yyl
2026-01-15 bface07b5ea879e40f5be8d082bfa77fb873b0bd
Main/System/Battle/Skill/SkillBase.cs
@@ -27,16 +27,24 @@
    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 SkillBase fromSkill;
    public bool isPlay = false;
    //  父RecordAction(SkillRecordAction),用于子技能建立父子关系
    protected RecordAction parentRecordAction;
    //  技能动画是否播放完成(针对有动画的技能)
    protected bool isMotionCompleted = false;
    private float MoveSpeed = 750f;
    private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>();
    private Dictionary<int, BattleDeadPack> tempDeadPackList = new Dictionary<int, BattleDeadPack>();
    protected List<HB428_tagSCBuffRefresh> buffCollections = new List<HB428_tagSCBuffRefresh>();
    // Buff相关包集合,支持 HB428(刷新) 和 HB429(删除)
    protected List<GameNetPackBasic> buffPackCollections = new List<GameNetPackBasic>();
    // 构造函数:初始化技能基础数据
@@ -48,13 +56,19 @@
        battleField = _battleField;
        packList = _packList;
        SafetyCheck();
#if UNITY_EDITOR
        if (Launch.Instance.isOpenSkillLogFile)
        // 注册正在释放的技能
        if (battleField != null && caster != null)
        {
            PinrtHB427Hp();
            battleField.AddCastingSkill(caster.ObjID, this);
        }
#endif
        SafetyCheck();
    }
    //  设置父RecordAction
    public void SetParentRecordAction(RecordAction recordAction)
    {
        parentRecordAction = recordAction;
    }
#if UNITY_EDITOR
@@ -134,6 +148,13 @@
    private void SafetyCheck()
    {
#if UNITY_EDITOR
        if (Launch.Instance.isOpenSkillLogFile)
        {
            PinrtHB427Hp();
        }
#endif
        bool safety = caster != null 
                        && skillConfig != null 
                        && tagUseSkillAttack != null 
@@ -475,24 +496,64 @@
        skillEffect = SkillEffectFactory.CreateSkillEffect(this, caster, skillConfig, tagUseSkillAttack);
        skillEffect.Play(OnHitTargets);
        ProcessSubSkill();
        isPlay = true;
    }
    protected void ProcessSubSkill()
    {
        // 按packUID排序所有子技能
        var allSubSkills = new List<(ulong packUID, SkillRecordAction action)>();
        foreach (var subSkillPack in tagUseSkillAttack.subSkillList)
        {
            SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic>() { subSkillPack });
            recordAction.fromSkill = this;
            otherSkillActionList.Add(recordAction);
            battleField.recordPlayer.ImmediatelyPlay(recordAction);
            if (recordAction != null)
            {
                recordAction.fromSkill = this;
                allSubSkills.Add((subSkillPack.packUID, recordAction));
            }
        }
        tagUseSkillAttack.subSkillList.Clear();
        foreach (var subCombinePack in tagUseSkillAttack.subSkillCombinePackList)
        {
            SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, subCombinePack.packList);
            recordAction.fromSkill = this;
            otherSkillActionList.Add(recordAction);
            battleField.recordPlayer.ImmediatelyPlay(recordAction);
            if (recordAction != null)
            {
                recordAction.fromSkill = this;
                ulong packUID = subCombinePack.packList.Count > 0 ? GetPackUID(subCombinePack.packList[0]) : 0;
                allSubSkills.Add((packUID, recordAction));
            }
        }
        tagUseSkillAttack.subSkillCombinePackList.Clear();
        isPlay = true;
        // 按packUID排序
        allSubSkills.Sort((a, b) => a.packUID.CompareTo(b.packUID));
        // 依次添加到recordPlayer,每个等待前一个完成
        RecordAction waitingRecordAction = null;
        foreach (var (packUID, recordAction) in allSubSkills)
        {
            // 【使用 BattleField.recordPlayer】
            // 原因:子技能是独立的SkillRecordAction,应该是顶层RecordAction,由BattleField的主RecordPlayer管理
            // 通过设置父子关系和WaitingPlay,可以控制子技能的执行时机
            if (waitingRecordAction != null)
            {
                //  每个都应该等前一个结束后
                battleField.recordPlayer.ImmediatelyPlay(recordAction, waitingRecordAction, true);
