hch
2025-11-21 eb27e5fd31f73b998a4bbd85511a31e40b8c61b7
Main/System/Battle/BattleObject/BattleObject.cs
@@ -314,7 +314,7 @@
        //  这里
        if (dmgInfo.IsType(DamageType.Dodge) && !buffMgr.isControled[BattleConst.HardControlGroup])
        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)
            {
@@ -347,16 +347,16 @@
            {
                battleField.battleEffectMgr.PlayEffect(this, 19999, heroRectTrans, Camp);
            }
            else
            // else
            // {
            if ((dmgInfo.IsType(DamageType.Damage) || dmgInfo.IsRealdamage()))
            {
                if ((dmgInfo.IsType(DamageType.Damage) || dmgInfo.IsRealdamage()))
                if (!buffMgr.isControled[BattleConst.HardControlGroup])
                {
                    if (!buffMgr.isControled[BattleConst.HardControlGroup])
                    {
                        motionBase.PlayAnimation(MotionName.hit, false);
                    }
                    motionBase.PlayAnimation(MotionName.hit, false);
                }
            }
            // }
        }
    }
@@ -404,7 +404,8 @@
    public virtual void OnDeath(Action _onDeathAnimationComplete)
    {
        motionBase.PlayAnimation(MotionName.dead, false, () =>
        buffMgr.RemoveAllBuff();
        motionBase.PlayDeadAnimation(() =>
        {
            teamHero.isDead = true;
            OnDeadAnimationComplete();
@@ -417,6 +418,7 @@
        //  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();
    }
@@ -424,6 +426,7 @@
    {
        // 处理复活逻辑
        teamHero.curHp = GeneralDefine.GetFactValue(vNetData.HP, vNetData.HPEx);
        teamHero.isDead = false;
        heroGo.SetActive(true);
        motionBase.PlayAnimation(MotionName.idle, true);
    }
@@ -559,7 +562,7 @@
                {
                    message = message,
                    useArtText = true,
                    followCharacter = false,
                    followCharacter = true,
                    scaleRatio = 1f,
                    isRage = true
                });