Main/System/Battle/BattleDebug.cs
@@ -3,12 +3,52 @@ public static class BattleDebug { #if UNITY_EDITOR // 每次 Editor 进入 PlayMode 会重置这个 static,初次调用时清空旧文件 private static bool _logFileInitialized = false; private static string _logFilePath; private static void EnsureLogFile() { if (_logFileInitialized) return; _logFileInitialized = true; try { string dir = Application.dataPath + "/../BattleReport"; if (!System.IO.Directory.Exists(dir)) System.IO.Directory.CreateDirectory(dir); _logFilePath = dir + "/BattleDebug.log"; // 每次启动 PlayMode 清空文件,避免跨次污染 System.IO.File.WriteAllText(_logFilePath, $"=== BattleDebug log opened at {System.DateTime.Now:HH:mm:ss.fff} ===\n"); } catch (System.Exception e) { Debug.LogWarning("BattleDebug 打开日志文件失败:" + e.Message); _logFilePath = null; } } private static void WriteToFile(string line) { EnsureLogFile(); if (string.IsNullOrEmpty(_logFilePath)) return; try { System.IO.File.AppendAllText(_logFilePath, $"[{Time.frameCount} {Time.realtimeSinceStartup:F3}] " + line + "\n"); } catch { /* 忽略文件写入异常,别影响逻辑 */ } } #endif public static void LogError(string _logMessage) { #if UNITY_EDITOR if (Launch.Instance.isOpenBattleDebug) if (Launch.Instance != null && Launch.Instance.isOpenBattleDebug) { Debug.LogWarning("BattleLog: " + _logMessage); if (Launch.Instance.isOpenBattleDebugLogFile) WriteToFile(_logMessage); } #endif } Main/System/Battle/BattleField/BattleField.cs
@@ -107,6 +107,21 @@ if (castingSkillDict.TryGetValue(objID, out skillBases)) { #if UNITY_EDITOR // 诊断:同一个 caster 已经在 casting,说明前一个技能没正确 Remove。 // 打印现存技能的 skillId / StateFlags,方便定位泄漏点。 var sb = new System.Text.StringBuilder(); sb.Append("BattleField.AddCastingSkill 发现同 caster 已有 ").Append(skillBases.Count).Append(" 个 casting 技能未清理:objID=").Append(objID); sb.Append(" 新入=skillId=").Append(skill?.skillConfig?.SkillID ?? 0); for (int i = 0; i < skillBases.Count; i++) { var s = skillBases[i]; sb.Append("\n [").Append(i).Append("] skillId=") .Append(s?.skillConfig?.SkillID ?? 0) .Append(" StateFlags=").Append(s == null ? "null" : s.StateFlagsForDebug.ToString()); } BattleDebug.LogError(sb.ToString()); #endif skillBases.Add(skill); } else @@ -123,6 +138,13 @@ if (castingSkillDict.TryGetValue(objID, out skillBases)) { #if UNITY_EDITOR bool existed = skillBases.Contains(skillBase); if (!existed) { BattleDebug.LogError($"BattleField.RemoveCastingSkill 目标不在 casting 列表:objID={objID} skillId={skillBase?.skillConfig?.SkillID ?? 0}"); } #endif skillBases.Remove(skillBase); if (skillBases.Count == 0) @@ -130,6 +152,12 @@ castingSkillDict.Remove(objID); } } #if UNITY_EDITOR else { BattleDebug.LogError($"BattleField.RemoveCastingSkill objID 不在字典里:objID={objID} skillId={skillBase?.skillConfig?.SkillID ?? 0}"); } #endif } public bool IsCastingSkill(long objID) Main/System/Battle/BattleObject/HeroBattleObject.cs
@@ -186,9 +186,9 @@ } } public override Spine.TrackEntry PlaySkillAnimation(SkillConfig skillConfig, SkillSkinConfig skillSkinConfig, SkillBase skillBase, bool isCounter, Action onComplete) public override Spine.TrackEntry PlaySkillAnimation(SkillConfig skillConfig, SkillSkinConfig skillSkinConfig, SkillBase skillBase, bool isSubSkill, Action onComplete) { return motionBase.PlaySkillAnimation(skillConfig, skillSkinConfig, skillBase, isCounter, onComplete); return motionBase.PlaySkillAnimation(skillConfig, skillSkinConfig, skillBase, isSubSkill, onComplete); } public override bool CanStartDeath() Main/System/Battle/Motion/MotionBase.cs
@@ -34,11 +34,35 @@ // 子技能轨道池管理(在Init中初始化,不要在这里初始化) private Queue<int> availableSubTracks; private Dictionary<SkillBase, int> subSkillTrackMap = new Dictionary<SkillBase, int>(); // 记录"当前所有仍在本 MotionBase 上运行的 skillBase",不区分主/子技能。 // 作用:HaveRest / ResetForReborn 这类粗暴清字典的调用在清之前必须强制结束这些 skillBase, // 否则它们的 frameHandler 被删、活跃 track 被清,但 skillBase.IsFinished() 永远 false, // 上层 RecordPlayer 就永远等不到它结束。 private HashSet<SkillBase> activeSkillBases = new HashSet<SkillBase>(); private SkeletonIllusionShadow illusionShadow; private bool playingSkill = false; private bool playingSkillWithAnim = false; private bool _playingSkillWithAnim = false; private bool playingSkillWithAnim { get => _playingSkillWithAnim; set { #if UNITY_EDITOR if (_playingSkillWithAnim != value && Launch.Instance != null && Launch.Instance.isOpenBattleDebug) { string owner = skeletonAnim != null && skeletonAnim.gameObject != null ? skeletonAnim.gameObject.name : "(no-skel)"; // 每次变更打印栈,定位到底是谁把 playingSkillWithAnim 设 true 了、谁清/不清 BattleDebug.LogError($"[MotionBase owner={owner} hash={GetHashCode()}] playingSkillWithAnim {_playingSkillWithAnim} -> {value}\n" + UnityEngine.StackTraceUtility.ExtractStackTrace()); } #endif _playingSkillWithAnim = value; } } private bool isUnderControl = false; @@ -151,6 +175,38 @@ private void AddAction(Action action) => runningActions.Add(action); private void RemoveAction(Action action) => runningActions.Remove(action); // 在 ExecuteSkillAnim 的各条退出路径统一调用,保证 activeSkillBases 与 runningActions 同步。 private void RemoveSkillAnim(Action frameHandler, SkillBase skillBase) { RemoveAction(frameHandler); if (skillBase != null) activeSkillBases.Remove(skillBase); } #if UNITY_EDITOR // 诊断用:导出活跃技能轨道 + Spine 动画状态 + 挂起的 frameHandler 数量 public string DumpActiveTracksForDebug() { var sb = new System.Text.StringBuilder(); string owner = skeletonAnim != null && skeletonAnim.gameObject != null ? skeletonAnim.gameObject.name : "(no-skel)"; sb.Append($"[hash={GetHashCode()} owner={owner}] playingSkill={playingSkill} playingSkillWithAnim={playingSkillWithAnim} runningActions.Count={runningActions.Count} activeSkillTracks.Count={activeSkillTracks.Count}"); if (isUnderControl) sb.Append(" [UnderControl]"); if (skeletonAnim != null) sb.Append($" timeScale={skeletonAnim.timeScale}"); foreach (var kv in activeSkillTracks) { var track = kv.Value; if (track == null) { sb.Append($"\n track[{kv.Key}]=null"); continue; } string animName = track.Animation != null ? track.Animation.Name : "(null)"; float duration = track.Animation != null ? track.Animation.Duration : -1f; sb.Append($"\n track[{kv.Key}] anim={animName} TrackTime={track.TrackTime:F3} duration={duration:F3} isComplete={track.IsComplete} timeScale={track.TimeScale}"); } return sb.ToString(); } #endif // 检查是否有活跃的技能轨道(排除死亡轨道) private bool HasActiveSkillTracks() @@ -293,6 +349,9 @@ // startTime 表示技能"本地逻辑时间"的起点(以 Time.time 为基准) float startTime = hasAnim ? 