yyl
2026-01-28 d1ec6bf485cf9179d157554eaef7a2339233dd03
Main/System/Battle/BattleObject/BattleObject.cs
@@ -26,7 +26,7 @@
    Burned = 1 << 5
}
public class BattleObject
public abstract class BattleObject
{
    public BattleField battleField;
@@ -40,197 +40,162 @@
    public TeamHero teamHero { get; protected set; }
    public MotionBase motionBase;
    public GameObject heroGo
    {
        get;
        private set;
    }
    protected BattleDrops m_battleDrops;
    private RectTransform m_heroRectTrans;
    public RectTransform heroRectTrans
    {
        get
        {
            if (m_heroRectTrans == null)
            {
                m_heroRectTrans = heroGo.GetComponent<RectTransform>();
            }
            return m_heroRectTrans;
        }
    }
    protected Action onDeathAnimationComplete;
    protected Renderer[] renderers;
    private List<HB405_tagMCAddExp> hB405_tagMCAddExps = new List<HB405_tagMCAddExp>();
    public BattleHeroInfoBar heroInfoBar;
    public bool isReborning = false;
    public BattleObject(BattleField _battleField)
    {
        battleField = _battleField;
    }
    public virtual void Init(GameObject _heroGo, TeamHero _teamHero, BattleCamp _camp)
    public abstract void Init(TeamHero _teamHero, BattleCamp _camp);
    public abstract void Run();
    public abstract void Pause();
    public abstract void Resume();
    public abstract void Destroy();
    // ============ 动画相关抽象方法(替代 motionBase 直接调用) ============
    /// <summary>
    /// 播放动画
    /// </summary>
    public abstract void PlayAnimation(MotionName motionName, bool loop);
    /// <summary>
    /// 显示幻影残影
    /// </summary>
    public abstract void ShowIllusionShadow(bool show, Color? color = null);
    /// <summary>
    /// 播放技能动画
    /// </summary>
    public abstract Spine.TrackEntry PlaySkillAnimation(SkillConfig skillConfig, SkillBase skillBase, bool isCounter, Action onComplete);
    /// <summary>
    /// 检查是否可以开始死亡
    /// </summary>
    public abstract bool CanStartDeath();
    /// <summary>
    /// 检查是否可以释放技能
    /// </summary>
    public abstract bool CanCastSkillAnimation(SkillConfig skillConfig);
    /// <summary>
    /// 获取骨骼动画组件(用于特效挂载等)
    /// </summary>
    public abstract SkeletonAnimation GetSkeletonAnimation();
    /// <summary>
    /// 设置骨骼动画透明度
    /// </summary>
    public abstract void SetSkeletonAlpha(float alpha);
    /// <summary>
    /// 获取 RectTransform(用于移动等操作)
    /// </summary>
    public virtual RectTransform GetRectTransform() => null;
    /// <summary>
    /// 获取 GameObject
    /// </summary>
    public virtual GameObject GetGameObject() => null;
    /// <summary>
    /// 获取 Transform(用于特效挂载等)
    /// </summary>
    public virtual Transform GetTransform() => null;
    /// <summary>
    /// 获取世界坐标位置
    /// </summary>
    public virtual Vector3 GetPosition() => Vector3.zero;
    /// <summary>
    /// 获取血条信息栏
    /// </summary>
    public virtual BattleHeroInfoBar GetHeroInfoBar() => null;
    /// <summary>
    /// 刷新Buff显示
    /// </summary>
    public virtual void RefreshBuff(List<HB428_tagSCBuffRefresh> buffList) { }
    /// <summary>
    /// 更新血量显示
    /// </summary>
    public virtual void UpdateHP(float percentage) { }
    /// <summary>
    /// 是否正在复活中
    /// </summary>
    public virtual bool IsReborning() => false;
    /// <summary>
    /// 设置复活状态
    /// </summary>
    public virtual void SetReborning(bool value) { }
    /// <summary>
    /// 设置 GameObject 激活状态
    /// </summary>
    public virtual void SetActive(bool active) { }
    /// <summary>
    /// 重置位置到原点
    /// </summary>
    public virtual void ResetPosition() { }
    /// <summary>
    /// 设置朝向(通过缩放)
    /// </summary>
    public virtual void SetFacing(float direction) { }
    /// <summary>
    /// 重置朝向(朝向右边)
    /// </summary>
    public virtual void ResetFacing() { }
    /// <summary>
    /// 停止所有移动动画
    /// </summary>