            }
            else
            {
                battleField.recordPlayer.ImmediatelyPlay(recordAction, parentRecordAction, true);
            }
            if (recordAction.IsNeedWaiting())
            {
                waitingRecordAction = recordAction;
            }
        }
    }
    // 技能前摇结束回调
@@ -501,24 +562,27 @@
    // 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
        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
        skillEffect.OnMiddleFrameEnd(times, hitIndex); // 修复:添加空值检查
    }
    // 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
        skillEffect.OnFinalFrameStart(); // 修复:添加空值检查
    }
    // 技能后摇结束回调:通知技能效果处理后摇结束
    public virtual void OnFinalFrameEnd()
    {
        //  标记动画播放完成
        isMotionCompleted = true;
        BattleDebug.LogError($"SkillBase.OnFinalFrameEnd: 技能 {skillConfig?.SkillID} 动画播放完成");
        
        skillEffect?.OnFinalFrameEnd(); // 修复:添加空值检查
    }
@@ -526,7 +590,7 @@
    // 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);
        caster.layerMgr.SetSortingOrder(BattleConst.SkillMaskOrder + BattleConst.BattleActiveHeroOffset);
        if (skillConfig.FuncType != 2)
            return;
@@ -599,7 +663,6 @@
        battleField.battleRootNode.skillMaskNode.SetActive(true);
    }
    protected long suckHp = 0;
    // 命中目标回调:处理所有被命中的目标(包括主目标、弹射目标、溅射目标)
    protected virtual void OnHitTargets(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList)
@@ -609,13 +672,7 @@
        //  造成伤害前先处理血量刷新包
        HandleRefreshHP();
        suckHp = 0;
        // 统计吸血总量(主目标)
        foreach (var hurt in hitList)
        {
            suckHp += hurt.SuckHP;
        }
        bool suckHp = true;
        // 处理主目标列表
        foreach (var hurt in hitList)
@@ -627,7 +684,9 @@
                continue;
            }
            OnHitEachTarget(_hitIndex, target, hurt);
            OnHitEachTarget(_hitIndex, target, hurt, suckHp);
            suckHp = false;
            // 处理该目标的额外目标列表(如弹射伤害的平摊目标)
            if (hurt.HurtListEx != null && hurt.HurtListEx.Length > 0)
@@ -662,6 +721,11 @@
            }
        }
        HandleHint(_hitIndex, hitList);
    }
    protected void HandleHint(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList)
    {
        if (0 == _hitIndex)
        {
            bool needhint = false;
@@ -697,33 +761,61 @@
                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
    protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt)
    protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, bool suckHp)
    {
        // ============ 获取临时数据(掉落、死亡等) ============
        int objID = (int)target.ObjID;
        tempDropList.TryGetValue(objID, out BattleDrops battleDrops);
        tempDeadPackList.TryGetValue(objID, out BattleDeadPack deadPack);
        bool clearSuckHp = tagUseSkillAttack.HurtList.ToList().IndexOf(hurt) != 0;
        // 如果目标正在释放技能,跳过死亡处理(延迟到技能结束)
        if (battleField != null && battleField.IsCastingSkill(target.ObjID))
        {
            deadPack = null;
        }
        // ============ 参数打包 ============
        BattleHurtParam hurtParam = BattleUtility.CalcBattleHurtParam(this, _hitIndex, target, hurt, battleDrops, deadPack);
        if (clearSuckHp)
        {
            hurtParam.caster.suckHpList.Clear();
        }
        BattleHurtParam hurtParam = BattleUtility.CalcBattleHurtParam(this, _hitIndex, target, hurt, battleDrops, deadPack, suckHp);
#if UNITY_EDITOR
        PrintHurtParamDebugInfo(hurtParam);
#endif
        // 先调用目标受伤
        target.Hurt(hurtParam);
        target.Hurt(hurtParam, parentRecordAction);
        
        // 再调用施法者吸血/反伤
        caster.OnHurtTarget(hurtParam);
@@ -735,8 +827,14 @@
        // ============ 获取临时数据(掉落、死亡等) ============
        int objID = (int)target.ObjID;
        tempDropList.TryGetValue(objID, out BattleDrops battleDrops);
        tempDeadPackList.TryGetValue(objID, out BattleDeadPack deadPack);
        // 如果目标正在释放技能,跳过死亡处理(延迟到技能结束)
