAnimation(MotionName.idle, true);
    }
   protected void TurnBack(Action _onComplete, float forward)
   {
      if (skillConfig.CastDistance < 0)
      {
         //   转身
         Vector3 scale = caster.heroGo.transform.localScale;
         scale.x = Mathf.Abs(scale.x) * forward;
         caster.heroGo.transform.localScale = scale;
      }
      _onComplete?.Invoke();
   }
    // 所有攻击移动完成后的处理:恢复UI显示状态
    protected virtual void OnAllAttackMoveFinished()
    {
        moveFinished = true;
        List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>();
        foreach (BattleObject bo in allList)
        {
            bo.layerMgr.SetFront();
            bo.heroInfoBar.SetActive(true);
        }
        battleField.battleRootNode.skillMaskNode.SetActive(false);
    }
   protected void CastToEnemy()
   {
    // 执行技能释放动画和逻辑:播放施法动作并提供回调
    protected TrackEntry CastImpl(Action onComplete = null)
    {
        return caster.motionBase.PlaySkillAnimation(skillConfig, this, tagUseSkillAttack.BattleType == 4, onComplete);
    }
      RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig);
    // 技能开始回调:处理死亡、子技能、技能效果初始化
    public void OnSkillStart()
    {
        HandleDead();
        skillEffect = SkillEffectFactory.CreateSkillEffect(caster, skillConfig, tagUseSkillAttack);
        skillEffect.Play(OnHitTargets);
        foreach (var subSkillPack in tagUseSkillAttack.subSkillList)
        {
            RecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic>() { subSkillPack });
            battleField.recordPlayer.ImmediatelyPlay(recordAction);
        }
        isPlay = true;
    }
      MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () =>
      {
         //   到位置转身(不一定非要转身 但是流程要写)
         TurnBack(() =>
         {
            //   到达目标位置
            CastImpl(() =>
            {
               TurnBack(
                  () =>
                  {
                     //   回到原来的位置
                     MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero,
                        OnAttackFinish, 750F);
                  }
               , -1f);
            });
         }, -1f);
      });
   }
    // 技能前摇结束回调
    public virtual void OnStartSkillFrameEnd() { }
    // 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
    }
    // 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
    }
   protected void CastToTarget()
   {
      // 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;
      }
    // 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
    }
      int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig);
    // 技能后摇结束回调:通知技能效果处理后摇结束
    public virtual void OnFinalFrameEnd()
    {
        skillEffect?.OnFinalFrameEnd(); // 修复:添加空值检查
    }
      BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp();
    // 高亮所有相关目标:设置施法者和目标的显示层级
    protected void HighLightAllTargets()
    {
        caster.layerMgr.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder);
      RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum);
        if (skillConfig.FuncType != 2)
            return;
      MoveToTarget(targetTrans, new Vector2(skillConfig.CastDistance, 0), () =>
      {
         //   到位置转身(不一定非要转身 但是流程要写)
         TurnBack(() =>
         {
            //   到达目标位置
            CastImpl(() =>
            {
               TurnBack(
                  () =>
                  {
                     RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum);
                     //   回到原来的位置
                     MoveToTarget(rectTransform, Vector2.zero, OnAttackFinish, 750F);
                  }
               , -1f);
            });
         }, -1f);
      });
   }
        List<BattleObject> targetList = battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack);
        List<BattleObject> highlightList = new List<BattleObject>(targetList) { caster };
        List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>();
        // 修复:使用HashSet优化性能,避免重复设置
        var targetSet = new HashSet<BattleObject>(targetList);