    public virtual void StopMoveAnimation() { }
    /// <summary>
    /// 显示提示信息(简单版本)
    /// </summary>
    public virtual void ShowTips(string message, bool useArtText = false, bool followCharacter = true, float scaleRatio = 1f) { }
    /// <summary>
    /// 显示提示信息(完整版本)
    /// </summary>
    public virtual void ShowTips(BattleHeroInfoBar.TipsInfo tipsInfo) { }
    /// <summary>
    /// 设置死亡状态(Hero 特定)
    /// </summary>
    public virtual void SetDeath() { }
    /// <summary>
    /// 复活后处理(Hero 特定)
    /// </summary>
    public virtual void AfterReborn() { }
    /// <summary>
    /// 复活前准备(Hero 特定)
    /// </summary>
    public virtual void PreReborn(bool reviveSelf = false) { }
    /// <summary>
    /// 复活动作(Hero 特定)
    /// </summary>
    public virtual void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData, bool reviveSelf = false, RecordAction parentAction = null) { }
    public virtual void OnObjInfoRefresh(H0418_tagObjInfoRefresh _refreshInfo)
    {
        heroGo = _heroGo;
        teamHero = _teamHero;
        Camp = _camp;
        motionBase = new MotionBase();
        motionBase.Init(heroGo.GetComponentInChildren<SkeletonAnimation>(true));
        buffMgr = new BattleObjectBuffMgr();
        buffMgr.Init(this);
        buffMgr.onIsControlChanged += OnControledChange;
        layerMgr = new BattleObjectLayerMgr();
        layerMgr.Init(this);
        renderers = heroGo.GetComponentsInChildren<Renderer>(true);
        heroInfoBar = heroGo.GetComponentInChildren<BattleHeroInfoBar>(true);
        heroInfoBar.SetBattleObject(this);
        //  根据阵营翻转血条
        var heroInfoBarScale = heroInfoBar.transform.localScale;
        heroInfoBarScale.x *= Camp == BattleCamp.Red ? 1 : -1;
        heroInfoBar.transform.localScale = heroInfoBarScale;
        if (battleField is StoryBattleField && (battleField as StoryBattleField).battleState == StoryBattleState.Break)
        {
            //主线关卡休息中的不显示血条
            heroInfoBar.SetActive(false);
        }
        else
        {
            heroInfoBar.SetActive(true);
        }
        SetFront();
        // 子类实现
    }
    public virtual void Run()
    {
        motionBase.Run();
        heroInfoBar.Run();
        buffMgr.Run();
    }
    public virtual void Pause()
    {
        motionBase.Pause();
    }
    public virtual void Resume()
    {
        motionBase.Resume();
    }
    public virtual void Destroy()
    {
        motionBase.Release();
        motionBase = null;
        buffMgr.onIsControlChanged -= OnControledChange;
        buffMgr.Release();
        buffMgr = null;
        teamHero = null;
        ObjID = 0;
        if (heroGo != null)
        {
            GameObject.DestroyImmediate(heroGo);
            heroGo = null;
        }
    }
    //  有变化了才会调用这个函数
    private void OnControledChange(int groupType, bool value)
    {
        //  这里是受到硬控时候 需要表现的动画
        if (groupType == BattleConst.HardControlGroup)
        {
            //  从没被硬控到被硬控
            if (value)
            {
                motionBase.SetControledAnimation();
            }
            else
            {
                motionBase.CancelControledAnimation();
            }
        }
    }
    public void OnObjInfoRefresh(H0418_tagObjInfoRefresh _refreshInfo)
    {
        // 天子的挑战拦截血条,不拦截怒气
        BattleObject boss = battleField.FindBoss();
        if (boss != null && battleField.MapID == 30020 && boss.ObjID == _refreshInfo.ObjID && _refreshInfo.RefreshType != (ushort)PlayerDataType.XP)
            return;
        switch ((PlayerDataType)_refreshInfo.RefreshType)
        {
            case PlayerDataType.HP:
                long toHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                if (!IsTianziBoss())
                {
                    heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp, false);
                }
                teamHero.curHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                // Debug.LogError("OnObjInfoRefresh " + teamHero.curHp);