        if (battleField != null && battleField.IsCastingSkill(target.ObjID))
        {
            deadPack = null;
        }
        // ============ 参数打包(将 tagSCUseSkillHurtEx 转换为 tagSCUseSkillHurt)============
        HB427_tagSCUseSkill.tagSCUseSkillHurt hurt = new HB427_tagSCUseSkill.tagSCUseSkillHurt
        {
@@ -746,23 +844,13 @@
            HurtHPEx = hurtEx.HurtHPEx,
            CurHP = hurtEx.CurHP,
            CurHPEx = hurtEx.CurHPEx,
            SuckHP = hurtEx.SuckHP,
            SuckHP = 0,//hurtEx.SuckHP, 获取全部吸血时已经计算过 这里就不再计算
            BounceHP = 0, // HurtEx 没有反伤字段
            HurtCountEx = 0,
            HurtListEx = null
        };
        BattleHurtParam hurtParam = BattleUtility.CalcBattleHurtParam(this, _hitIndex, target, hurt, battleDrops, deadPack);
#if UNITY_EDITOR
        PrintHurtParamDebugInfo(hurtParam);
#endif
        // 先调用目标受伤
        target.Hurt(hurtParam);
        // 再调用施法者吸血/反伤
        caster.OnHurtTarget(hurtParam);
        OnHitEachTarget(_hitIndex, target, hurt, false);//获取全部吸血时已经计算过 这里就不再计算
    }
#if UNITY_EDITOR
@@ -812,7 +900,10 @@
        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);
        }
    }
@@ -823,13 +914,123 @@
        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)
        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;
                }
            }
        }
        // 如果找到了死亡包,收集所有 packUID > maxDeathPackUID 的包
        if (maxDeathPackUID > 0)
        {
            BattleDebug.LogError($"SkillBase.HandleDead: 找到死亡包,maxDeathPackUID = {maxDeathPackUID},开始收集死亡后的包");
            // 1. 收集 packList 中 packUID 大于死亡包的包
            List<GameNetPackBasic> packsToRemove = new List<GameNetPackBasic>();
            foreach (var pack in packList)
            {
                ulong packUID = GetPackUID(pack);
                if (packUID > maxDeathPackUID)
                {
                    BattleDebug.LogError($"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);
                    }
                    packsToRemove.Add(pack);
                }
            }
            // 从 packList 中移除这些包
            foreach (var pack in packsToRemove)
            {
                packList.Remove(pack);
            }
            // 2. 收集 subSkillList 中 packUID 大于死亡包的子技能
            if (tagUseSkillAttack.subSkillList != null && tagUseSkillAttack.subSkillList.Count > 0)
            {
                var subSkillsToRemove = new List<HB427_tagSCUseSkill>();
                foreach (var subSkillPack in tagUseSkillAttack.subSkillList)
                {
                    ulong subSkillUID = GetPackUID(subSkillPack);
                    if (subSkillUID > maxDeathPackUID)
                    {
                        BattleDebug.LogError($"SkillBase.HandleDead: 从subSkillList收集死亡后的包 - Type: {subSkillPack.GetType().Name}, UID: {subSkillUID}");
                        foreach (var deadPack in deadPackList)
                        {
                            deadPack.packListAfterDeath.Add(subSkillPack);
                        }
                        subSkillsToRemove.Add(subSkillPack);
                    }
                }
                // 从 subSkillList 中移除这些子技能
                foreach (var subSkill in subSkillsToRemove)
                {
                    tagUseSkillAttack.subSkillList.Remove(subSkill);
                }
            }
            // 3. 收集 subSkillCombinePackList 中 packUID 大于死亡包的组合包
            if (tagUseSkillAttack.subSkillCombinePackList != null && tagUseSkillAttack.subSkillCombinePackList.Count > 0)
            {
                var combinePacksToRemove = new List<CustomHB426CombinePack>();
                foreach (var subCombinePack in tagUseSkillAttack.subSkillCombinePackList)
                {
                    // 找到组合包中的最小 packUID(组合包的 packUID 以第一个包为准)
                    ulong combinePackUID = 0;
                    if (subCombinePack.packList != null && subCombinePack.packList.Count > 0)
                    {
                        combinePackUID = GetPackUID(subCombinePack.packList[0]);