0f : Time.time; // 登记到活跃集合,让 HaveRest / ResetForReborn 知道有哪些 skillBase 需要在清字典前被强制结束。 activeSkillBases.Add(skillBase); skillBase.OnSkillStart(); Action frameHandler = null; @@ -326,7 +385,7 @@ RemoveAction(frameHandler); RemoveSkillAnim(frameHandler, skillBase); return; } @@ -360,7 +419,7 @@ skillBase.ForceFinished(); // 清理并确保状态复位 RemoveAction(frameHandler); RemoveSkillAnim(frameHandler, skillBase); // 回收子技能轨道 if (isSubSkill && subSkillTrackMap.ContainsKey(skillBase)) @@ -383,7 +442,7 @@ { Debug.LogError("技能动画播放失败,强制结束 " + skillConfig.SkillID + " is caster dead " + skillBase.caster.IsDead()); skillBase.ForceFinished(); RemoveAction(frameHandler); RemoveSkillAnim(frameHandler, skillBase); if (activeSkillTracks.ContainsKey(trackIndex)) activeSkillTracks.Remove(trackIndex); @@ -498,7 +557,7 @@ // skillTrackDict.Remove(trackIndex); RemoveAction(frameHandler); RemoveSkillAnim(frameHandler, skillBase); onComplete?.Invoke(); skillBase.OnFinalFrameEnd(); if (hasAnim) @@ -647,6 +706,16 @@ // 原有的 HaveRest 保持不变,用于一般的重置 public void HaveRest() { #if UNITY_EDITOR if (Launch.Instance != null && Launch.Instance.isOpenBattleDebug) { string owner = skeletonAnim != null && skeletonAnim.gameObject != null ? skeletonAnim.gameObject.name : "(no-skel)"; BattleDebug.LogError($"[MotionBase.HaveRest owner={owner} hash={GetHashCode()}] 调用栈:\n{UnityEngine.StackTraceUtility.ExtractStackTrace()}"); } #endif // 先强制结束所有正在运行的 skillBase,避免清字典后这些 skillBase 的 frameHandler 被删但自身 StateFlags 永远停在 Started ForceFinishRunningSkillBases(); animState?.ClearTracks(); trackEntryCallbacks.Clear(); @@ -668,14 +737,42 @@ currentTrack = null; playingSkill = false; playingSkillWithAnim = false; PlayAnimation(MotionName.idle, true); } // HaveRest / ResetForReborn 这类“粗暴清理”调用会直接 Clear runningActions/activeSkillTracks, // 导致跟这些轨道绑定的 skillBase 永远收不到 OnFinalFrameEnd,威胁上层 RecordPlayer。 // 这里遍历 activeSkillBases(主/子技能都覆盖),逐个 ForceFinished,然后清空集合。 private void ForceFinishRunningSkillBases() { if (activeSkillBases.Count == 0) return; var snapshot = new List<SkillBase>(activeSkillBases); activeSkillBases.Clear(); foreach (var sb in snapshot) { if (sb != null && !sb.IsFinished()) sb.ForceFinished(); } } // 新增:专门用于复活的完整重置方法 public void ResetForReborn(bool reviveSelf = false) { #if UNITY_EDITOR if (Launch.Instance != null && Launch.Instance.isOpenBattleDebug) { string owner = skeletonAnim != null && skeletonAnim.gameObject != null ? skeletonAnim.gameObject.name : "(no-skel)"; BattleDebug.LogError($"[MotionBase.ResetForReborn owner={owner} hash={GetHashCode()}] reviveSelf={reviveSelf} 调用栈:\n{UnityEngine.StackTraceUtility.ExtractStackTrace()}"); } #endif // 跟 HaveRest 同理:先强制结束所有正在运行的 skillBase, // 避免下面清 runningActions / activeSkillTracks 后它们永远接收不到帧回调。 if (!reviveSelf) ForceFinishRunningSkillBases(); // 1. 清理所有动画轨道(包括死亡动画的轨道9) animState?.ClearTracks(); @@ -706,6 +803,10 @@ // 5. 重置所有状态标志 playingSkill = false; // reviveSelf 分支下 runningActions 没被清,主技能 frameHandler 会自己走到 OnFinalFrameEnd 那里复位; // 非 reviveSelf 分支下 runningActions 已清干净,这里一并复位。 if (!reviveSelf) playingSkillWithAnim = false; isUnderControl = false; // 6. 重置时间相关字段(关键!) @@ -753,6 +854,11 @@ return !playingSkillWithAnim || string.IsNullOrEmpty(skillSkinConfig.SkillMotionName); } #if UNITY_EDITOR /// <summary>卡死诊断用:暴露 playingSkillWithAnim 标志位。</summary> public bool PlayingSkillWithAnimForDebug => playingSkillWithAnim; #endif public bool CanStartDeath() { return !playingSkillWithAnim; Main/System/Battle/RecordPlayer/RecordPlayer.cs
@@ -45,6 +45,93 @@ return isPlaying; } #if UNITY_EDITOR /// <summary> /// 卡死排查用:dump 出当前 RecordPlayer 内部所有在播 / 排队 / 即时播放 的 RecordAction 概要。 /// </summary> public string DumpPlayingState() { return DumpPlayingState(0); } // depth 用于控制递归深度,最多展开两层嵌套(父 inner player -> 子 SkillRecordAction -> 孙 inner player) public string DumpPlayingState(int depth) { string indent = new string(' ', depth * 4); var sb = new System.Text.StringBuilder(); sb.Append("current="); if (currentRecordAction == null) { sb.Append("null"); } else { AppendActionBrief(sb, currentRecordAction); } sb.Append(" queue.Count=").Append(recordActionQueue.Count); if (recordActionQueue.Count > 0) { sb.Append(" ["); int i = 0; foreach (var act in recordActionQueue) { if (i > 0) sb.Append(", "); sb.Append(act.GetType().Name); if (++i >= 5) { sb.Append(", ..."); break; } } sb.Append("]"); } sb.Append(" immediatelyList.Count=").Append(immediatelyActionList.Count); if (immediatelyActionList.Count > 0) { sb.Append(" ["); for (int i = 0; i < immediatelyActionList.Count && i < 5; i++) { if (i > 0) sb.Append(", "); var act = immediatelyActionList[i]; if (act == null) { sb.Append("null"); continue; } sb.Append(act.GetType().Name) .Append("(IsFin=").Append(act.IsFinished()) .Append(",CanStart=").Append(act.CanStartExecution()) .Append(",Waiting=").Append(act.isWaitingPlay) .Append(")"); } if (immediatelyActionList.Count > 5) sb.Append(", ..."); sb.Append("]"); } // 递归展开嵌套 SkillRecordAction 的内部状态(最多 2 层,避免无限递归) if (depth < 2) { if (currentRecordAction is SkillRecordAction sra && sra.skillBase != null) { sb.Append('\n').Append(indent).Append(" └ [current] skillId=") .Append(sra.skillBase.skillConfig?.SkillID ?? 0) .Append(" caster=").Append(sra.skillBase.tagUseSkillAttack?.ObjID ?? 