        var highlightSet = new HashSet<BattleObject>(highlightList);
        caster.heroInfoBar.SetActive(false);
   protected virtual void OnAllAttackMoveFinished()
   {
      moveFinished = true;
      List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>();
      for (int i = 0; i < allList.Count; i++)
      {
         BattleObject bo = allList[i];
         bo.layerMgr.SetFront();
         // bo.heroRectTrans.SetParent(battleField.GetTeamNode(bo.Camp, bo.teamHero.positionNum), true);
         bo.heroInfoBar.SetActive(true);
      }
      battleField.battleRootNode.skillMaskNode.SetActive(false);
      // Debug.LogError("OnAllAttackMoveFinished skill " + skillConfig.SkillID + " cast position " + skillConfig.CastPosition + " cast mode " + skillConfig.castMode);
   }
        foreach (BattleObject bo in allList)
        {
            bool isHighlight = highlightSet.Contains(bo);
            bool isTarget = targetSet.Contains(bo);
            if (isHighlight)
            {
                bo.layerMgr.SetFront();
            }
            else
            {
                bo.layerMgr.SetBack();
            }
   protected void CastToAllies()
   {
      RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig);
            bo.heroInfoBar.SetActive(isTarget);
        }
      MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () =>
      {
         //   到位置转身(不一定非要转身 但是流程要写)
         TurnBack(() =>
         {
            //   到达目标位置
            CastImpl(() =>
            {
               TurnBack(
                  () =>
                  {
                     //   回到原来的位置
                     MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum),
                        Vector2.zero, OnAttackFinish, 750F);
                  }
               , -1f);
            });
         }, -1f);
      });
   }
        battleField.battleRootNode.skillMaskNode.SetActive(true);
        battleField.battleRootNode.SetSortingOrder();
    }
   protected void OnAttackFinish()
   {
      TurnBack(null, 1f);
      OnAllAttackMoveFinished();
      caster.motionBase.PlayAnimation(MotionName.idle, true);
   }
    // 命中目标回调:处理所有被命中的目标
    protected virtual void OnHitTargets(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList)
    {
        foreach (var hurt in hitList)
        {
            BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
            if (target == null)
            {
                Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID);
                continue;
            }
            OnHitEachTarget(_hitIndex, target, hurt);
        }
    }
   //   承载技能大部分的逻辑
   protected TrackEntry CastImpl(Action onComplete = null)
   {
      // 播放施法动作
      //   onComplete是指施法动作播放完的回调 不代表是技能结束
      //   具体技能结束的时间应该看技能对应的逻辑
      //   这里只提供6个动作相关的函数
      // OnSkillStart 动作第一帧
      // OnStartSkillFrameEnd 前摇结束
      // OnMiddleFrameStart 中摇开始
      // OnMiddleFrameEnd 中摇结束
      // OnFinalFrameStart 后摇开始
      // OnFinalFrameEnd 后摇结束
    // 处理单个目标被命中:应用伤害和施法者效果
    protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt)
    {
        List<int> damageDivide = new List<int>();
        if (_hitIndex == 0 && skillConfig.DamageDivide.Length <= 0)
        {
            damageDivide.Add(10000);
        }
        else
        {
            if (skillConfig.DamageDivide.Length <= _hitIndex)
            {
                Debug.LogError("技能伤害分布配置错误 skillId: " + skillConfig.SkillID + " hitIndex: " + _hitIndex);
                damageDivide.Add(10000);
            }
            else
            {
                damageDivide = skillConfig.DamageDivide[_hitIndex].ToList();
            }
        }
      return caster.motionBase.PlaySkillAnimation(skillConfig, this, onComplete);
   }
        // 伤害分布计算和应用
        long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx);
        List<long> damageList = BattleUtility.DivideDamageToList(damageDivide.ToArray(), totalDamage);
   //   技能开始
   public void OnSkillStart()
   {
      HandleDead();
      skillEffect = SkillEffectFactory.CreateSkillEffect(
