hch
2025-12-19 ed63aa36ced400b4eef79862e85498213ae40c4a
Main/System/Battle/Skill/SkillBase.cs
@@ -34,7 +34,7 @@
    private float MoveSpeed = 750f;
    private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>();
    private Dictionary<int, HB422_tagMCTurnFightObjDead> tempDeadPackList = new Dictionary<int, HB422_tagMCTurnFightObjDead>();
    private Dictionary<int, BattleDeadPack> tempDeadPackList = new Dictionary<int, BattleDeadPack>();
    protected List<HB428_tagSCBuffRefresh> buffCollections = new List<HB428_tagSCBuffRefresh>();
@@ -43,10 +43,6 @@
    public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null)
    {
        caster = _caster;
        if (null == caster)
        {
            throw new Exception("SkillBase caster is null ");
        }
        skillConfig = _skillCfg;
        tagUseSkillAttack = vNetData;
        battleField = _battleField;
@@ -311,12 +307,19 @@
        RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig);
        ExecuteMoveAndCastSequence(target, () =>
        {
            // ShadowIllutionCreate(true);
            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
            if (skillConfig.ClientTriggerTiming == 1)
            {
                // ShadowIllutionCreate(false);
                OnAttackFinish();
            }, MoveSpeed);
            }
            else
            {
                // ShadowIllutionCreate(true);
                MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
                {
                    // ShadowIllutionCreate(false);
                    OnAttackFinish();
                }, MoveSpeed);
            }
        });
    }
@@ -352,12 +355,19 @@
        RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig);
        ExecuteMoveAndCastSequence(target, () =>
        {
            // ShadowIllutionCreate(true);
            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
            if (skillConfig.ClientTriggerTiming == 1)
            {
                // ShadowIllutionCreate(false);
                OnAttackFinish();
            }, MoveSpeed);
            }
            else
            {
                // ShadowIllutionCreate(true);
                MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
                {
                    // ShadowIllutionCreate(false);
                    OnAttackFinish();
                }, MoveSpeed);
            }
        });
    }
@@ -594,6 +604,8 @@
    // 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)
    {
        // Debug.LogError($"Skill {skillConfig.SkillID} hit targets _hitIndex: {_hitIndex} hit {string.Join(", ", hitList.Select(h => h.ObjID + ":" + battleField.battleObjMgr.GetBattleObject((int)h.ObjID)?.teamHero.name))}");
        //  造成伤害前先处理血量刷新包
        HandleRefreshHP();
@@ -696,11 +708,16 @@
        // ============ 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 HB422_tagMCTurnFightObjDead deadPack);
        tempDeadPackList.TryGetValue(objID, out BattleDeadPack deadPack);
        bool clearSuckHp = tagUseSkillAttack.HurtList.ToList().IndexOf(hurt) != 0;
        // ============ 参数打包 ============
        BattleHurtParam hurtParam = BattleUtility.CalcBattleHurtParam(this, _hitIndex, target, hurt, battleDrops, deadPack);
        if (clearSuckHp)
        {
            hurtParam.caster.suckHpList.Clear();
        }
#if UNITY_EDITOR
        PrintHurtParamDebugInfo(hurtParam);
#endif
@@ -718,7 +735,7 @@
        // ============ 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 HB422_tagMCTurnFightObjDead deadPack);
        tempDeadPackList.TryGetValue(objID, out BattleDeadPack deadPack);
        // ============ 参数打包(将 tagSCUseSkillHurtEx 转换为 tagSCUseSkillHurt)============
        HB427_tagSCUseSkill.tagSCUseSkillHurt hurt = new HB427_tagSCUseSkill.tagSCUseSkillHurt
@@ -803,7 +820,7 @@
    // 处理死亡相关逻辑:分配掉落和经验
    protected void HandleDead()
    {
        var deadPackList = BattleUtility.FindDeadPack(packList);
        List<BattleDeadPack> deadPackList = BattleUtility.FindDeadPack(packList);
        if (deadPackList.Count <= 0) return;
        CheckAfterDeadhPack();
@@ -827,7 +844,8 @@
        // 构造BattleDrops并缓存
        for (int i = 0; i < deadPackList.Count; i++)
        {
            int objID = (int)deadPackList[i].ObjID;
            BattleDeadPack battleDeadPack = deadPackList[i];
            int objID = (int)battleDeadPack.deadPack.ObjID;
            BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject(objID);
            
            // 修复:添加空值检查
@@ -869,7 +887,8 @@
        }
        // 修复:避免在遍历时修改集合,先收集后删除
        var deadPacksToRemove = new List<GameNetPackBasic>(deadPackList.Cast<GameNetPackBasic>());
        var deadPacksToRemove = new List<GameNetPackBasic>(deadPackList.Select(d => d.deadPack));
        deadPacksToRemove.AddRange(deadPackList.Where(d => d.deadTriggerSkill != null).Select(d => d.deadTriggerSkill));
        foreach (var deadPack in deadPacksToRemove)
        {
            packList.Remove(deadPack);
@@ -963,6 +982,37 @@
            packList.RemoveAt(removeIndexList[i]);
    }
    public virtual bool IsFinishedForJudge()
    {
        if (!isPlay) return false;
        if (skillEffect != null)
        {
            if (!skillEffect.IsFinished()) return false;
        }
        if (otherSkillActionList.Count > 0)
        {
            foreach (var action in otherSkillActionList)
            {
                if (!action.IsFinishedForJudge()) return false;
            }
        }
        if (isFinished && moveFinished)
        {
            if (packList.Count > 0)
            {
                return false;
            }
            return true;
        }
        return false;
    }
    // 检查技能是否完成:综合检查所有完成条件
    public virtual bool IsFinished()
    {
@@ -1021,6 +1071,9 @@
    // 强制结束技能:立即结束所有技能相关的处理
    public virtual void ForceFinished()
    {
        if (isFinished)
            return;
        skillEffect?.ForceFinished();
        
        otherSkillActionList.ForEach(action => action.ForceFinish());
@@ -1182,4 +1235,5 @@
        skillEffect = null;
        packList = null;
    }
}