                break;
            case PlayerDataType.MaxHP:
                teamHero.maxHp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                if (!IsTianziBoss())
                {
                    heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, false);
                }
                break;
            case PlayerDataType.XP:
                long toXp = GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                heroInfoBar.UpdateXP(teamHero.rage, toXp, 100);
                teamHero.rage = (int)GeneralDefine.GetFactValue(_refreshInfo.Value, _refreshInfo.ValueEx);
                break;
            default:
                Debug.LogError("BattleObject.ObjInfoRefresh 出现意外类型 " + _refreshInfo.RefreshType.ToString());
                break;
        }
    }
    // public void ObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData)
    // {
    //     // 天子的挑战拦截血条,不拦截怒气
    //     BattleObject boss = battleField.FindBoss();
    //     if (boss != null && battleField.MapID == 30020 && boss.ObjID == vNetData.ObjID && vNetData.RefreshType != (ushort)PlayerDataType.XP)
    //         return;
    //     switch ((PlayerDataType)vNetData.RefreshType)
    //     {
    //         case PlayerDataType.HP:
    //             long toHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
    //             heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp, false);
    //             teamHero.curHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
    //             break;
    //         case PlayerDataType.MaxHP:
    //             teamHero.maxHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
    //             heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, false);
    //             break;
    //         case PlayerDataType.XP:
    //             long toXp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
    //             heroInfoBar.UpdateXP(teamHero.rage, toXp, 100);
    //             teamHero.rage = (int)GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
    //             break;
    //         default:
    //             Debug.LogError("BattleObject.ObjPropertyRefreshView 出现意外类型 " + vNetData.RefreshType.ToString());
    //             break;
    //     }
    // }
    //  眩晕
    public bool IsStunned()
@@ -315,250 +280,17 @@
        return true;
    }
    public virtual DeathRecordAction Hurt(BattleHurtParam battleHurtParam, SkillRecordAction _parentSkillAction = null)
    {
        DeathRecordAction recordAction = null;
        bool isLastHit = battleHurtParam.hitIndex >= battleHurtParam.skillConfig.DamageDivide.Length - 1;
        bool firstHit = battleHurtParam.hitIndex == 0;
        // 添加调试日志
        bool isHealing = BattleUtility.IsHealing(battleHurtParam.hurt);
        BattleDmgInfo dmgInfo = PopDamage(battleHurtParam);
    public abstract DeathRecordAction Hurt(BattleHurtParam battleHurtParam, SkillRecordAction _parentSkillAction = null);
    public abstract void OnDodgeBegin();
        // ============ 应用目标的血量和护盾变化 ============
        ApplyHurtToTarget(battleHurtParam, isLastHit);
    public abstract void OnDodgeEnd(Action _complete = null);
        //  这里
        if (dmgInfo.IsType(DamageType.Dodge) /*&& !buffMgr.isControled[BattleConst.HardControlGroup]*/)//如果被控制了还闪避了 要看看服务器怎么处理了
        {
            if (isLastHit)
            {
                DodgeFinishAction dodgeFinish = new DodgeFinishAction(battleField, this);
                // 【使用 BattleField.recordPlayer】
                // 原因:闪避完成动作是目标角色的独立行为,不是技能内部产生的
                // 虽然是在Hurt过程中触发,但是闪避动作本身是目标的反应,应该由主RecordPlayer管理
                // 使用InsertRecord可以插到队列最前面,保证闪避表现的优先级
                battleField.recordPlayer.InsertRecord(dodgeFinish);
            }
    public abstract void OnDeath(Action _onDeathAnimationComplete, bool withoutAnime = false);
