|  |  | 
 |  |  | using System.Collections.Generic; | 
 |  |  | using UnityEngine; | 
 |  |  | using System; | 
 |  |  | using DG.Tweening; | 
 |  |  | using Spine; | 
 |  |  | using System.Linq; | 
 |  |  | using System; | 
 |  |  |  | 
 |  |  |  | 
 |  |  | public class SkillBase | 
 |  |  | 
 |  |  |  | 
 |  |  |    protected HB427_tagSCUseSkill tagUseSkillAttack; | 
 |  |  |  | 
 |  |  |    protected SkillConfig skillConfig; | 
 |  |  |    public SkillConfig skillConfig; | 
 |  |  |  | 
 |  |  |    protected bool isFinished = false; | 
 |  |  |  | 
 |  |  | 
 |  |  |    protected RectTransform targetNode = null; // 目标节点 | 
 |  |  |  | 
 |  |  |    protected BattleObject caster = null; // 施法者 | 
 |  |  |  | 
 |  |  |    protected bool startCounting = false; | 
 |  |  |  | 
 |  |  |    protected bool pauseState = false; | 
 |  |  |  | 
 |  |  |    protected int curFrame = 0; | 
 |  |  |  | 
 |  |  |    protected List<GameNetPackBasic> packList; | 
 |  |  |  | 
 |  |  | 
 |  |  |  | 
 |  |  |    protected bool moveFinished = false; | 
 |  |  |  | 
 |  |  |    public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null) | 
 |  |  |     public int fromSkillId; | 
 |  |  |  | 
 |  |  |    public bool isPlay = false; | 
 |  |  |  | 
 |  |  |     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; | 
 |  |  |       packList = _packList; | 
 |  |  |  | 
 |  |  | 		 | 
 |  |  |       // Debug.LogError("start a skill id " + skillConfig.SkillID + " caster " + caster.teamHero.heroId + " pos " + caster.teamHero.positionNum + " camp " + caster.Camp); | 
 |  |  |  | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    public virtual void Run() | 
 |  |  |    { | 
 |  |  |       if (startCounting) | 
 |  |  |       { | 
 |  |  |          curFrame++; | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |       if (null != skillEffect) | 
 |  |  |       { | 
 |  |  |          skillEffect.Run(); | 
 |  |  |          if (skillEffect.IsFinished()) | 
 |  |  |          { | 
 |  |  |             skillEffect = null; | 
 |  |  |             OnSkillFinished(); | 
 |  |  |          } | 
 |  |  |          else | 
 |  |  |          { | 
 |  |  |             skillEffect.Run(); | 
 |  |  |          } | 
 |  |  |          return; | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |       if (otherSkillAction != null) | 
 |  |  | 
 |  |  |          } | 
 |  |  |          else | 
 |  |  |          { | 
 |  |  |             otherSkillAction.Run(); | 
 |  |  |             if (moveFinished) | 
 |  |  |             { | 
 |  |  |                otherSkillAction.Run(); | 
 |  |  |             } | 
 |  |  |          } | 
 |  |  |          return; | 
 |  |  |       } | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |  | 
 |  |  |  | 
 |  |  |    public void Pause() | 
 |  |  |    { | 
 |  |  |       pauseState = startCounting; | 
 |  |  |       startCounting = false; | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    public void Resume() | 
 |  |  |    { | 
 |  |  |       startCounting = pauseState; | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |  | 
 |  |  |    // 0·移动到距离目标n码,的距离释放(可配置,9999即原地释放,负数则是移动到人物背面,人物要转身) | 
 |  |  |    // 1·移动到距离阵容位置n码的距离(如2号位,5号位)释放(即战场中央此类) | 
 |  |  |    public virtual void Cast() | 
 |  |  |    { | 
 |  |  |       EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, battleField.guid, skillConfig, caster.teamHero); | 
 |  |  |       // Debug.LogError("Cast skill " + skillConfig.SkillID + " cast position " + skillConfig.CastPosition + " cast mode " + skillConfig.castMode);  | 
 |  |  |       string guid = battleField.guid; | 
 |  |  |       TeamHero teamHero = caster.teamHero; | 
 |  |  |       EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, guid, skillConfig, teamHero); | 
 |  |  |  | 
 |  |  |       //   高亮所有本次技能相关的目标 | 
 |  |  |       HighLightAllTargets(); | 
 |  |  | 
 |  |  |          case SkillCastMode.Allies: | 
 |  |  |             CastToAllies(); | 
 |  |  |             break; | 
 |  |  |          // case SkillCastMode.DashCast: | 
 |  |  |          //    DashToTarget(() => BackToOrigin(OnSkillFinished)); | 
 |  |  |          //    break; | 
 |  |  |          case SkillCastMode.DashCast: | 
 |  |  |             DashCast(OnAttackFinish); | 