0UL) .Append(" StateFlags=").Append(sra.skillBase.StateFlagsForDebug); // 进一步展开它自己的 inner player var innerPlayer = sra.GetInnerRecordPlayer(); if (innerPlayer != null && innerPlayer.IsPlaying()) { sb.Append('\n').Append(indent).Append(" innerRecordPlayer: ") .Append(innerPlayer.DumpPlayingState(depth + 1)); } } } return sb.ToString(); } private static void AppendActionBrief(System.Text.StringBuilder sb, RecordAction act) { sb.Append(act.GetType().Name) .Append(" IsFinished=").Append(act.IsFinished()) .Append(" IsActionCompleted=").Append(act.IsActionCompleted()); } #endif public void PlayRecord(RecordAction recordAction) { if (recordAction == null) return; @@ -215,6 +302,15 @@ // 检查是否可以开始执行(WaitingPlay条件检查) if (!action.CanStartExecution()) { // 修复:即便 CanStartExecution 返回 false,只要 action 已经 IsFinished, // 也必须从列表里移除,否则它会永久占位导致 IsPlaying() 一直为 true, // 让父技能卡在 ownRecordAction.innerRecordPlayer.IsPlaying() 的分支上。 // (典型场景:一个 caster 连续释放两个技能,第一个已结束但 caster 仍被 // 记为 IsCastingSkill,SkillBase.CanStartExecution 返回 false。) if (action.IsFinished()) { removeIndexList.Add(i); } continue; } Main/System/Battle/Skill/SkillBase.Buff.cs
New file @@ -0,0 +1,65 @@ using System.Collections.Generic; // SkillBase(Buff 部分):Buff 包(HB428 刷新 / HB429 删除)的识别与分发。 public partial class SkillBase { /// <summary> /// 判断是否为 Buff 相关的包(HB428 或 HB429) /// </summary> protected bool IsBuffPack(GameNetPackBasic pack) { return pack is HB428_tagSCBuffRefresh || pack is HB429_tagSCBuffDel; } /// <summary> /// 处理收集到的 Buff 包列表(HB428 刷新 和 HB429 删除) /// </summary> protected void ProcessBuffPacks(List<GameNetPackBasic> buffPacks) { if (buffPacks == null || buffPacks.Count == 0) return; foreach (var pack in buffPacks) { if (pack is HB428_tagSCBuffRefresh buffRefresh) { BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buffRefresh.ObjID); if (battleObj != null) { var buffMgr = battleObj.GetBuffMgr(); if (buffMgr != null) // 命格不有 buff 管理器 { buffMgr.RefreshBuff(buffRefresh, true); } } } else if (pack is HB429_tagSCBuffDel buffDel) { BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buffDel.ObjID); if (battleObj != null) { var buffMgr = battleObj.GetBuffMgr(); if (buffMgr != null) // 命格不有 buff 管理器 { buffMgr.RemoveBuff(buffDel, false); } } } } } /// <summary> /// 强制分发 Buff 包(用于 ForceFinished 场景) /// </summary> protected void DistributeBuffPacks(List<GameNetPackBasic> buffPacks) { if (buffPacks == null || buffPacks.Count == 0) return; foreach (var pack in buffPacks) { // 【使用 parentRecordAction.innerRecordPlayer】 // 原因:Buff包是技能效果的核心组成部分,应该由SkillRecordAction管理 // 即使是强制分发的情况,也要保持在正确的RecordAction上下文中 PackageRegeditEx.DistributeToRecordAction(pack, ownRecordAction); } } } Main/System/Battle/Skill/SkillBase.Buff.cs.meta
New file @@ -0,0 +1,11 @@ fileFormatVersion: 2 guid: 6a276ba860f155b4ebb6131e4a9d03be MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: Main/System/Battle/Skill/SkillBase.Cast.cs
New file @@ -0,0 +1,366 @@ using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using Spine; // SkillBase(Cast 部分):施法阶段——移动、动画、残影、高亮、攻击结束。 public partial class SkillBase { // 技能释放主逻辑:广播事件、高亮目标、执行释放 public virtual void Cast() { // 广播技能释放事件 string guid = battleField.guid; // 获取释放者数据:Hero 传递 teamHero,Mingge 传递 null(因为事件监听器只处理 Hero 数据) TeamHero teamHero = null; if (caster is HeroBattleObject heroBattleObject) { teamHero = heroBattleObject.teamHero; } // 命格释放技能时 teamHero 为 null,监听器会正确处理(已有 null 检查) EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, guid, skillConfig, teamHero); if (skillSkinConfig.SkinllSFX1 != 0) { battleField.soundManager.PlayEffectSound(skillSkinConfig.SkinllSFX1, false); } if (caster != null) { // 战斗类型 0-常规;1-连击;2-反击;3-追击;4-子技能;5-被动触发的 DamageNumConfig hintConfig = null; if (tagUseSkillAttack.BattleType == 1) { hintConfig = DamageNumConfig.Get(BattleConst.BattleComboAttack); } else if (tagUseSkillAttack.BattleType == 2) { hintConfig = DamageNumConfig.Get(BattleConst.BattleCounterAttack); } else if (tagUseSkillAttack.BattleType == 3) { hintConfig = DamageNumConfig.Get(BattleConst.BattleChaseAttack); } Hint(caster, hintConfig); } // 高亮所有本次技能相关的目标 HighLightAllTargets(); // 根据释放模式执行相应逻辑 switch (skillSkinConfig.castMode) { case SkillCastMode.None: case SkillCastMode.Self: CastImpl(OnAttackFinish); break; case SkillCastMode.Enemy: CastToEnemy(); break; case SkillCastMode.Target: CastToTarget(); break; case SkillCastMode.Allies: CastToAllies(); break; case SkillCastMode.DashCast: DashCast(OnAttackFinish); break; default: Debug.LogError("强制结束技能 暂时不支持其他的方式释放 有需求please联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillSkinConfig.CastPosition); ForceFinished(); break; } } protected void Hint(BattleObject battleObject, DamageNumConfig hintConfig) { if (hintConfig != null) { battleObject.ShowTips(((char)hintConfig.prefix).ToString(), true, false, 1.25f); } } // 冲撞攻击模式(待实现) protected void DashCast(Action _onComplete) { Debug.LogError("DashCast 还没实现"); ForceFinished(); } // 对敌方释放技能:移动到敌方区域进行攻击 protected void CastToEnemy() { RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillSkinConfig); ExecuteMoveAndCastSequence(target, () => { if (skillConfig.ClientTriggerTiming == 1) { OnAttackFinish(); } else { // ShadowIllutionCreate(true); MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.GetPositionNum()), Vector2.zero, () => { // ShadowIllutionCreate(false); OnAttackFinish(); }, MoveSpeed); } }); } // 对指定目标释放技能:移动到主要目标位置进行攻击 protected void CastToTarget() { if (tagUseSkillAttack.HurtCount <= 0) { Debug.LogError("技能攻击包没有目标 HurtCount <= 0"); OnSkillFinished(); return; } int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(this, caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum); ExecuteMoveAndCastSequence(targetTrans, () => { RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.GetPositionNum()); // ShadowIllutionCreate(true); MoveToTarget(rectTransform, Vector2.zero, () => { // ShadowIllutionCreate(false); OnAttackFinish(); }, MoveSpeed); }); } // 对友方释放技能:移动到友方区域进行治疗或增益 protected void CastToAllies() { RectTransform target = battleField.GetTeamNode(caster.Camp, skillSkinConfig); ExecuteMoveAndCastSequence(target, () => { if (skillConfig.ClientTriggerTiming == 1) { OnAttackFinish(); } else { // ShadowIllutionCreate(true); MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.GetPositionNum()), 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(skillSkinConfig.CastDistance, 0), () => { if (skillSkinConfig.CastDistance < 9999 && skillSkinConfig.SkinllSFX2 != 0) { battleField.soundManager.PlayEffectSound(skillSkinConfig.SkinllSFX2, false); } TurnBack(() => { ShadowIllutionCreate(false); CastImpl(() => { TurnBack(() => { try { onReturnComplete?.Invoke(); // 添加异常处理防止回调异常导致状态不完整 } catch (Exception ex) { Debug.LogError($"ExecuteMoveAndCastSequence回调异常: {ex.Message}"); throw; } }, -1f); }); }, -1f); }); } // 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 = 750f) { if (skillSkinConfig.CastDistance >= 9999) { _onComplete?.Invoke(); return; } caster.PlayAnimation(MotionName.run, true); var tweener = BattleUtility.MoveToTarget(caster.GetRectTransform(), target, offset, () => { caster.PlayAnimation(MotionName.idle, true); _onComplete?.Invoke(); }, speed); battleField.battleTweenMgr.OnPlayTween(tweener); } // 转身逻辑:根据技能配置处理角色转向 protected void TurnBack(Action _onComplete, float forward) { if (skillSkinConfig.CastDistance < 0) { caster.SetFacing(forward); } _onComplete?.Invoke(); } // 攻击完成后的处理:转身、恢复状态、播放待机动画 protected void OnAttackFinish() { TurnBack(null, 1f); OnAllAttackMoveFinished(); caster.PlayAnimation(MotionName.idle, true); } // 所有攻击移动完成后的处理:恢复UI显示状态 protected virtual void OnAllAttackMoveFinished() { moveFinished = true; List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); foreach (BattleObject bo in allList) { bo.layerMgr.SetFront(); bo.GetHeroInfoBar()?.SetActive(true); } battleField.battleRootNode.skillMaskNode.SetActive(false); } // 执行技能释放动画和逻辑:播放施法动作并提供回调 protected TrackEntry CastImpl(Action onComplete = null) { return caster.PlaySkillAnimation(skillConfig, skillSkinConfig, this, tagUseSkillAttack.BattleType == 4, onComplete); } // 残影效果开关:连击/反击/追击时开启彩色残影并加速 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.ShowIllusionShadow(true, color); } } else { MoveSpeed = 750f; caster.ShowIllusionShadow(false); } } // 高亮所有相关目标:设置施法者和目标的显示层级 protected void HighLightAllTargets() { caster.layerMgr.SetSortingOrder(BattleConst.SkillMaskOrder + 1);// offset是3 英雄层级 +1就是 active级别 if (skillConfig.FuncType != 2) return; // 收集所有目标(包含 HurtList、每个 Hurt 的 HurtListEx、以及顶层 HurtListEx) var targetSet = new HashSet<BattleObject>(); if (tagUseSkillAttack != null) { // 主目标列表 if (tagUseSkillAttack.HurtList != null) { foreach (var hurt in tagUseSkillAttack.HurtList) { var bo = battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); if (bo != null) targetSet.Add(bo); // 主目标的额外目标(弹射/平摊) if (hurt.HurtListEx != null) { foreach (var hurtEx in hurt.HurtListEx) { var exBo = battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID); if (exBo != null) targetSet.Add(exBo); } } } } // 技能包顶层的 HurtListEx(如溅射、顶层平摊) if (tagUseSkillAttack.HurtListEx != null) { foreach (var hurtEx in tagUseSkillAttack.HurtListEx) { var exBo = battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID); if (exBo != null) targetSet.Add(exBo); } } } // 确保施法者也被高亮(原逻辑) var highlightList = new List<BattleObject>(targetSet) { caster }; var allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList(); // 构造集合便于判断 var targetSetLookup = new HashSet<BattleObject>(targetSet); var highlightSet = new HashSet<BattleObject>(highlightList); // 先把施法者的 InfoBar 隐藏(原逻辑保留) caster.GetHeroInfoBar()?.SetActive(false); foreach (BattleObject bo in allList) { bool isHighlight = highlightSet.Contains(bo); bool isTarget = targetSetLookup.Contains(bo); if (isHighlight) { bo.layerMgr.SetFront(); } else { bo.layerMgr.SetBack(); } // 目标(含 HurtListEx)都应显示 InfoBar bo.GetHeroInfoBar()?.SetActive(isTarget); } battleField.battleRootNode.skillMaskNode.SetActive(true); } } Main/System/Battle/Skill/SkillBase.Cast.cs.meta
New file @@ -0,0 +1,11 @@ fileFormatVersion: 2 guid: a3bffc7bae40d6e4dbd4f0ee6fd7d6f9 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: Main/System/Battle/Skill/SkillBase.Death.cs
New file @@ -0,0 +1,325 @@ using System.Collections.Generic; using System.Linq; using UnityEngine; // SkillBase(Death 部分):死亡包、HP 刷新、掉落、经验的收集与分配。 public partial class SkillBase { // 处理HP刷新包(简化逻辑) private void HandleRefreshHP() { // 查找HP刷新包 HB419_tagSCObjHPRefresh refreshPack = BattleUtility.FindObjHPRefreshPack(packList); if (refreshPack != null) { // 分发HP刷新包 // 【使用 parentRecordAction.innerRecordPlayer】 // 原因:HP刷新包是技能内部产生的,应该由当前SkillRecordAction的innerRecordPlayer管理 // 这样可以确保HP刷新与技能的生命周期绑定,ForceFinish时一并处理 PackageRegeditEx.DistributeToRecordAction(refreshPack, ownRecordAction); packList.Remove(refreshPack); } } // 处理死亡相关逻辑:分配掉落和经验 protected void HandleDead() { List<BattleDeadPack> deadPackList = BattleUtility.FindDeadPack(packList); if (deadPackList.Count <= 0) return; foreach (var deadPack in deadPackList) { packList.Remove(deadPack.deadPack); packList.Remove(deadPack.deadTriggerSkill); } // 找到最大的死亡包 packUID BattleDeadPack lastBattleDeadPack = null; ulong maxDeathPackUID = 0; foreach (var deadPack in deadPackList) { if (deadPack.deadPack != null && deadPack.deadPack.packUID > maxDeathPackUID) { maxDeathPackUID = deadPack.deadPack.packUID; lastBattleDeadPack = deadPack; } } // 如果找到了死亡包,收集所有 packUID > maxDeathPackUID 的包 if (maxDeathPackUID > 0 && lastBattleDeadPack != null) { BattleDebug.LogError($"SkillBase.HandleDead: 找到死亡包,maxDeathPackUID = {maxDeathPackUID},开始收集死亡后的包"); // 1. 