            if (firstHit)
            {
                OnDodgeBegin();
            }
        }
    protected abstract BattleDmgInfo PopDamage(BattleHurtParam battleHurtParam);
        bool isFatalAttack = (null != battleHurtParam.deadPack) && isLastHit;
        if (isFatalAttack)
        {
            if (null != battleHurtParam.battleDrops)
            {
                PushDropItems(battleHurtParam.battleDrops);
            }
            recordAction = battleField.OnObjsDead(new List<BattleDeadPack>() { battleHurtParam.deadPack }, _parentSkillAction, _parentSkillAction);
        }
        else
        {
            if (dmgInfo.IsType(DamageType.Block))
            {
                battleField.battleEffectMgr.PlayEffect(this, BattleConst.BlockEffectID, heroRectTrans, Camp, teamHero.modelScale);
            }
            // else
            // {
            if ((dmgInfo.IsType(DamageType.Damage) || dmgInfo.IsRealdamage()))
            {
                if (!buffMgr.isControled[BattleConst.HardControlGroup])
                {
                    battleField.soundManager.PlayEffectSound(teamHero.heroConfig.HitSFX, false);
                    motionBase.PlayAnimation(MotionName.hit, false);
                }
            }
            // }
        }
        return recordAction;
    }
    /// <summary>
    /// 应用目标的血量和护盾变化
    /// </summary>
    private void ApplyHurtToTarget(BattleHurtParam battleHurtParam, bool isLastHit)
    {
        BattleHurtObj hurter = battleHurtParam.hurter;
        // 应用血量变化
        teamHero.curHp = hurter.toHp;
        // foreach (var obj in battleField.battleObjMgr.allBattleObjDict.Values)
        // {
        //     Debug.LogError($"[ApplyHurtToTarget] ObjID: {obj.ObjID}, Name: {obj.teamHero.heroConfig.Name}, CurHp: {obj.teamHero.curHp}, MaxHp: {obj.teamHero.maxHp} Skill {battleHurtParam.hB427_TagSCUseSkill.packUID} ");
        // }
#if UNITY_EDITOR
        // 最后一击时验证血量是否与服务器一致
        if (isLastHit)
        {
            BattleUtility.ValidateHpConsistency(battleHurtParam, "目标受伤");
        }
#endif
    }
    const float pingpongTime = 0.4f;
    //  闪避开始
    public virtual void OnDodgeBegin()
    {
        RectTransform rectTrans = heroRectTrans;
        var tween = rectTrans.DOAnchorPos(new Vector3(-30, 0, 0), pingpongTime)
            .SetEase(Ease.OutCubic);
        motionBase.ShowIllusionShadow(true);
        DamageNumConfig damageNumConfig = DamageNumConfig.Get((int)DamageType.Dodge);
        string dodgeStr = ((char)damageNumConfig.prefix).ToString();
        heroInfoBar.ShowTips(dodgeStr, true, false);
        tween.onComplete += () =>
        {
            motionBase.ShowIllusionShadow(false);
        };
        battleField.soundManager.PlayEffectSound(BattleConst.DodgeSoundID);
        battleField.battleTweenMgr.OnPlayTween(tween);
    }
    //  闪避结束
    public virtual void OnDodgeEnd(Action _complete = null)
    {
        RectTransform rectTrans = heroRectTrans;
        var tween = rectTrans.DOAnchorPos(Vector3.zero, pingpongTime)
                            .SetEase(Ease.OutCubic);
        tween.onComplete += () =>
        {
            _complete?.Invoke();
        };
        battleField.battleTweenMgr.OnPlayTween(tween);
    }
    public virtual void OnDeath(Action _onDeathAnimationComplete, bool withoutAnime = false)
    {
        buffMgr.RemoveAllBuff();
        battleField.soundManager.PlayEffectSound(teamHero.heroConfig.DeathSFX, false);
        if (withoutAnime)
        {
            SetDeath();
            _onDeathAnimationComplete?.Invoke();
        }
        else
        {
            motionBase.PlayDeadAnimation(() =>
            {
                SetDeath();
                _onDeathAnimationComplete?.Invoke();
            });
        }
    }
    public void SetDeath()
    {
        teamHero.isDead = true;
        OnDeadAnimationComplete();
    }
    protected virtual void OnDeadAnimationComplete()