            caster,
            skillConfig,
            tagUseSkillAttack
         );
        // 获取临时数据并应用伤害
        int objID = (int)target.ObjID;
        tempDropList.TryGetValue(objID, out BattleDrops battleDrops);
        tempDeadPackList.TryGetValue(objID, out HB422_tagMCTurnFightObjDead deadPack);
        target.Hurt(damageList, totalDamage, hurt, skillConfig, _hitIndex, battleDrops, deadPack);
      skillEffect.Play(OnHitTargets);
      isPlay = true;
        // 处理施法者相关效果
        caster.SuckHp(hurt.SuckHP, skillConfig);
        caster.HurtByReflect(hurt.BounceHP, skillConfig);
    }
   }
    // 处理死亡相关逻辑:分配掉落和经验
    protected void HandleDead()
    {
        var deadPackList = BattleUtility.FindDeadPack(packList);
        if (deadPackList.Count <= 0) return;
   //   技能前摇帧结束
   public virtual void OnStartSkillFrameEnd()
   {
   }
        CheckAfterDeadhPack();
   /// <summary>
   /// 中摇开始 times=第几次循环 从0开始
   /// </summary>
   /// <param name="times"></param>
   public virtual void OnMiddleFrameStart(int times)
   {
      skillEffect.OnMiddleFrameStart(times);
   }
        // 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);
            packList.Remove(_dropPack);
        }
   public virtual void OnMiddleFrameEnd(int times, int hitIndex)
   {
      skillEffect.OnMiddleFrameEnd(times, hitIndex);
   }
        // 获取并分配掉落物品和经验
        var dropPack = PackManager.Instance.GetSinglePack(PackType.DropItem);
        var itemDict = dropPack.GetAllItems();
        List<ItemModel> itemList = new List<ItemModel>(itemDict.Values.Where(item => item != null && item.isAuction));
   /// <summary>
   /// 后摇开始
   /// </summary>
   public virtual void OnFinalFrameStart()
   {
      skillEffect.OnFinalFrameStart();
   }
        var dropAssign = AssignDrops(itemList, deadPackList.Count);
        var expAssign = AssignExp(expPackList, deadPackList.Count);
   /// <summary>
   /// 后摇结束
   /// </summary>
   public virtual void OnFinalFrameEnd()
   {
      skillEffect.OnFinalFrameEnd();
        // 构造BattleDrops并缓存
        for (int i = 0; i < deadPackList.Count; i++)
        {
            int objID = (int)deadPackList[i].ObjID;
            BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject(objID);
            // 修复:添加空值检查
            if (deadTarget == null)
            {
                Debug.LogError($"找不到死亡目标,ObjID: {objID}");
                continue;
            }
            List<int> itemIndexList = dropAssign[i].Select(item => item.gridIndex).ToList();
            BattleDrops battleDrops = new BattleDrops()
            {
                rectTransform = deadTarget.heroRectTrans,
                dropItemPackIndex = itemIndexList,
                expDrops = expAssign[i]
            };
      //   转移到死亡包 battleobject.hurt 最后一击的时候播放
   }
   protected void HighLightAllTargets()
   {
      caster.layerMgr.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder);
      if (skillConfig.FuncType != 2)
         return;
      // 高亮所有目标
      List<BattleObject> targetList = battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack);
      List<BattleObject> highlightList = new List<BattleObject>(targetList);
      highlightList.Add(caster);
      List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>();
      caster.heroInfoBar.SetActive(false);
      for (int i = 0; i < allList.Count; i++)
      {
         BattleObject bo = allList[i];
         if (highlightList.Contains(bo))
         {
            bo.layerMgr.SetFront();
            bo.heroInfoBar.SetActive(true);
            // bo.heroRectTrans.SetParent(battleField.battleRootNode.skillFrontNode, true);
         }
         else
         {
            bo.layerMgr.SetBack();
            // bo.heroRectTrans.SetParent(battleField.battleRootNode.skillBackNode, true);
         }
         if (targetList.Contains(bo))
         {
            bo.heroInfoBar.SetActive(true);
         }
         else
         {
            bo.heroInfoBar.SetActive(false);
         }
      }
      battleField.battleRootNode.skillMaskNode.SetActive(true);