收集 packList 中 packUID 大于死亡包的包(排除经验包和掉落包,它们需要在当前技能中处理) List<GameNetPackBasic> packsToRemove = new List<GameNetPackBasic>(); foreach (var pack in packList) { ulong packUID = GetPackUID(pack); if (packUID > maxDeathPackUID) { // 排除经验包和掉落包,它们属于当前死亡事件的一部分,不是"死亡后"的包 if (pack is HB405_tagMCAddExp expPack && expPack.Source == 2 || (pack is H0704_tagRolePackRefresh h0704 && h0704.PackType == (byte)PackType.DropItem && h0704.IsBind == 1)) { continue; // 跳过经验包和掉落包,让 CheckAfterDeadhPack() 处理它们 } BattleDebug.LogError($"SkillBase.HandleDead: 从packList收集死亡后的包 - Type: {pack.GetType().Name}, UID: {packUID}"); lastBattleDeadPack.packListAfterDeath.Add(pack); packsToRemove.Add(pack); } } packList.RemoveAll(p => packsToRemove.Contains(p)); } CheckAfterDeadhPack(); // 修复:先收集要删除的包,避免在foreach中修改集合 var dropPacksToRemove = new List<H0704_tagRolePackRefresh>(dropPackList); foreach (var _dropPack in dropPacksToRemove) { // 【使用 parentRecordAction.innerRecordPlayer】 // 原因:掉落包是技能效果的一部分,应该由当前SkillRecordAction管理 // 掉落包的分发与技能完成绑定,确保在技能ForceFinish时正确处理 PackageRegeditEx.DistributeToRecordAction(_dropPack, ownRecordAction); packList.Remove(_dropPack); } // 获取并分配掉落物品和经验 var dropPack = PackManager.Instance.GetSinglePack(PackType.DropItem); var itemDict = dropPack.GetAllItems(); List<ItemModel> itemList = new List<ItemModel>(itemDict.Values.Where(item => item != null && item.isAuction)); var dropAssign = AssignDrops(itemList, deadPackList.Count); var expAssign = AssignExp(expPackList, deadPackList.Count); // 构造BattleDrops并缓存 for (int i = 0; i < deadPackList.Count; i++) { BattleDeadPack bdp = deadPackList[i]; int objID = (int)bdp.deadPack.ObjID; BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject(objID); // 修复:添加空值检查 if (deadTarget == null) { Debug.LogError($"找不到死亡目标,ObjID: {objID}"); continue; } List<int> itemIndexList = dropAssign[i].Select(item => item.gridIndex).ToList(); BattleDrops battleDrops = new BattleDrops() { rectTransform = deadTarget.GetRectTransform(), dropItemPackIndex = itemIndexList, expDrops = expAssign[i] }; // 修复:避免字典键冲突,使用安全的添加方式 if (!tempDropList.ContainsKey(objID)) { tempDropList.Add(objID, battleDrops); } else { Debug.LogWarning($"tempDropList中已存在ObjID={objID}的记录,将覆盖原值"); tempDropList[objID] = battleDrops; // 覆盖现有值 } if (!tempDeadPackList.ContainsKey(objID)) { tempDeadPackList.Add(objID, deadPackList[i]); } else { Debug.LogWarning($"tempDeadPackList中已存在ObjID={objID}的记录,将覆盖原值"); tempDeadPackList[objID] = deadPackList[i]; // 覆盖现有值 } } // 修复:避免在遍历时修改集合,先收集后删除 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); } } // 分配掉落物品:将掉落物品平均分配给死亡对象 protected List<List<ItemModel>> AssignDrops(List<ItemModel> itemList, int deadCount) { var dropAssign = new List<List<ItemModel>>(); for (int i = 0; i < deadCount; i++) dropAssign.Add(new List<ItemModel>()); for (int i = 0; i < itemList.Count; i++) dropAssign[i % deadCount].Add(itemList[i]); return dropAssign; } // 获取包的 packUID protected ulong GetPackUID(GameNetPackBasic pack) { if (pack == null) return 0; if (pack is HB422_tagMCTurnFightObjDead deadPack) return deadPack.packUID; if (pack is CustomHB426CombinePack combinePack) { var mainSkillPack = combinePack.GetMainHB427SkillPack(); return mainSkillPack?.packUID ?? 0; } if (pack is HB427_tagSCUseSkill skillPack) return skillPack.packUID; if (pack is HB428_tagSCBuffRefresh buffRefresh) return buffRefresh.packUID; if (pack is HB429_tagSCBuffDel buffDel) return buffDel.packUID; if (pack is HB419_tagSCObjHPRefresh hpRefresh) return hpRefresh.packUID; if (pack is HB405_tagMCAddExp expPack) return expPack.packUID; if (pack is H0704_tagRolePackRefresh dropPack) return dropPack.packUID; // 尝试通过反射获取 packUID var packUIDField = pack.GetType().GetField("packUID"); if (packUIDField != null) { return (ulong)packUIDField.GetValue(pack); } return 0; } // 分配经验值:将经验包平均分配给每个死亡对象 protected List<List<HB405_tagMCAddExp>> AssignExp(List<HB405_tagMCAddExp> expList, int deadCount) { var expAssign = new List<List<HB405_tagMCAddExp>>(); for (int i = 0; i < deadCount; i++) expAssign.Add(new List<HB405_tagMCAddExp>()); // 修复:检查除零风险 if (deadCount == 0) { Debug.LogWarning("AssignExp: deadCount为0,无法分配经验"); return expAssign; } // 修复:先收集要删除的包,避免在foreach中修改packList var expPacksToRemove = new List<HB405_tagMCAddExp>(); foreach (var expPack in expList) { long totalExp = GeneralDefine.GetFactValue(expPack.Exp, expPack.ExpPoint); long avgExp = totalExp / deadCount; long remain = totalExp % deadCount; for (int i = 0; i < deadCount; i++) { long assignExp = avgExp + (i < remain ? 1 : 0); var newPack = new HB405_tagMCAddExp { Exp = (uint)(assignExp % Constants.ExpPointValue), ExpPoint = (uint)(assignExp / Constants.ExpPointValue), Source = expPack.Source }; expAssign[i].Add(newPack); } expPacksToRemove.Add(expPack); } // 统一删除收集的包 foreach (var pack in expPacksToRemove) { packList.Remove(pack); } return expAssign; } /// <summary> /// 将 tempDeadPackList 里 pending 的死亡包投递给 BattleField 生成 DeathRecordAction。 /// 合并 IsFinished(正常结束)与 ForceFinished(强制结束)两条路径的共同部分。 /// </summary> /// <param name="useInnerPlayer"> /// true:把 DeathRecordAction 绑定到 ownRecordAction(正常结束,死亡动作会等待当前技能完成); /// false:不绑定(强制结束,死亡动作立即在默认 RecordPlayer 里播放)。 /// </param> /// <param name="clearEvenIfNotDispatched"> /// true:无论是否投递成功都清空 tempDeadPackList(ForceFinished 语义); /// false:仅在成功投递 DeathRecordAction 时清空(IsFinished 语义)。 /// </param> /// <returns>是否成功投递了 DeathRecordAction。</returns> protected bool FlushPendingDeathActions(bool useInnerPlayer, bool clearEvenIfNotDispatched) { // 防御:battleField / caster 任一为 null 时直接返回,避免 NullReferenceException。 if (battleField == null || caster == null) { if (clearEvenIfNotDispatched) tempDeadPackList.Clear(); return false; } // 统一做的事:从战场 casting 注册里移除自身。 battleField.RemoveCastingSkill(caster.ObjID, this); var deadPacks = new List<BattleDeadPack>(tempDeadPackList.Values); // 两条路径的唯一差别:是否把 DeathRecordAction 绑定到 ownRecordAction(让死亡动作等技能完成)。 DeathRecordAction recordAction = useInnerPlayer ? battleField.OnObjsDead(deadPacks, null, ownRecordAction) : battleField.OnObjsDead(deadPacks); if (null != recordAction && ownRecordAction != null) { ownRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(recordAction); tempDeadPackList.Clear(); return true; } if (clearEvenIfNotDispatched) { tempDeadPackList.Clear(); } return false; } // 检查死亡后的包处理:处理技能包、掉落包、经验包 protected void CheckAfterDeadhPack() { List<int> removeIndexList = new List<int>(); for (int i = 0; i < packList.Count; i++) { var pack = packList[i]; // 复活基本都靠技能包 if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_")) break; if (pack is H0704_tagRolePackRefresh h0704Pack && h0704Pack.PackType == (byte)PackType.DropItem && h0704Pack.IsBind == 1) { dropPackList.Add(h0704Pack); removeIndexList.Add(i); } if (pack is HB405_tagMCAddExp h405Pack && h405Pack.Source == 2) { expPackList.Add(h405Pack); removeIndexList.Add(i); } } for (int i = removeIndexList.Count - 1; i >= 0; i--) packList.RemoveAt(removeIndexList[i]); } } Main/System/Battle/Skill/SkillBase.Death.cs.meta
