hch
2026-01-12 cfcfd8f30a1875ddad514c367a03563fa4a4e532
Main/System/Battle/Skill/SkillBase.cs
@@ -720,6 +720,11 @@
            }
        }
        HandleHint(_hitIndex, hitList);
    }
    protected void HandleHint(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList)
    {
        if (0 == _hitIndex)
        {
            bool needhint = false;
@@ -755,9 +760,37 @@
                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
@@ -1154,7 +1187,7 @@
        }
        //  传递parentRecordAction,让死亡技能等待当前技能完成
        battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values), parentRecordAction);
        battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values));
        // 1. 强制结束技能效果
        skillEffect?.ForceFinished();