      battleField.battleRootNode.SetSortingOrder();
      // caster.battleField.skillMask
      //   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;
         }
         OnHitEachTarget(_hitIndex, target, hurt);
      }
   }
   protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt)
   {
      // 伤害分布 (万分比)
      // Debug.LogError("skillConfig.DamageDivide.Count " + skillConfig.DamageDivide.Length + " _hitIndex " + _hitIndex);
      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 = BattleUtility.DivideDamageToList(damageDivide, totalDamage);
      // public uint ObjID;
      // public uint AttackTypes;        // 飘血类型汇总,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 HurtHP;        // 飘血值,求余亿部分
      // public uint HurtHPEx;        // 飘血值,整除亿部分
      // public uint CurHP;        // 更新剩余血量,求余亿部分
      // public uint CurHPEx;        // 更新剩余血量,整除亿部分
      // public uint SuckHP;        // 本次伤害转化的吸血量
      // public uint BounceHP;        // 本次伤害反弹的伤害量
      //   TODO YYL AttackTypes  要表现成什么样呢? 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
      int objID = (int)target.ObjID;
      tempDropList.TryGetValue(objID, out BattleDrops battleDrops);
      tempDeadPackList.TryGetValue(objID, out HB422_tagMCTurnFightObjDead deadPack);
      target.Hurt(damageList, totalDamage, hurt, skillConfig, _hitIndex, battleDrops, deadPack);
      //   TODO YYL 这里是要做统一计算后再hurt跟suckhp还是怎样
      caster.SuckHp(hurt.SuckHP, skillConfig);//   吸血
      caster.HurtByReflect(hurt.BounceHP, skillConfig);// 反弹伤害
   }
   private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>();
   private Dictionary<int, HB422_tagMCTurnFightObjDead> tempDeadPackList = new Dictionary<int, HB422_tagMCTurnFightObjDead>();
   protected void HandleDead()
   {
      var deadPackList = BattleUtility.FindDeadPack(packList);
      int deadCount = deadPackList.Count;
      if (deadCount <= 0)
      {
         //   如果没死亡就不用管
         return;
      }
      CheckAfterDeadhPack();
      // 处理掉落包 提前distribute之后 PackManager才有掉落物 所以不跟assignexp一样distribute
      foreach (var _dropPack in dropPackList)
      {
         PackageRegedit.Distribute(_dropPack);
         packList.Remove(_dropPack);
      }
      // 获取掉落物品
      var dropPack = PackManager.Instance.GetSinglePack(PackType.DropItem);
      var itemDict = dropPack.GetAllItems();
      List<ItemModel> itemList = new List<ItemModel>(
         from item in itemDict.Values
         where item != null && item.isAuction
         select item);
            // 修复:避免字典键冲突,使用安全的添加方式
            if (!tempDropList.ContainsKey(objID))
            {
                tempDropList.Add(objID, battleDrops);
            }
            else
            {
                Debug.LogWarning($"tempDropList中已存在ObjID={objID}的记录,将覆盖原值");
                tempDropList[objID] = battleDrops; // 覆盖现有值
            }
      // 分配掉落和经验
      var dropAssign = AssignDrops(itemList, deadCount);
      var expAssign = AssignExp(expPackList, deadCount);
            if (!tempDeadPackList.ContainsKey(objID))
            {
                tempDeadPackList.Add(objID, deadPackList[i]);
            }
            else
            {
                Debug.LogWarning($"tempDeadPackList中已存在ObjID={objID}的记录,将覆盖原值");
                tempDeadPackList[objID] = deadPackList[i]; // 覆盖现有值
            }
        }
      // 构造 BattleDrops 并分配
      for (int i = 0; i < deadCount; i++)
      {
         BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject((int)deadPackList[i].ObjID);
         List<ItemModel> itemModelDrops = dropAssign[i];
         List<int> itemModelDropsIndexList = new List<int>(
            from item in itemModelDrops select item.gridIndex);
         BattleDrops battleDrops = new BattleDrops()
         {
            rectTransform = deadTarget.heroRectTrans,
            dropItemPackIndex = itemModelDropsIndexList,
            expDrops = expAssign[i]
         };
        // 修复:避免在遍历时修改集合,先收集后删除
        var deadPacksToRemove = new List<GameNetPackBasic>(deadPackList.Cast<GameNetPackBasic>());