New file @@ -0,0 +1,11 @@ fileFormatVersion: 2 guid: b94f32045be1dcd4793d5d0c275b969a MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: Main/System/Battle/Skill/SkillBase.Finish.cs
New file @@ -0,0 +1,464 @@ using System.Collections.Generic; using System.Linq; using UnityEngine; // SkillBase(Finish 部分):完成判定与强制结束。 public partial class SkillBase { public virtual bool IsActionCompleted() { if (!isPlay) return false; if (skillEffect != null) { if (!skillEffect.IsFinished()) return false; } if (moveFinished) { // 如果技能有动画(SkillMotionName不为空),需要等待动画播放完成 if (skillSkinConfig != null && !string.IsNullOrEmpty(skillSkinConfig.SkillMotionName)) { if (!isMotionCompleted) { BattleDebug.LogError($"SkillBase.IsActionCompleted: 技能 {skillConfig.SkillID} 等待动画播放完成"); return false; } } return true; } return false; } // 检查技能是否完成:综合检查所有完成条件 public virtual bool IsFinished() { if (!isPlay) { ReportStuckIfNeeded("isPlay=false(OnSkillStart 未被调用或提前退出)"); return false; } bool tempRetValue = true; // 检查技能效果是否完成 if (skillEffect != null) { if (!skillEffect.IsFinished()) { ReportStuckIfNeeded("skillEffect 未完成"); return false; } skillEffect = null; OnSkillFinished(); tempRetValue = false; } // 检查其他技能动作是否完成 if (currentWaitingSkill.Count > 0) { if (currentWaitingSkill.Any(s => s.IsFinished())) { currentWaitingSkill.RemoveAll(s => s.IsFinished()); OnSkillFinished(); } else { tempRetValue = false; } } if (!tempRetValue) { if (currentWaitingSkill.Count > 0) { ReportStuckIfNeeded($"currentWaitingSkill 仍有 {currentWaitingSkill.Count} 个子动作"); } return false; } // 检查最终完成状态 if (isFinished && moveFinished) { if (packList.Count > 0) { OnSkillFinished(); ReportStuckIfNeeded($"packList 仍剩 {packList.Count} 个包,ResolvePackList 未消费完"); return false; } // 如果自己内部的recora action的 inner record player还有没执行完的包 也是返回false if (ownRecordAction != null && ownRecordAction.GetInnerRecordPlayer().IsPlaying()) { ReportStuckIfNeeded("ownRecordAction.innerRecordPlayer.IsPlaying() == true(子 RecordAction 未播完)"); return false; } // 技能完全结束,移除技能注册并触发延迟的死亡判定 // useInnerPlayer=true:DeathRecordAction 投到 ownRecordAction.innerRecordPlayer,等待当前技能完成 // clearEvenIfNotDispatched=false:保持原有行为,OnObjsDead 返回 null 时不清空缓存 if (FlushPendingDeathActions(useInnerPlayer: true, clearEvenIfNotDispatched: false)) { ReportStuckIfNeeded("FlushPendingDeathActions 投递了 DeathRecordAction,等待其播放完成"); return false; } bool done = !ownRecordAction.GetInnerRecordPlayer().IsPlaying(); if (!done) ReportStuckIfNeeded("末尾 innerRecordPlayer.IsPlaying() == true"); else ResetStuckCounter(); return done; } ReportStuckIfNeeded($"isFinished={isFinished} moveFinished={moveFinished}(还没到末段)"); return false; } #if UNITY_EDITOR // 卡死侦测计数器:IsFinished 连续多少次返回 false。 // 第 StuckThreshold 次首次 dump,之后每 StuckRepeatInterval 次再 dump,避免刷屏。 private int _stuckCheckCount = 0; private string _lastStuckReason = null; private const int StuckThreshold = 120; // ~2 秒(60fps) private const int StuckRepeatInterval = 180; // ~3 秒 #endif /// <summary> /// 当 IsFinished 持续返回 false 时打一次详细诊断。reason 描述阻塞原因。 /// 只在 UNITY_EDITOR + BattleDebug 开关下输出。 /// </summary> private void ReportStuckIfNeeded(string reason) { #if UNITY_EDITOR _stuckCheckCount++; // 阻塞原因切换了 → 立刻打一次,并重置计数 bool reasonChanged = _lastStuckReason != reason; if (reasonChanged) { _lastStuckReason = reason; _stuckCheckCount = 1; } bool firstHit = _stuckCheckCount == StuckThreshold; bool repeat = _stuckCheckCount > StuckThreshold && (_stuckCheckCount - StuckThreshold) % StuckRepeatInterval == 0; if (!firstHit && !repeat) return; int skillId = skillConfig != null ? skillConfig.SkillID : 0; ulong casterId = tagUseSkillAttack != null ? tagUseSkillAttack.ObjID : 0UL; string subSkillDump = " (无)"; if (currentWaitingSkill.Count > 0) { var lines = new List<string>(); for (int i = 0; i < currentWaitingSkill.Count; i++) { var s = currentWaitingSkill[i]; lines.Add($" [{i}] type={s.GetType().Name} IsFinished={s.IsFinished()}"); } subSkillDump = string.Join("\n", lines); } string packListDump = " (无)"; if (packList != null && packList.Count > 0) { var lines = new List<string>(); for (int i = 0; i < packList.Count && i < 8; i++) { var p = packList[i]; string tag = p is CustomHB426CombinePack cb ? $" tag={cb.startTag?.Tag}" : ""; lines.Add($" [{i}] {p.GetType().Name}{tag}"); } if (packList.Count > 8) lines.Add($" ... 还有 {packList.Count - 8} 个"); packListDump = string.Join("\n", lines); } bool innerPlaying = ownRecordAction != null && ownRecordAction.GetInnerRecordPlayer().IsPlaying(); string innerPlayerDump = " (innerRecordPlayer: 无)"; if (ownRecordAction != null) { innerPlayerDump = " innerRecordPlayer: " + ownRecordAction.GetInnerRecordPlayer().DumpPlayingState(); } // 额外诊断:caster 动画状态 + SkillEffect 内部标志位 + 技能动作名 string casterAnim = " (caster 信息不可用)"; if (caster is HeroBattleObject hbo && hbo.motionBase != null) { casterAnim = $" caster.motionBase: playingSkillWithAnim={hbo.motionBase.PlayingSkillWithAnimForDebug}"; } string skinInfo = $" skillSkinConfig.SkillMotionName={(skillSkinConfig == null ? "null" : (string.IsNullOrEmpty(skillSkinConfig.SkillMotionName) ? "(空)" : skillSkinConfig.SkillMotionName))}"; string skillEffectDump = skillEffect == null ? " skillEffect=null" : $" skillEffect: {skillEffect.DumpState()}"; BattleDebug.LogError( "SkillBase.IsFinished 疑似卡死 (持续 " + _stuckCheckCount + " 次未完成)\n" + $" skillId={skillId} caster={casterId} 原因: {reason}\n" + $" StateFlags={_stateFlags}\n" + $"{skillEffectDump}\n" + $"{skinInfo}\n" + $"{casterAnim}\n" + $" currentWaitingSkill.Count={currentWaitingSkill.Count}\n{subSkillDump}\n" + $" packList.Count={(packList?.Count ?? 