yyl
7 天以前 f1e6527fd1a9281e254c000e21afb96c2da92e1c
Main/System/Battle/Skill/SkillBase.cs
@@ -9,6 +9,13 @@
{
    const float moveTime = 0.5f;
    private static readonly Color colorGreen = new Color(33f / 255f,
                                                        133f / 255f,
                                                        6f / 255f);
    private static readonly Color colorBlue = new Color(40f / 255f,
                                                        87f / 255f,
                                                        189f / 255f);
    protected SkillEffect skillEffect;
    protected HB427_tagSCUseSkill tagUseSkillAttack;
    public SkillConfig skillConfig;
@@ -23,6 +30,8 @@
    protected bool moveFinished = false;
    public int fromSkillId;
    public bool isPlay = false;
    private float MoveSpeed = 750f;
    private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>();
    private Dictionary<int, HB422_tagMCTurnFightObjDead> tempDeadPackList = new Dictionary<int, HB422_tagMCTurnFightObjDead>();
@@ -76,6 +85,44 @@
        }
    }
    protected void ShadowIllutionCreate(bool create)
    {
        if (create)
        {
            Color color = Color.white;
            //1-连击;2-反击;3-追击
            //  反击蓝色
            //  追击连击绿色
            bool change = false;
            if (tagUseSkillAttack.BattleType == 1)
            {
                color = colorGreen;
                change = true;
            }
            else if (tagUseSkillAttack.BattleType == 2)
            {
                color = colorBlue;
                change = true;
            }
            else if (tagUseSkillAttack.BattleType == 3)
            {
                color = colorGreen;
                change = true;
            }
            if (change)
            {
                MoveSpeed = 1125f;
                caster.motionBase.ShowIllusionShadow(true, color);
            }
        }
        else
        {
            MoveSpeed = 750f;
            caster.motionBase.ShowIllusionShadow(false);
        }
    }
    // 技能释放主逻辑:广播事件、高亮目标、执行释放
    public virtual void Cast()
    {
@@ -104,6 +151,7 @@
            if (hintConfig != null)
            {
                caster.heroInfoBar.ShowTips(((char)hintConfig.prefix).ToString(), true);
                // Debug.Break();
            }
        }
@@ -148,7 +196,12 @@
        RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig);
        ExecuteMoveAndCastSequence(target, () =>
        {
            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, OnAttackFinish, 750F);
            // ShadowIllutionCreate(true);
            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
            {
                // ShadowIllutionCreate(false);
                OnAttackFinish();
            }, MoveSpeed);
        });
    }
@@ -169,7 +222,12 @@
        ExecuteMoveAndCastSequence(targetTrans, () =>
        {
            RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum);
            MoveToTarget(rectTransform, Vector2.zero, OnAttackFinish, 750F);
            // ShadowIllutionCreate(true);
            MoveToTarget(rectTransform, Vector2.zero, () =>
            {
                // ShadowIllutionCreate(false);
                OnAttackFinish();
            }, MoveSpeed);
        });
    }
@@ -179,17 +237,24 @@
        RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig);
        ExecuteMoveAndCastSequence(target, () =>
        {
            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, OnAttackFinish, 750F);
            // ShadowIllutionCreate(true);
            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
            {
                // ShadowIllutionCreate(false);
                OnAttackFinish();
            }, MoveSpeed);
        });
    }
    // 执行移动-施法-返回序列:通用的移动攻击流程
    private void ExecuteMoveAndCastSequence(RectTransform target, Action onReturnComplete)
    {
        ShadowIllutionCreate(true);
        MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () =>
        {
            TurnBack(() =>
            {
                ShadowIllutionCreate(false);
                CastImpl(() =>
                {
                    TurnBack(() => 
@@ -210,7 +275,7 @@
    }
    // 移动到目标位置:处理角色的移动动画和逻辑
    protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 500f)
    protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 750f)
    {
        if (skillConfig.CastDistance >= 9999)
        {
@@ -645,8 +710,8 @@
    public void OnSkillFinished()
    {
        // 修复:使用循环代替递归,避免栈溢出风险
        try
        {
        // try
        // {
            while (true)
            {
                // 验证技能效果是否完成
@@ -698,17 +763,22 @@
                }
                if (pack is CustomB421ActionPack actionPack)
                {
                    actionPack.Distribute();
                }
                else
                {
                PackageRegedit.Distribute(pack);
            }
        }
        catch (Exception ex)
        {
            Debug.LogError($"OnSkillFinished异常: {ex.Message},技能ID={skillConfig.SkillID}");
            // 确保状态一致性,即使出现异常也要标记完成
            isFinished = true;
            throw; // 重新抛出异常供上层处理
        }
        // }
        // catch (Exception ex)
        // {
        //     Debug.LogError($"OnSkillFinished异常: {ex.Message},技能ID={skillConfig.SkillID}");
        //     // 确保状态一致性,即使出现异常也要标记完成
        //     isFinished = true;
        //     throw; // 重新抛出异常供上层处理
        // }
        isFinished = true;
    }