    {
        //  或许看看溶解特效? YYL TODO
        heroGo.SetActive(false);
        //  防止给死亡对象又上buff
        buffMgr.RemoveAllBuff();
    }
    //  释放者就是复活者时调用
    public void PreReborn(bool reviveSelf = false)
    {
        heroGo.SetActive(true);
        motionBase.skeletonAnim.skeleton.A = 0f;
        motionBase.skeletonAnim.LateUpdate();
        heroRectTrans.anchoredPosition = Vector2.zero;
        motionBase.ResetForReborn(reviveSelf);
    }
    //  复活action
    public void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData, bool reviveSelf = false, RecordAction parentAction = null)
    {
        isReborning = true;
        heroGo.SetActive(true);
        motionBase.ResetForReborn(reviveSelf);
        heroRectTrans.anchoredPosition = Vector2.zero;
        motionBase.skeletonAnim.skeleton.A = 0f;
        motionBase.skeletonAnim.LateUpdate();
    }
    public void AfterReborn()
    {
        //  清空所有
        motionBase.ResetForReborn(false);
        isReborning = false;
    }
    // 伤害还要看 是否闪避 暴击 and so on 需要有一个DamageType 服务器应该会给
    protected virtual BattleDmgInfo PopDamage(BattleHurtParam battleHurtParam)
    {
        BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, battleHurtParam);
        // 天子的挑战拦截血条逻辑
        BattleObject boss = battleField.FindBoss();
        // 修复:battleHurtParam.hurtObj.ObjID -> battleHurtParam.hurter.hurtObj.ObjID
        if (boss != null && battleField.MapID == 30020 && boss.ObjID == battleHurtParam.hurter.hurtObj.ObjID)
        {
            EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo);
            return battleDmgInfo;
        }
        else
        {
            heroInfoBar.UpdateDamage(battleDmgInfo);
            // YYL TODO 是否需要挂在在自身的follow点上
            EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo);
            return battleDmgInfo;
        }
    }
    /// <summary>
    /// 为施法者创建伤害信息(吸血/反伤)
    /// </summary>
    protected virtual BattleDmgInfo PopDamageForCaster(BattleHurtParam battleHurtParam)
    {
        // 传入 isCasterView=true 表示这是施法者视角
        BattleDmgInfo battleDmgInfo = new BattleDmgInfo(battleField.guid, battleHurtParam, _isCasterView: true);
        BattleObject boss = battleField.FindBoss();
        if (boss != null && battleField.MapID == 30020 && boss.ObjID == this.ObjID)
        {
            EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo);
            return battleDmgInfo;
        }
        else
        {
            heroInfoBar.UpdateDamage(battleDmgInfo);
            EventBroadcast.Instance.Broadcast(EventName.BATTLE_DAMAGE_TAKEN, battleDmgInfo);
            return battleDmgInfo;
        }
    }
    protected abstract BattleDmgInfo PopDamageForCaster(BattleHurtParam battleHurtParam);
    public RectTransform GetAliasTeamNode()
    {
@@ -575,26 +307,16 @@
        return Camp == BattleCamp.Red ? BattleCamp.Blue : BattleCamp.Red;
    }
    public void HaveRest()
    {
        // YYL TODO
        //  休息状态
        //  多一个zzz的一个特效
        heroGo.SetActive(true);
        motionBase.HaveRest();
        heroRectTrans.anchoredPosition = Vector2.zero;
        heroInfoBar.HaveRest();
        isReborning = false;
    public abstract void HaveRest();
        SetFront();
    }
    protected BattleDrops m_battleDrops;
    public void PushDropItems(BattleDrops _battleDrops)
    public virtual void PushDropItems(BattleDrops _battleDrops)
    {
        m_battleDrops = _battleDrops;
    }
    public void PerformDrop()
    public virtual void PerformDrop()
    {
        if (null == m_battleDrops)
            return;
@@ -603,7 +325,7 @@
            EventName.BATTLE_DROP_ITEMS, battleField.guid, m_battleDrops, OnPerformDropFinish);
    }
    protected void OnPerformDropFinish()
    protected virtual void OnPerformDropFinish()
    {
        m_battleDrops = null;
    }
@@ -618,85 +340,13 @@
        layerMgr.SetFront();
    }
    public void SetSpeedRatio(float ratio)