                    }
                    if (combinePackUID > maxDeathPackUID)
                    {
                        BattleDebug.LogError($"SkillBase.HandleDead: 从subSkillCombinePackList收集死亡后的包 - UID: {combinePackUID}, 包含 {subCombinePack.packList.Count} 个子包");
                        // 将组合包中的所有包都添加到 packListAfterDeath
                        foreach (var pack in subCombinePack.packList)
                        {
                            foreach (var deadPack in deadPackList)
                            {
                                deadPack.packListAfterDeath.Add(pack);
                            }
                        }
                        combinePacksToRemove.Add(subCombinePack);
                    }
                }
                // 从 subSkillCombinePackList 中移除这些组合包
                foreach (var combinePack in combinePacksToRemove)
                {
                    tagUseSkillAttack.subSkillCombinePackList.Remove(combinePack);
                }
            }
        }
        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);
        }
@@ -904,6 +1105,48 @@
        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
@@ -1007,6 +1250,16 @@
                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");
                    return false;
                }
            }
            return true;
        }
@@ -1061,6 +1314,15 @@
                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));
            }
            return true;
        }
@@ -1074,16 +1336,114 @@
        if (isFinished)
            return;
        // 移除技能注册
        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));
        // 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);
            // 【使用 BattleField.recordPlayer】
            // 原因:即使在ForceFinished中,子技能也是顶层RecordAction,应该由主RecordPlayer管理
            // 这些子技能会立即被ForceFinish,但仍需要正确的播放器上下文
            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);
            // 【使用 BattleField.recordPlayer】
            // 原因:即使在ForceFinished中,子技能也是顶层RecordAction,应该由主RecordPlayer管理
            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();
        // 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)
        {
            DG.Tweening.DOTween.Kill(caster.heroRectTrans);
        }
        // 4. 重置施法者状态
        if (caster != null)
        {
            // 重置位置到原点
            if (caster.heroRectTrans != null)
            {
                caster.heroRectTrans.anchoredPosition = Vector2.zero;
            }
            // 重置朝向
            if (caster.heroGo != null)
            {
                Vector3 scale = caster.heroGo.transform.localScale;
                scale.x = Mathf.Abs(scale.x);
                caster.heroGo.transform.localScale = scale;
            }
            // 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
        if (battleField != null)
        {
            // 恢复所有角色的显示层级和血条
            var allList = battleField.battleObjMgr?.allBattleObjDict?.Values;
            if (allList != null)
            {
                foreach (BattleObject bo in allList)
                {
                    bo.layerMgr?.SetFront();
                    bo.heroInfoBar?.SetActive(true);
                }
            }
            // 关闭技能遮罩
            if (battleField.battleRootNode != null && battleField.battleRootNode.skillMaskNode != null)
            {
                battleField.battleRootNode.skillMaskNode.SetActive(false);
            }
        }
        isFinished = true;
        moveFinished = true;
        isPlay = true;
        //  强制结束时,无论是否有动画,都标记动画完成
        isMotionCompleted = true;
        // 处理所有剩余包
        // 6. 处理所有剩余包(包括 buff 包)
        // 先处理 buffPackCollections
        DistributeBuffPacks(buffPackCollections);
        buffPackCollections.Clear();
        // 处理剩余的 packList
        while (packList.Count > 0)
        {
            var pack = packList[0];
@@ -1099,6 +1459,9 @@
            {