 |  |  |             break; | 
 |  |  |          default: | 
 |  |  |             Debug.LogError("暂时不支持其他的方式释放 有需求请联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillConfig.CastPosition); | 
 |  |  |             OnSkillFinished(); | 
 |  |  |             Debug.LogError("强制结束技能 暂时不支持其他的方式释放 有需求请联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillConfig.CastPosition); | 
 |  |  |             ForceFinished(); | 
 |  |  |             break; | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    protected void MoveToTarget(RectTransform target, Vector2 offset, float duration, Action onComplete = null) | 
 |  |  |    //   冲撞攻击 | 
 |  |  |    protected void DashCast(Action _onComplete) | 
 |  |  |    { | 
 |  |  |       Debug.LogError("DashCast 还没实现"); | 
 |  |  |       ForceFinished(); | 
 |  |  |       //   YYL TODO | 
 |  |  |  | 
 |  |  |       // var entry = caster.motionBase.PlayAnimation(skillConfig.GetMotionName(), false); | 
 |  |  |       // float animationTime = entry.AnimationTime; | 
 |  |  |  | 
 |  |  |       // int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); | 
 |  |  |  | 
 |  |  |       // BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); | 
 |  |  |  | 
 |  |  |       // RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum); | 
 |  |  |  | 
 |  |  |       // var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, targetTrans, new Vector2(skillConfig.CastDistance, 0), animationTime * 0.9f, () => | 
 |  |  |       // { | 
 |  |  |       //    caster.motionBase.PlayAnimation(MotionName.idle, true); | 
 |  |  |       //    _onComplete?.Invoke(); | 
 |  |  |       // }); | 
 |  |  |       // battleField.battleTweenMgr.OnPlayTween(tweener); | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 500f) | 
 |  |  |    { | 
 |  |  |       //   原地释放 | 
 |  |  |       if (skillConfig.CastDistance >= 9999) | 
 |  |  |       { | 
 |  |  |          onComplete?.Invoke(); | 
 |  |  |          _onComplete?.Invoke(); | 
 |  |  |          return; | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |       caster.motionBase.PlayAnimation(MotionName.run, true); | 
 |  |  |       var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, duration, () => | 
 |  |  |       var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () => | 
 |  |  |       { | 
 |  |  |          caster.motionBase.PlayAnimation(MotionName.idle, true); | 
 |  |  |          onComplete?.Invoke(); | 
 |  |  |       }); | 
 |  |  |          _onComplete?.Invoke(); | 
 |  |  |       }, speed); | 
 |  |  |       battleField.battleTweenMgr.OnPlayTween(tweener); | 
 |  |  |  | 
 |  |  |       // Debug.LogError("move to tarrget " + target.name + " offset " + offset + " speed " + speed + " time " + tweener.Duration()); | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    protected void TurnBack(Action _onComplete, float forward) | 
 |  |  | 
 |  |  |  | 
 |  |  |       RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig); | 
 |  |  |  | 
 |  |  |       MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), moveTime, () => | 
 |  |  |       MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () => | 
 |  |  |       { | 
 |  |  |          //   到位置转身(不一定非要转身 但是流程要写) | 
 |  |  |          TurnBack(() => | 
 |  |  | 
 |  |  |                   () => | 
 |  |  |                   { | 
 |  |  |                      //   回到原来的位置 | 
 |  |  |                      MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, moveTime,  | 
 |  |  |                         OnAttackFinish); | 
 |  |  |                      MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero,  | 
 |  |  |                         OnAttackFinish, 750F); | 
 |  |  |                   } | 
 |  |  |                , -1f); | 
 |  |  |             }); | 
 |  |  | 
 |  |  |  | 
 |  |  |       RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum); | 
 |  |  |  | 
 |  |  |       MoveToTarget(targetTrans, new Vector2(skillConfig.CastDistance, 0), moveTime, () => | 
 |  |  |       MoveToTarget(targetTrans, new Vector2(skillConfig.CastDistance, 0), () => | 
 |  |  |       { | 
 |  |  |          //   到位置转身(不一定非要转身 但是流程要写) | 
 |  |  |          TurnBack(() => | 
 |  |  | 
 |  |  |                TurnBack( | 
