yyl
2025-09-01 ee032c35c49d47daba2dee1580b3abbe59d59bd8
Main/System/Battle/Skill/SkillBase.cs
@@ -362,6 +362,15 @@
            continue;
         }
         OnHitEachTarget(_hitIndex, target, hurt);
      }
      HandleDead();
   }
   protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt)
   {
         // 伤害分布 (万分比)
         int[] damageDivide = skillConfig.DamageDivide[_hitIndex];
@@ -369,12 +378,24 @@
         // 保证所有分配项加起来等于totalDamage,避免因整除导致的误差
         List<long> damageList = BattleUtility.DivideDamageToList(damageDivide, totalDamage);
      // public uint ObjID;
      // public uint AttackTypes;        // 飘血类型汇总,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 HurtHP;        // 飘血值,求余亿部分
      // public uint HurtHPEx;        // 飘血值,整除亿部分
      // public uint CurHP;        // 更新剩余血量,求余亿部分
      // public uint CurHPEx;        // 更新剩余血量,整除亿部分
      // public uint SuckHP;        // 本次伤害转化的吸血量
      // public uint BounceHP;        // 本次伤害反弹的伤害量
         OnHitEachTarget(target, totalDamage, damageList, ref hurt);
      //   TODO YYL AttackTypes  要表现成什么样呢? 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
      target.Hurt(damageList, totalDamage, hurt.AttackTypes);
      //   TODO YYL 这里是要做统一计算后再hurt跟suckhp还是怎样
      // caster.SuckHp(hurt.SuckHP);//   吸血
      // caster.HurtByReflect(hurt.BounceHP);// 反弹伤害
      }
      HandleDead();
   }
   protected void HandleDead()
   {
@@ -484,12 +505,6 @@
   }
   protected virtual void OnHitEachTarget(BattleObject target, long totalDamage, List<long> damageList, ref HB427_tagSCUseSkill.tagSCUseSkillHurt hurt)
   {
      target.Hurt(damageList, totalDamage, hurt.AttackTypes);
   }
   protected void CheckAfterDeadhPack()
   {