|  |  | 
 |  |  |     // protected BattleObject caster; | 
 |  |  |     // protected List<BattleObject> targets; // 目标列表 | 
 |  |  |  | 
 |  |  |     public NormalSkillEffect(SkillConfig _skillConfig, BattleObject _caster, H0604_tagUseSkillAttack _tagUseSkillAttack) | 
 |  |  |     public NormalSkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack) | 
 |  |  |         : base(_skillConfig, _caster, _tagUseSkillAttack) | 
 |  |  |     { | 
 |  |  |  | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |  | 
 |  |  |     public override void Play(Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit) | 
 |  |  |     public override void OnMiddleFrameEnd(int times, int hitIndex) | 
 |  |  |     { | 
 |  |  |  | 
 |  |  |         // 特效炸开在阵容的中间的回调 | 
 |  |  |         Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> onHitLineUpCenter = (_hitIndex, _hurtList) => | 
 |  |  |         { | 
 |  |  |             _onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList()); | 
 |  |  |         }; | 
 |  |  |         int mainTargetIndex = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); | 
 |  |  |  | 
 |  |  |         if (skillConfig.effectAnchor == SkillEffectAnchor.Caster) | 
 |  |  |         BattleCamp battleCamp = skillConfig.TagFriendly == 1 ? caster.Camp : caster.GetEnemyCamp(); | 
 |  |  |  | 
 |  |  |         RectTransform targetTransform = caster.battleField.GetTeamNode(battleCamp, mainTargetIndex); | 
 |  |  |  | 
 |  |  |         if (skillConfig.ExplosionEffectId > 0) | 
 |  |  |         { | 
 |  |  |             CastInTarget(caster.heroGo.transform as RectTransform, onHitLineUpCenter); | 
 |  |  |             caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.ExplosionEffectId, targetTransform, caster.Camp); | 
 |  |  |         } | 
 |  |  |         else if (skillConfig.effectAnchor == SkillEffectAnchor.Target) | 
 |  |  |  | 
 |  |  |         if (skillConfig.ExplosionEffect2 > 0) | 
 |  |  |         { | 
 |  |  |             if (tagUseSkillAttack == null || tagUseSkillAttack.HurtList.Length <= 0) | 
 |  |  |             caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.ExplosionEffect2, targetTransform, caster.Camp); | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |         for (int i = 0; i < tagUseSkillAttack.HurtList.Length; i++) | 
 |  |  |         { | 
 |  |  |             var hurt = tagUseSkillAttack.HurtList[i]; | 
 |  |  |             BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); | 
 |  |  |             if (target == null) | 
 |  |  |             { | 
 |  |  |                 Debug.LogError("没有目标 tagUseSkillAttack.HurtList.Length <= 0"); | 
 |  |  |                 _onHit?.Invoke(0, default); | 
 |  |  |                 return; | 
 |  |  |                 Debug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID); | 
 |  |  |                 continue; | 
 |  |  |             } | 
 |  |  |  | 
 |  |  |             foreach (var hurt in tagUseSkillAttack.HurtList) | 
 |  |  |             if (skillConfig.ExplosionEffect3 > 0) | 
 |  |  |             { | 
 |  |  |                 BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); | 
 |  |  |                 if (target == null) | 
 |  |  |                 { | 
 |  |  |                     Debug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID); | 
 |  |  |                     continue; | 
 |  |  |                 } | 
 |  |  |  | 
 |  |  |                 CastInTarget(target.heroGo.transform as RectTransform, (index, list) => _onHit(0, new List<H0604_tagUseSkillAttack.tagSkillHurtObj>() { hurt })); | 
 |  |  |                 caster.battleField.battleEffectMgr.PlayEffect(target, skillConfig.ExplosionEffect3, target.heroGo.transform, caster.Camp); | 
 |  |  |             } | 
 |  |  |             if (skillConfig.ExplosionEffect4 > 0) | 
 |  |  |             { | 
 |  |  |                 caster.battleField.battleEffectMgr.PlayEffect(target, skillConfig.ExplosionEffect4, target.heroGo.transform, caster.Camp); | 
 |  |  |             } | 
 |  |  |         } | 
 |  |  |         else if (skillConfig.effectAnchor == SkillEffectAnchor.AlliesCenter) | 
 |  |  |         { | 
 |  |  |             CastInTarget(caster.battleField.GetTeamNode(caster.Camp), onHitLineUpCenter); | 
 |  |  |         } | 
 |  |  |         else if (skillConfig.effectAnchor == SkillEffectAnchor.EnemiesCenter) | 
 |  |  |         { | 
 |  |  |             CastInTarget(caster.battleField.GetTeamNode(caster.Camp == BattleCamp.Blue ? BattleCamp.Red : BattleCamp.Blue), onHitLineUpCenter); | 
 |  |  |         } | 
 |  |  |         else | 
 |  |  |         { | 
 |  |  |             Debug.LogError("未知的技能特效锚点类型: " + skillConfig.effectAnchor); | 
 |  |  |         } | 
 |  |  |  | 
 |  |  |         onHit?.Invoke(hitIndex, tagUseSkillAttack.HurtList.ToList()); | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     protected void CastInTarget(RectTransform target, Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit) | 
 |  |  |     /// <summary> | 
 |  |  |     /// 后摇结束 | 
 |  |  |     /// </summary> | 
 |  |  |     public override void OnFinalFrameEnd() | 
 |  |  |     { | 
 |  |  |         EffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.EffectId, caster.effectNode); | 
 |  |  |  | 
 |  |  |         RectTransform effectTrans = effectPlayer.transform as RectTransform; | 
 |  |  |  | 
 |  |  |         _onHit?.Invoke(0, null); | 
 |  |  |  | 
 |  |  |         //  销毁自身上的特效应该是等特效播放完毕之后 | 
 |  |  |         // caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.EffectId, effectPlayer); | 
 |  |  |         //  播放受击特效 | 
 |  |  |         caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.ExplotionEffectId, target); | 
 |  |  |  | 
 |  |  |     } | 
 |  |  |  | 
 |  |  |     public override void Run() | 
 |  |  |     { | 
 |  |  |  | 
 |  |  |         base.OnFinalFrameEnd(); | 
 |  |  |         isFinish = true; | 
 |  |  |     } | 
 |  |  | } |