 |  |  |                   () => | 
 |  |  |                   { | 
 |  |  |                      RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum); | 
 |  |  |                      //   回到原来的位置 | 
 |  |  |                      MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, moveTime,  | 
 |  |  |                         OnAttackFinish); | 
 |  |  |                      MoveToTarget(rectTransform, Vector2.zero, OnAttackFinish, 750F); | 
 |  |  |                   } | 
 |  |  |                , -1f); | 
 |  |  |             }); | 
 |  |  | 
 |  |  |    protected virtual void OnAllAttackMoveFinished() | 
 |  |  |    { | 
 |  |  |       moveFinished = true; | 
 |  |  |       List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); | 
 |  |  |       for (int i = 0; i < allList.Count; i++) | 
 |  |  |       { | 
 |  |  |          BattleObject bo = allList[i]; | 
 |  |  |          bo.layerMgr.SetFront(); | 
 |  |  |          // bo.heroRectTrans.SetParent(battleField.GetTeamNode(bo.Camp, bo.teamHero.positionNum), true); | 
 |  |  |          bo.heroInfoBar.SetActive(true); | 
 |  |  |       } | 
 |  |  |       battleField.battleRootNode.skillMaskNode.SetActive(false); | 
 |  |  |       // Debug.LogError("OnAllAttackMoveFinished skill " + skillConfig.SkillID + " cast position " + skillConfig.CastPosition + " cast mode " + skillConfig.castMode);  | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    protected void CastToAllies() | 
 |  |  |    { | 
 |  |  |       RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig); | 
 |  |  |  | 
 |  |  |       MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), moveTime, () => | 
 |  |  |       MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () => | 
 |  |  |       { | 
 |  |  |          //   到位置转身(不一定非要转身 但是流程要写) | 
 |  |  |          TurnBack(() => | 
 |  |  | 
 |  |  |                   { | 
 |  |  |                      //   回到原来的位置 | 
 |  |  |                      MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), | 
 |  |  |                         Vector2.zero, moveTime, OnAttackFinish); | 
 |  |  |                         Vector2.zero, OnAttackFinish, 750F); | 
 |  |  |                   } | 
 |  |  |                , -1f); | 
 |  |  |             }); | 
 |  |  | 
 |  |  |       // OnMiddleFrameEnd 中摇结束 | 
 |  |  |       // OnFinalFrameStart 后摇开始 | 
 |  |  |       // OnFinalFrameEnd 后摇结束 | 
 |  |  |  | 
 |  |  |       return caster.motionBase.PlaySkillAnimation(skillConfig, this, onComplete); | 
 |  |  |    } | 
 |  |  |  | 
 |  |  | 
 |  |  |             skillConfig, | 
 |  |  |             tagUseSkillAttack | 
 |  |  |          ); | 
 |  |  |       // if (skillEffect != null) | 
 |  |  |       { | 
 |  |  |          skillEffect.Play(OnHitTargets); | 
 |  |  |       } | 
 |  |  |  | 
 |  |  | 		 | 
 |  |  |       skillEffect.Play(OnHitTargets); | 
 |  |  |       isPlay = true; | 
 |  |  |  | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    //   技能前摇帧结束 | 
 |  |  |    public virtual void OnStartSkillFrameEnd() | 
 |  |  |    { | 
 |  |  |  | 
 |  |  | 	 | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    /// <summary> | 
 |  |  | 
 |  |  |    /// <param name="times"></param> | 
 |  |  |    public virtual void OnMiddleFrameStart(int times) | 
 |  |  |    { | 
 |  |  |       // if (skillEffect != null) | 
 |  |  |       { | 
 |  |  |          skillEffect.OnMiddleFrameStart(times); | 
 |  |  |       } | 
 |  |  |       skillEffect.OnMiddleFrameStart(times); | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    public virtual void OnMiddleFrameEnd(int times, int hitIndex) | 
 |  |  |    { | 
 |  |  |       // if (skillEffect != null) | 
 |  |  |       { | 
 |  |  |          skillEffect.OnMiddleFrameEnd(times, hitIndex); | 
 |  |  |       } | 
 |  |  |       skillEffect.OnMiddleFrameEnd(times, hitIndex); | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    /// <summary> | 
 |  |  | 
 |  |  |    /// </summary> | 
 |  |  |    public virtual void OnFinalFrameStart() | 
 |  |  |    { | 
 |  |  |       // if (skillEffect != null) | 
 |  |  |       { | 
 |  |  |          skillEffect.OnFinalFrameStart(); | 
 |  |  |       } | 