        foreach (var deadPack in deadPacksToRemove)
        {
            packList.Remove(deadPack);
        }
    }
         tempDropList.Add((int)deadPackList[i].ObjID, battleDrops);
         // deadTarget.PushDropItems(battleDrops);
      }
    // 分配掉落物品:将掉落物品平均分配给死亡对象
    protected List<List<ItemModel>> AssignDrops(List<ItemModel> itemList, int deadCount)
    {
        var dropAssign = new List<List<ItemModel>>();
        for (int i = 0; i < deadCount; i++)
            dropAssign.Add(new List<ItemModel>());
        for (int i = 0; i < itemList.Count; i++)
            dropAssign[i % deadCount].Add(itemList[i]);
        return dropAssign;
    }
      // battleField.OnObjsDead(new List<HB422_tagMCTurnFightObjDead>(deadPackList));
      foreach (var deadPack in deadPackList)
      {
         tempDeadPackList.Add((int)deadPack.ObjID, deadPack);
         packList.Remove(deadPack);
      }
   }
    // 分配经验值:将经验包平均分配给每个死亡对象
    protected List<List<HB405_tagMCAddExp>> AssignExp(List<HB405_tagMCAddExp> expList, int deadCount)
    {
        var expAssign = new List<List<HB405_tagMCAddExp>>();
        for (int i = 0; i < deadCount; i++)
            expAssign.Add(new List<HB405_tagMCAddExp>());
        // 修复:检查除零风险
        if (deadCount == 0)
        {
            Debug.LogWarning("AssignExp: deadCount为0,无法分配经验");
            return expAssign;
        }
        // 修复:先收集要删除的包,避免在foreach中修改packList
        var expPacksToRemove = new List<HB405_tagMCAddExp>();
   // 分配掉落
   protected List<List<ItemModel>> AssignDrops(List<ItemModel> itemList, int deadCount)
   {
      var dropAssign = new List<List<ItemModel>>(deadCount);
      for (int i = 0; i < deadCount; i++)
         dropAssign.Add(new List<ItemModel>());
      for (int i = 0; i < itemList.Count; i++)
         dropAssign[i % deadCount].Add(itemList[i]);
      return dropAssign;
   }
        foreach (var expPack in expList)
        {
            long totalExp = GeneralDefine.GetFactValue(expPack.Exp, expPack.ExpPoint);
            long avgExp = totalExp / deadCount;
            long remain = totalExp % deadCount;
   // 分配经验:每个原始包都平均分配到每个死亡对象
   protected List<List<HB405_tagMCAddExp>> AssignExp(List<HB405_tagMCAddExp> expList, int deadCount)
   {
      var expAssign = new List<List<HB405_tagMCAddExp>>(deadCount);
      for (int i = 0; i < deadCount; i++)
         expAssign.Add(new List<HB405_tagMCAddExp>());
            for (int i = 0; i < deadCount; i++)
            {
                long assignExp = avgExp + (i < remain ? 1 : 0);
                var newPack = new HB405_tagMCAddExp
                {
                    Exp = (uint)(assignExp % 100000000),
                    ExpPoint = (uint)(assignExp / 100000000),
                    Source = expPack.Source
                };
                expAssign[i].Add(newPack);
            }
            expPacksToRemove.Add(expPack);
        }
        // 统一删除收集的包
        foreach (var pack in expPacksToRemove)
        {
            packList.Remove(pack);
        }
      foreach (var expPack in expList)
      {
         long totalExp = GeneralDefine.GetFactValue(expPack.Exp, expPack.ExpPoint);
         long avgExp = totalExp / deadCount;
         long remain = totalExp % deadCount;
        return expAssign;
    }
         for (int i = 0; i < deadCount; i++)
         {
            long assignExp = avgExp + (i < remain ? 1 : 0);
            long expPoint = assignExp / 100000000;
            long exp = assignExp % 100000000;
            var newPack = new HB405_tagMCAddExp
            {
               Exp = (uint)exp,
               ExpPoint = (uint)expPoint,
               Source = expPack.Source // 保持原包来源
            };
            expAssign[i].Add(newPack);
         }
         packList.Remove(expPack);
      }
      return expAssign;
   }
    // 检查死亡后的包处理:处理技能包、掉落包、经验包
    protected void CheckAfterDeadhPack()
    {
        List<int> removeIndexList = new List<int>();
        for (int i = 0; i < packList.Count; i++)
        {
            var pack = packList[i];
            // 复活基本都靠技能包
