| | |
| | | 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; |
| | | } |
| | | } |