 |  |  |       skillEffect.OnFinalFrameStart(); | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    /// <summary> | 
 |  |  |    /// 后摇结束 | 
 |  |  |    /// </summary> | 
 |  |  |    public virtual void OnFinalFrameEnd() | 
 |  |  |    { | 
 |  |  |       // if (skillEffect != null) | 
 |  |  |       { | 
 |  |  |          skillEffect.OnFinalFrameEnd(); | 
 |  |  |       } | 
 |  |  |    {	 | 
 |  |  |       skillEffect.OnFinalFrameEnd(); | 
 |  |  |  | 
 |  |  |       HandleDead(); | 
 |  |  |    } | 
 |  |  | 
 |  |  |  | 
 |  |  |    protected void HighLightAllTargets() | 
 |  |  |    { | 
 |  |  |       caster.layerMgr.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder); | 
 |  |  |  | 
 |  |  |       if (skillConfig.FuncType != 2) | 
 |  |  |          return; | 
 |  |  |  | 
 |  |  |       // 高亮所有目标 | 
 |  |  |       HashSet<BattleObject> highlightList = new HashSet<BattleObject>(battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack)); | 
 |  |  |       List<BattleObject> targetList = battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack); | 
 |  |  |       List<BattleObject> highlightList = new List<BattleObject>(targetList); | 
 |  |  |       highlightList.Add(caster); | 
 |  |  |  | 
 |  |  |       List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); | 
 |  |  |  | 
 |  |  |       caster.heroInfoBar.SetActive(false); | 
 |  |  |  | 
 |  |  | 		 | 
 |  |  |  | 
 |  |  |       for (int i = 0; i < allList.Count; i++) | 
 |  |  |       { | 
 |  |  |          BattleObject bo = allList[i]; | 
 |  |  |          if (highlightList.Contains(bo)) | 
 |  |  |          { | 
 |  |  |             bo.layerMgr.SetFront(); | 
 |  |  |             bo.heroInfoBar.SetActive(true); | 
 |  |  |             // bo.heroRectTrans.SetParent(battleField.battleRootNode.skillFrontNode, true); | 
 |  |  |          } | 
 |  |  |          else | 
 |  |  |          { | 
 |  |  |             bo.layerMgr.SetBack(); | 
 |  |  |             // bo.heroRectTrans.SetParent(battleField.battleRootNode.skillBackNode, true); | 
 |  |  |          } | 
 |  |  |  | 
 |  |  |          if (targetList.Contains(bo)) | 
 |  |  |          { | 
 |  |  |             bo.heroInfoBar.SetActive(true); | 
 |  |  |          } | 
 |  |  |          else | 
 |  |  |          { | 
 |  |  |             bo.heroInfoBar.SetActive(false); | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |  | 
 |  |  |       battleField.battleRootNode.skillMaskNode.SetActive(true); | 
 |  |  |       battleField.battleRootNode.SetSortingOrder(); | 
 |  |  |       // caster.battleField.skillMask | 
 |  |  |       //   把这些BO全高亮 或者说把除了这些的都放在遮罩后面 | 
 |  |  |       //   YYL TODO | 
 |  |  |    } | 
 |  |  | 
 |  |  |    protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt) | 
 |  |  |    { | 
 |  |  |       // 伤害分布 (万分比) | 
 |  |  |       // Debug.LogError("skillConfig.DamageDivide.Count " + skillConfig.DamageDivide.Length + " _hitIndex " + _hitIndex); | 
 |  |  |       bool isLastHit = _hitIndex >= skillConfig.DamageDivide.Length - 1; | 
 |  |  |       int[] damageDivide = skillConfig.DamageDivide[_hitIndex]; | 
 |  |  |  | 
 |  |  |       long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx); | 
 |  |  | 
 |  |  |  | 
 |  |  |  | 
 |  |  |       //   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, skillConfig); | 
 |  |  |  | 
 |  |  |       List<HB422_tagMCTurnFightObjDead> deadPacks = BattleUtility.FindDeadPack(packList); | 
 |  |  |       bool isTargetDead = deadPacks.Exists(p => p.ObjID == target.ObjID); | 
 |  |  |  | 
 |  |  |       bool playAnimation = !(isLastHit && isTargetDead); | 
 |  |  |       target.Hurt(damageList, totalDamage, hurt, skillConfig, playAnimation); | 
 |  |  |  | 
 |  |  |       //   TODO YYL 这里是要做统一计算后再hurt跟suckhp还是怎样 | 
 |  |  |       caster.SuckHp(hurt.SuckHP, skillConfig);//   吸血 | 
 |  |  | 
 |  |  |    } | 
 |  |  |    public virtual bool IsFinished() | 
 |  |  |    { | 
 |  |  |       if (!isPlay) | 
 |  |  |       { | 
 |  |  |          return false; | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |       if (skillEffect != null) | 
 |  |  |       { | 
 |  |  |          if (!skillEffect.IsFinished()) | 
 |  |  | 
 |  |  |          } | 
 |  |  |          else | 
 |  |  |          { | 
 |  |  |             OnSkillFinished(); | 