    {
        motionBase.SetSpeedRatio(ratio);
        heroInfoBar.SetSpeedRatio(ratio);
    }
    public abstract void SetSpeedRatio(float ratio);
    public void OnObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData)
    {
        // 天子的挑战拦截血条,不拦截怒气
        BattleObject boss = battleField.FindBoss();
        if (boss != null && battleField.MapID == 30020 && boss.ObjID == vNetData.ObjID && vNetData.RefreshType != (ushort)PlayerDataType.XP)
            return;
        // public uint ObjID;
        // public ushort RefreshType;    // 同0418刷新类型,如血量、怒气
        // public uint AttackTypes;    // 飘字类型汇总,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 Value;    // 更新值
        // public uint ValueEx;    // 更新值,如果是大数值的此值为整除亿部分
        // public byte DiffType;    // 变化类型,0-减少;1-增加
        // public uint DiffValue;    // 变化值
        // public uint DiffValueEx;    // 变化值,如果是大数值的此值为整除亿部分
        // public uint SkillID;    // 使用的技能表ID
        // public uint RelatedSkillID;    // 关联的技能ID,一般是主技能ID,非主技能额外触发的为0
        long diffValue = GeneralDefine.GetFactValue(vNetData.DiffValue, vNetData.DiffValueEx);
        diffValue *= vNetData.DiffType == 0 ? -1 : 1;
        long newValue = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
        switch ((PlayerDataType)vNetData.RefreshType)
        {
            case PlayerDataType.HP:
                long toHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                bool isMinus = teamHero.curHp > toHp;
                if (!IsTianziBoss())
                {
                    heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp, false);
                }
                teamHero.curHp = newValue;
                // Debug.LogError("OnObjPropertyRefreshView " + teamHero.curHp);
                break;
            case PlayerDataType.MaxHP:
                teamHero.maxHp = newValue;
                if (!IsTianziBoss())
                {
                    heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, false);
                }
                break;
            case PlayerDataType.XP:
                long toXp = newValue;
                heroInfoBar.UpdateXP(teamHero.rage, toXp, 100);
                teamHero.rage = (int)newValue;
                DamageNumConfig damageNumConfig = DamageNumConfig.Get((int)DamageType.RageUp);
                string message = BattleUtility.ConvertToArtFont(damageNumConfig, diffValue);
                heroInfoBar.ShowTips(new BattleHeroInfoBar.TipsInfo()
                {
                    message = message,
                    useArtText = true,
                    followCharacter = true,
                    scaleRatio = 1f,
                    isRage = true
                });
                break;
            default:
                Debug.LogError("BattleObject.ObjPropertyRefreshView 出现意外类型 " + vNetData.RefreshType.ToString());
                break;
        }
    }
    public abstract void OnObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData);
#if UNITY_EDITOR_STOP_USING
    public void EditorRevive()
    {
        teamHero.curHp = 100;
        heroGo.SetActive(true);
        motionBase.PlayAnimation(MotionName.idle, true);
    }
    public abstract void EditorRevive();
    public List<int> TryAttack(BattleObject obj, SkillConfig skillConfig)
    {
@@ -744,7 +394,7 @@
            long totalReflect = casterDmgInfo.casterDamageList.Sum(d => d.damage);
            if (totalReflect > 0 && !buffMgr.isControled[BattleConst.HardControlGroup])
            {
                motionBase.PlayAnimation(MotionName.hit, false);
                OnPlayHitAnimation();
            }
        }
    }
@@ -780,4 +430,9 @@
    {
        return battleField.MapID == 30020 && battleField.FindBoss() == this;
    }
    /// <summary>
    /// 播放受击动画(只有 Hero 有实现,Mingge 留空)
    /// </summary>
    protected abstract void OnPlayHitAnimation();
}