            if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_"))
                break;
            if (pack is H0704_tagRolePackRefresh h0704Pack && h0704Pack.PackType == (byte)PackType.DropItem && h0704Pack.IsBind == 1)
            {
                dropPackList.Add(h0704Pack);
                removeIndexList.Add(i);
            }
            if (pack is HB405_tagMCAddExp h405Pack && h405Pack.Source == 2)
            {
                expPackList.Add(h405Pack);
                removeIndexList.Add(i);
            }
        }
        for (int i = removeIndexList.Count - 1; i >= 0; i--)
            packList.RemoveAt(removeIndexList[i]);
    }
   protected void CheckAfterDeadhPack()
   {
      List<int> removeIndexList = new List<int>();
      for (int i = 0; i < packList.Count; i++)
      {
         var pack = packList[i];
    // 检查技能是否完成:综合检查所有完成条件
    public virtual bool IsFinished()
    {
        if (!isPlay) return false;
         //    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;
        // 检查技能效果是否完成
        if (skillEffect != null)
        {
            if (!skillEffect.IsFinished()) return false;
            skillEffect = null;
            OnSkillFinished();
            return false;
        }
            //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);
            }
         }
        // 检查其他技能动作是否完成
        if (otherSkillActionList.Count > 0)
        {
            for (int i = otherSkillActionList.Count - 1; i >= 0; i--)
            {
                var action = otherSkillActionList[i];
                if (action.IsFinished())
                {
                    otherSkillActionList.RemoveAt(i);
                    OnSkillFinished();
                }
            }
            if (otherSkillActionList.Count > 0) return false;
        }
      }
        // 检查最终完成状态
        if (isFinished && moveFinished)
        {
            if (packList.Count > 0)
            {
                OnSkillFinished();
                return false;
            }
      for (int i = removeIndexList.Count - 1; i >= 0; i--)
      {
         packList.RemoveAt(removeIndexList[i]);
      }
   }
   public virtual bool IsFinished()
   {
      if (!isPlay)
      {
         return false;
      }
            return true;
        }
      if (skillEffect != null)
      {
         if (!skillEffect.IsFinished())
         {
            return false;
         }
         else
         {
            skillEffect = null;
            OnSkillFinished();
            return false;
         }
      }
        return false;
    }
      if (otherSkillAction != null)
      {
         if (!otherSkillAction.IsFinished())
         {
            return false;
         }
         else
         {
            otherSkillAction = null;
            OnSkillFinished();
            return false;
         }
      }
    // 强制结束技能:立即结束所有技能相关的处理
    public virtual void ForceFinished()
    {
        skillEffect?.ForceFinished();
        otherSkillActionList.ForEach(action => action.ForceFinish());
        otherSkillActionList.Clear();
      if (isFinished && moveFinished)
      {
         if (packList.Count > 0)
         {
            OnSkillFinished();
            return false;
         }
        isFinished = true;
        moveFinished = true;
        isPlay = true;
         return true;
      }
      else
      {
         return false;
      }
   }
        // 处理所有剩余包
        while (packList.Count > 0)
        {
            var pack = packList[0];
            packList.RemoveAt(0);
   public virtual void ForceFinished()
   {
      skillEffect?.ForceFinished();
      if (otherSkillAction != null)
      {
         otherSkillAction.ForceFinish();
         otherSkillAction = null;
      }
      isFinished = true;
      moveFinished = true;
      isPlay = true;
            if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_"))
            {
                var otherSkillAction = combinePack.CreateSkillAction();
                otherSkillAction.fromSkillId = skillConfig.SkillID;
                otherSkillAction.ForceFinish();