 |  |  |             skillEffect = null; | 
 |  |  |             OnSkillFinished();	 | 
 |  |  |             return false;		 | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |       return isFinished && moveFinished; | 
 |  |  |       if (otherSkillAction != null) | 
 |  |  |       { | 
 |  |  |          if (!otherSkillAction.IsFinished()) | 
 |  |  |          { | 
 |  |  |             return false; | 
 |  |  |          } | 
 |  |  |          else | 
 |  |  |          { | 
 |  |  |             otherSkillAction = null; | 
 |  |  |             OnSkillFinished(); | 
 |  |  |             return false; | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |  | 
 |  |  |       if (isFinished && moveFinished) | 
 |  |  |       { | 
 |  |  |          if (packList.Count > 0) | 
 |  |  |          { | 
 |  |  |             OnSkillFinished(); | 
 |  |  |             return false; | 
 |  |  |          } | 
 |  |  |  | 
 |  |  |          return true; | 
 |  |  |       } | 
 |  |  |       else | 
 |  |  |       { | 
 |  |  |          return false; | 
 |  |  |       } | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |    public virtual void ForceFinished() | 
 |  |  |    { | 
 |  |  |       skillEffect?.ForceFinished(); | 
 |  |  |       if (otherSkillAction != null) | 
 |  |  |       { | 
 |  |  |          otherSkillAction.ForceFinish(); | 
 |  |  |          otherSkillAction = null; | 
 |  |  |       } | 
 |  |  |       HandleDead(); | 
 |  |  |       isFinished = true; | 
 |  |  |       moveFinished = true; | 
 |  |  |       isPlay = true; | 
 |  |  |  | 
 |  |  |       while (packList.Count > 0) | 
 |  |  |       { | 
 |  |  |          var pack = packList[0]; | 
 |  |  |          packList.RemoveAt(0); | 
 |  |  |  | 
 |  |  |          if (pack is CustomHB426CombinePack) | 
 |  |  |          if (pack is CustomHB426CombinePack combinePack) | 
 |  |  |          { | 
 |  |  |             var combinePack = pack as CustomHB426CombinePack; | 
 |  |  |             if (combinePack.startTag.Tag.StartsWith("Skill_")) | 
 |  |  |             { | 
 |  |  |                BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag); | 
 |  |  |                otherSkillAction = combinePack.CreateSkillAction(); | 
 |  |  |  | 
 |  |  |                otherSkillAction.fromSkillId = skillConfig.SkillID; | 
 |  |  |                //   强制结束其他技能 | 
 |  |  |                otherSkillAction.ForceFinish(); | 
 |  |  |                return; | 
 |  |  |                continue; | 
 |  |  |             } | 
 |  |  |          } | 
 |  |  |          else if (pack is CustomB421ActionPack actionPack) | 
 |  |  |          { | 
 |  |  |             actionPack.Distribute(); | 
 |  |  |          } | 
 |  |  |          PackageRegedit.Distribute(pack); | 
 |  |  |       } | 
 |  |  | 
 |  |  |          { | 
 |  |  |             return; | 
 |  |  |          } | 
 |  |  |          else | 
 |  |  |          { | 
 |  |  |             skillEffect = null; | 
 |  |  |             OnSkillFinished(); | 
 |  |  |          } | 
 |  |  | 			 | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |       if (otherSkillAction != null) | 
 |  |  |       { | 
 |  |  |          if (!otherSkillAction.IsFinished()) | 
 |  |  |          { | 
 |  |  |             return; | 
 |  |  |          } | 
 |  |  |          else | 
 |  |  |          { | 
 |  |  |             otherSkillAction = null; | 
 |  |  |             OnSkillFinished(); | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |       while (packList.Count > 0) | 
 |  |  | 
 |  |  |             { | 
 |  |  |                BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag); | 
 |  |  |                otherSkillAction = combinePack.CreateSkillAction(); | 
 |  |  |                otherSkillAction.fromSkillId = skillConfig.SkillID; | 
 |  |  |                return; | 
 |  |  |             } | 
 |  |  |          } | 
 |  |  |          else if (pack is CustomB421ActionPack actionPack) | 
 |  |  |          { | 
 |  |  |             actionPack.Distribute(); | 
 |  |  |          } | 
 |  |  |  | 
 |  |  |          // Debug.LogError("Distribute pack " + pack.GetType().ToString()); | 
 |  |  |          PackageRegedit.Distribute(pack); | 
 |  |  |       } | 
 |  |  |  |