                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);
            }
        }
@@ -1177,16 +1540,16 @@
                otherSkillActionList.Add(otherSkillAction);
                return false;
            }
            else if (pack is HB428_tagSCBuffRefresh buffRefresh)
            else if (IsBuffPack(pack))
            {
                //   从找到第一个HB428开始 找出连续的HB428_tagSCBuffRefresh包 如果找到一个B428后 之后碰到非HB428包就停止
                buffCollections.Add(buffRefresh);
                // 从找到第一个 Buff 包开始,收集连续的 HB428/HB429 包
                buffPackCollections.Add(pack);
                while (packList.Count > 0)
                {
                    var nextPack = packList[0];
                    if (nextPack is HB428_tagSCBuffRefresh nextBuffRefresh)
                    if (IsBuffPack(nextPack))
                    {
                        buffCollections.Add(nextBuffRefresh);
                        buffPackCollections.Add(nextPack);
                        packList.RemoveAt(0);
                    }
                    else
@@ -1195,18 +1558,11 @@
                    }
                }
                // 同时刷新所有对象的buff,不分组
                foreach (var buff in buffCollections)
                {
                    BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buff.ObjID);
                    if (battleObj != null)
                    {
                        battleObj.buffMgr.RefreshBuff(buff, true);
                    }
                }
                // 处理所有收集到的 buff 包
                ProcessBuffPacks(buffPackCollections);
                // 清空已处理的buff集合
                buffCollections.Clear();
                // 清空已处理的 buff 集合
                buffPackCollections.Clear();
                continue;
            }
@@ -1216,7 +1572,10 @@
            }
            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);
            }
        }
@@ -1231,9 +1590,86 @@
        otherSkillActionList?.Clear();
        dropPackList?.Clear();
        expPackList?.Clear();
        buffPackCollections?.Clear();
        
        skillEffect = null;
        packList = null;
    }
    #region Buff包处理
    /// <summary>
    /// 判断是否为 Buff 相关的包(HB428 或 HB429)
    /// </summary>
    protected bool IsBuffPack(GameNetPackBasic pack)
    {
        return pack is HB428_tagSCBuffRefresh || pack is HB429_tagSCBuffDel;
    }
    /// <summary>
    /// 处理收集到的 Buff 包列表(HB428 刷新 和 HB429 删除)
    /// </summary>
    protected void ProcessBuffPacks(List<GameNetPackBasic> buffPacks)
    {
        if (buffPacks == null || buffPacks.Count == 0) return;
        foreach (var pack in buffPacks)
        {
            if (pack is HB428_tagSCBuffRefresh buffRefresh)
            {
                BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buffRefresh.ObjID);
                if (battleObj != null)
                {
                    battleObj.buffMgr.RefreshBuff(buffRefresh, true);
                }
            }
            else if (pack is HB429_tagSCBuffDel buffDel)
            {
                BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buffDel.ObjID);
                if (battleObj != null)
                {
                    battleObj.buffMgr.RemoveBuff(buffDel, false);
                }
            }
        }
    }
    /// <summary>
    /// 强制分发 Buff 包(用于 ForceFinished 场景)
    /// </summary>
    protected void DistributeBuffPacks(List<GameNetPackBasic> buffPacks)
    {
        if (buffPacks == null || buffPacks.Count == 0) return;
        foreach (var pack in buffPacks)
        {
            // 【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);
        }
    }
    public virtual bool CanStartExecution()
    {
        if (null == caster)
        {
            return false;
        }
        if (null == skillConfig)
        {
            return false;
        }
        if (string.IsNullOrEmpty(skillConfig.SkillMotionName))
        {
            return true;
        }
        return !battleField.IsCastingSkill(caster.ObjID);
    }
    #endregion
}