hch
21 小时以前 ee7f8b5362d27b228274c197dba97b17cb6bda57
Main/System/Battle/Skill/SkillBase.cs
@@ -1074,16 +1074,84 @@
        if (isFinished)
            return;
        // 1. 强制结束技能效果
        skillEffect?.ForceFinished();
        skillEffect = null;
        
        // 2. 强制结束所有子技能动作
        otherSkillActionList.ForEach(action => action.ForceFinish());
        otherSkillActionList.Clear();
        // 3. 清理 DOTween 动画(防止移动回调在战斗结束后执行)
        if (caster != null && caster.heroRectTrans != null)
        {
            DG.Tweening.DOTween.Kill(caster.heroRectTrans);
        }
        // 4. 重置施法者状态
        if (caster != null)
        {
            // 重置位置到原点
            if (caster.heroRectTrans != null)
            {
                caster.heroRectTrans.anchoredPosition = Vector2.zero;
            }
            // 重置朝向
            if (caster.heroGo != null)
            {
                Vector3 scale = caster.heroGo.transform.localScale;
                scale.x = Mathf.Abs(scale.x);
                caster.heroGo.transform.localScale = scale;
            }
            // 取消幻影效果
            caster.motionBase?.ShowIllusionShadow(false);
            // 播放待机动画(如果还活着)
            if (!caster.teamHero.isDead)
            {
                caster.motionBase?.ResetForReborn(false);
            }
            // 清理动画回调
            caster.motionBase?.CancelControledAnimation();
        }
        // 5. 恢复 UI 状态
        if (battleField != null)
        {
            // 恢复所有角色的显示层级和血条
            var allList = battleField.battleObjMgr?.allBattleObjDict?.Values;
            if (allList != null)
            {
                foreach (BattleObject bo in allList)
                {
                    bo.layerMgr?.SetFront();
                    bo.heroInfoBar?.SetActive(true);
                }
            }
            // 关闭技能遮罩
            if (battleField.battleRootNode != null && battleField.battleRootNode.skillMaskNode != null)
            {
                battleField.battleRootNode.skillMaskNode.SetActive(false);
            }
        }
        isFinished = true;
        moveFinished = true;
        isPlay = true;
        // 处理所有剩余包
        // 6. 处理所有剩余包(包括 buff 包)
        // 先处理 buffCollections
        foreach (var buff in buffCollections)
        {
            PackageRegedit.Distribute(buff);
        }
        buffCollections.Clear();
        // 处理剩余的 packList
        while (packList.Count > 0)
        {
            var pack = packList[0];