            }
            else
            {
                if (pack is CustomB421ActionPack actionPack)
                    actionPack.Distribute();
                PackageRegedit.Distribute(pack);
            }
        }
    }
      while (packList.Count > 0)
      {
         var pack = packList[0];
         packList.RemoveAt(0);
    // 技能完成处理:正常完成时的清理工作
    public void OnSkillFinished()
    {
        // 修复:使用循环代替递归,避免栈溢出风险
        try
        {
            while (true)
            {
                // 验证技能效果是否完成
                if (skillEffect != null && !skillEffect.IsFinished())
                    return;
                if (skillEffect != null)
                {
                    skillEffect = null;
                    continue; // 使用continue代替递归调用
                }
         if (pack is CustomHB426CombinePack combinePack)
         {
            if (combinePack.startTag.Tag.StartsWith("Skill_"))
            {
               otherSkillAction = combinePack.CreateSkillAction();
               otherSkillAction.fromSkillId = skillConfig.SkillID;
               //   强制结束其他技能
               otherSkillAction.ForceFinish();
               continue;
            }
         }
         else if (pack is CustomB421ActionPack actionPack)
         {
            actionPack.Distribute();
         }
         PackageRegedit.Distribute(pack);
      }
   }
                // 验证其他技能动作是否完成
                if (otherSkillActionList.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;
                        }
                    }
                    if (hasFinishedAction)
                    {
                        continue; // 使用continue代替递归调用
                    }
                    return;
                }
   public void OnSkillFinished()
   {
      if (skillEffect != null)
      {
         if (!skillEffect.IsFinished())
         {
            return;
         }
         else
         {
            skillEffect = null;
            OnSkillFinished();
         }
      }
                break; // 没有更多需要处理的,退出循环
            }
      if (otherSkillAction != null)
      {
         if (!otherSkillAction.IsFinished())
         {
            return;
         }
         else
         {
            otherSkillAction = null;
            OnSkillFinished();
         }
      }
            // 处理剩余包
            while (packList.Count > 0)
            {
                var pack = packList[0];
                packList.RemoveAt(0);
      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.fromSkillId = skillConfig.SkillID;
                    return;
                }
         if (pack is CustomHB426CombinePack)
         {
            var combinePack = pack as CustomHB426CombinePack;
            if (combinePack.startTag.Tag.StartsWith("Skill_"))
            {
               BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag);
               otherSkillAction = combinePack.CreateSkillAction();
               otherSkillAction.fromSkillId = skillConfig.SkillID;
               return;
            }
         }
         else if (pack is CustomB421ActionPack actionPack)
         {
            actionPack.Distribute();
         }
                if (pack is CustomB421ActionPack actionPack)
                    actionPack.Distribute();
                PackageRegedit.Distribute(pack);
            }
        }
        catch (Exception ex)
        {
            Debug.LogError($"OnSkillFinished异常: {ex.Message},技能ID={skillConfig.SkillID}");
            // 确保状态一致性,即使出现异常也要标记完成
            isFinished = true;
            throw; // 重新抛出异常供上层处理
        }
         // Debug.LogError("Distribute pack " + pack.GetType().ToString());
         PackageRegedit.Distribute(pack);
      }
        isFinished = true;
    }
      isFinished = true;
   }
    // 添加清理方法:防止内存泄漏
    public virtual void Cleanup()
    {
        tempDropList?.Clear();
        tempDeadPackList?.Clear();
        otherSkillActionList?.Clear();
        dropPackList?.Clear();
        expPackList?.Clear();
        skillEffect = null;
        packList = null;
    }
}