0)}\n{packListDump}\n" + $" innerRecordPlayer.IsPlaying={innerPlaying}\n" + $"{innerPlayerDump}\n" + $" tempDeadPackList.Count={tempDeadPackList.Count}\n" + $" buffPackCollections.Count={buffPackCollections.Count}"); #endif } private void ResetStuckCounter() { #if UNITY_EDITOR _stuckCheckCount = 0; _lastStuckReason = null; #endif } // 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; // 强制结束路径:移除注册 + 投递死亡动作(不等技能完成,直接播放)+ 始终清空缓存。 // useInnerPlayer=false 保持原 ForceFinished 的行为(不指定 _playSkillRecordAction)。 // clearEvenIfNotDispatched=true 保持 ForceFinished 原有的"无论是否投递都 Clear"语义。 FlushPendingDeathActions(useInnerPlayer: false, clearEvenIfNotDispatched: true); // 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 if (currentWaitingSkill.Count > 0) { foreach (var skill in currentWaitingSkill) { skill.ForceFinish(); } currentWaitingSkill.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.StopMoveAnimation(); } // 4. 重置施法者状态 if (caster != null) { // 重置位置到原点 caster.ResetPosition(); // 重置朝向 caster.ResetFacing(); // 取消幻影效果 caster.ShowIllusionShadow(false); } // 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.GetHeroInfoBar()?.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; // 强制结束时,无论是否有动画,都标记动画完成 isMotionCompleted = true; // 6. 处理所有剩余包(包括 buff 包) // 先处理 buffPackCollections DistributeBuffPacks(buffPackCollections); buffPackCollections.Clear(); // 处理剩余的 packList while (packList.Count > 0) { var pack = packList[0]; packList.RemoveAt(0); if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_")) { var otherSkillAction = combinePack.CreateSkillAction(); otherSkillAction.fromSkill = this; otherSkillAction.ForceFinish(); } else { // 【使用 parentRecordAction.innerRecordPlayer】 // 原因:ForceFinished时剩余的包也是技能内部产生的,应该由innerRecordPlayer管理 // 这样可以确保即使强制结束,包的处理也在正确的上下文中 PackageRegedit.Distribute(pack); } } } // 技能完成处理:正常完成时的清理工作 public void OnSkillFinished() { // 修复:使用循环代替递归,避免栈溢出风险 while (true) { // 验证技能效果是否完成 if (skillEffect != null && !skillEffect.IsFinished()) return; if (skillEffect != null) { skillEffect = null; continue; // 使用continue代替递归调用 } // 验证其他技能动作是否完成 if (currentWaitingSkill.Count > 0) { bool hasFinishedAction = currentWaitingSkill.All(s => s.IsFinished()); if (hasFinishedAction) { // 修复死循环:完成后需要清空 currentWaitingSkill currentWaitingSkill.Clear(); continue; // 使用continue代替递归调用 } return; } break; // 没有更多需要处理的,退出循环 } // 处理剩余包 if (!ResolvePackList()) { return; } isFinished = true; } protected virtual bool ResolvePackList() { if (currentWaitingSkill.Count > 0) { return false; } while (packList.Count > 0) { var pack = packList[0]; packList.RemoveAt(0); if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_")) { var skillRecordAction = combinePack.CreateSkillAction(); skillRecordAction.fromSkill = this; currentWaitingSkill.Add(skillRecordAction); // 需要给真正parent播的 if (skillRecordAction.useParentRecordPlayer && skillRecordAction.parentSkillAction != null) { skillRecordAction.parentSkillAction.GetInnerRecordPlayer().PlayRecord(skillRecordAction); } else { ownRecordAction.GetInnerRecordPlayer().PlayRecord(skillRecordAction); } return false; } else if (IsBuffPack(pack)) { // 从找到第一个 Buff 包开始,收集连续的 HB428/HB429 包 buffPackCollections.Add(pack); while (packList.Count > 0) { var nextPack = packList[0]; if (IsBuffPack(nextPack)) { buffPackCollections.Add(nextPack); packList.RemoveAt(0); } else { break; } } // 处理所有收集到的 buff 包 ProcessBuffPacks(buffPackCollections); // 清空已处理的 buff 集合 buffPackCollections.Clear(); continue; } else { // 【使用 parentRecordAction.innerRecordPlayer】 // 原因:技能执行过程中的包(Buff、属性刷新等)是技能效果的一部分 // 应该由SkillRecordAction的innerRecordPlayer管理,确保与技能生命周期一致 PackageRegeditEx.DistributeToRecordAction(pack, ownRecordAction); } } return true; } // 添加清理方法:防止内存泄漏 public virtual void Cleanup() { tempDropList?.Clear(); tempDeadPackList?.Clear(); currentWaitingSkill?.Clear(); dropPackList?.Clear(); expPackList?.Clear(); buffPackCollections?.Clear(); skillEffect = null; packList = null; } public virtual bool CanStartExecution() { if (null == caster) { return false; } if (null == skillConfig) { return false; } if (string.IsNullOrEmpty(skillSkinConfig.SkillMotionName)) { return true; } return !battleField.IsCastingSkill(caster.ObjID); } } Main/System/Battle/Skill/SkillBase.Finish.cs.meta
New file @@ -0,0 +1,11 @@ fileFormatVersion: 2 guid: a8ac29e3b0befe44c8eda664b3586454 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: Main/System/Battle/Skill/SkillBase.Hit.cs
New file @@ -0,0 +1,241 @@ using System.Collections.Generic; using System.Linq; using UnityEngine; // SkillBase(Hit 部分):命中阶段——OnHit 分发到主目标 / 溅射目标 / 命中提示。 public partial class SkillBase { // 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)?.GetName()))}"); // 造成伤害前先处理血量刷新包 HandleRefreshHP(); bool suckHp = true; // 处理主目标列表 foreach (var hurt in hitList) { BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); if (target == null) { Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); continue; } OnHitEachTarget(_hitIndex, target, hurt, suckHp); suckHp = false; // 处理该目标的额外目标列表(如弹射伤害的平摊目标) if (hurt.HurtListEx != null && hurt.HurtListEx.Length > 0) { foreach (var hurtEx in hurt.HurtListEx) { BattleObject exTarget = caster.battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID); if (exTarget == null) { Debug.LogError($"额外目标为空 HurtListEx target == null ObjId : {hurtEx.ObjID}"); continue; } OnHitEachTargetEx(_hitIndex, exTarget, hurtEx); } } } // 处理技能包顶层的额外目标列表(如溅射伤害、平摊伤害) if (tagUseSkillAttack.HurtListEx != null && tagUseSkillAttack.HurtListEx.Length > 0) { foreach (var hurtEx in tagUseSkillAttack.HurtListEx) { BattleObject exTarget = caster.battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID); if (exTarget == null) { Debug.LogError($"顶层额外目标为空 tagUseSkillAttack.HurtListEx target == null ObjId : {hurtEx.ObjID}"); continue; } OnHitEachTargetEx(_hitIndex, exTarget, hurtEx); } } HandleHint(_hitIndex, hitList); } protected void HandleHint(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList) { if (0 == _hitIndex) { bool needhint = false; for (int i = 0; i < hitList.Count; i++) { var hurt = hitList[i]; //8-击晕 if ((hurt.AttackTypes & (int)DamageType.Stunned) == (int)DamageType.Stunned) { needhint = true; break; } for (int j = 0; j < hurt.HurtListEx?.Length; j++) { var hurtex = hurt.HurtListEx[j]; //8-击晕 if ((hurtex.AttackTypes & (int)ServerDamageType.Stunned) == (int)ServerDamageType.Stunned) { needhint = true; break; } } if (needhint) break; } if (needhint) { DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.BattleStun); Hint(caster, hintConfig); } for (int i = 0; i < hitList.Count; i++) { var hurt = hitList[i]; if ((hurt.AttackTypes & (int)DamageType.BreakArmor) == (int)DamageType.BreakArmor) { BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); if (battleObject != null) { DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.BreakArmor); Hint(battleObject, hintConfig); battleField.battleEffectMgr.PlayEffect(battleObject, BattleConst.BreakArmorEffectID, battleObject.GetRectTransform(), battleObject.Camp, battleObject.GetModelScale()); } } else if ((hurt.AttackTypes & (int)DamageType.Parry) == (int)DamageType.Parry) { BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); if (battleObject != null) { DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.Parry); Hint(battleObject, hintConfig); battleField.battleEffectMgr.PlayEffect(battleObject, BattleConst.ParryEffectID, battleObject.GetRectTransform(), battleObject.Camp, battleObject.GetModelScale()); } } } } } // 处理单个目标被命中:应用伤害和施法者效果 protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, bool suckHp) { // ============ 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 BattleDeadPack deadPack); // 如果目标正在释放技能,跳过死亡处理(延迟到技能结束) if (battleField != null && battleField.IsCastingSkill(target.ObjID)) { deadPack = null; } // ============ 参数打包 ============ BattleHurtParam hurtParam = BattleUtility.CalcBattleHurtParam(this, _hitIndex, target, hurt, battleDrops, deadPack, suckHp); #if UNITY_EDITOR PrintHurtParamDebugInfo(hurtParam); #endif // 先调用目标受伤 DeathRecordAction recordAc = target.Hurt(hurtParam, ownRecordAction); if (null != recordAc) { tempDeadPackList.Remove(hurtParam.hurter.hurtObj.ObjID); ownRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(recordAc, ownRecordAction, true); currentWaitingSkill.Add(recordAc); } // 再调用施法者吸血/反伤 caster.OnHurtTarget(hurtParam); } // 处理额外目标被命中(HurtListEx):溅射、弹射、平摊伤害等 protected virtual void OnHitEachTargetEx(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurtEx hurtEx) { // ============ 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 BattleDeadPack deadPack); // 如果目标正在释放技能,跳过死亡处理(延迟到技能结束) if (battleField != null && battleField.IsCastingSkill(target.ObjID)) { deadPack = null; } // ============ 参数打包(将 tagSCUseSkillHurtEx 转换为 tagSCUseSkillHurt)============ HB427_tagSCUseSkill.tagSCUseSkillHurt hurt = new HB427_tagSCUseSkill.tagSCUseSkillHurt { ObjID = hurtEx.ObjID, AttackTypes = hurtEx.AttackTypes, HurtHP = hurtEx.HurtHP, HurtHPEx = hurtEx.HurtHPEx, CurHP = hurtEx.CurHP, CurHPEx = hurtEx.CurHPEx, SuckHP = 0,//hurtEx.SuckHP, 获取全部吸血时已经计算过 这里就不再计算 BounceHP = 0, // HurtEx 没有反伤字段 HurtCountEx = 0, HurtListEx = null }; OnHitEachTarget(_hitIndex, target, hurt, false);//获取全部吸血时已经计算过 这里就不再计算 } #if UNITY_EDITOR private void PrintHurtParamDebugInfo(BattleHurtParam hurtParam) { bool isLastHit = hurtParam.hitIndex >= hurtParam.skillSkinConfig.DamageDivide.Length - 1; long currentHitDamage = hurtParam.hurter.damageList != null ? hurtParam.hurter.damageList.Sum() : 0; long currentHitSuckHp = hurtParam.caster.suckHpList != null ? hurtParam.caster.suckHpList.Sum() : 0; long currentHitReflectHp = hurtParam.caster.reflectHpList != null ? hurtParam.caster.reflectHpList.Sum() : 0; long totalDamage = GeneralDefine.GetFactValue(hurtParam.hurt.HurtHP, hurtParam.hurt.HurtHPEx); long totalSuckHp = BattleUtility.GetSuckHp(tagUseSkillAttack); long totalReflectHp = hurtParam.hurt.BounceHP; BattleDebug.LogError( (hurtParam.caster.casterObj.Camp == BattleCamp.Red ? "【红方行动】" : "【蓝方行动】 ") + $"攻击者: {hurtParam.caster.casterObj.GetName()} (ObjID:{hurtParam.caster.casterObj.ObjID})\n" + $"目标: {hurtParam.hurter.hurtObj.GetName()} (ObjID:{hurtParam.hurter.hurtObj.ObjID})\n" + $"技能: {hurtParam.skillConfig.SkillName} (ID:{hurtParam.skillConfig.SkillID})\n" + $"击数: 第{hurtParam.hitIndex + 1}击 / 共{hurtParam.skillSkinConfig.DamageDivide.Length}击" + (isLastHit ? " [最后一击]" : " [中间击]") + "\n" + $"\n" + $"========== 目标受伤数据 ==========\n" + $"伤害: {currentHitDamage} / 总伤害: {totalDamage}\n" + $"伤害分段: [{string.Join(", ", hurtParam.hurter.damageList ?? new System.Collections.Generic.List<long>())}]\n" + $"目标血量: {hurtParam.hurter.fromHp} -> {hurtParam.hurter.toHp} (最大:{hurtParam.hurter.maxHp})\n" + $"目标护盾: {hurtParam.hurter.fromShieldValue} -> {hurtParam.hurter.toShieldValue}\n" + $"攻击类型: {hurtParam.hurt.AttackTypes}\n" + $"\n" + $"========== 施法者数据 ==========\n" + $"吸血: {currentHitSuckHp} / 总吸血: {totalSuckHp}\n" + $"吸血分段: [{string.Join(", ", hurtParam.caster.suckHpList ?? new System.Collections.Generic.List<long>())}]\n" + $"反伤: {currentHitReflectHp} / 总反伤: {totalReflectHp}\n" + $"反伤分段: [{string.Join(", ", hurtParam.caster.reflectHpList ?? new System.Collections.Generic.List<long>())}]\n" + $"施法者血量: {hurtParam.caster.fromHp} -> {hurtParam.caster.toHp} (最大:{hurtParam.caster.maxHp})\n" + $"施法者护盾: {hurtParam.caster.fromShieldValue} -> {hurtParam.caster.toShieldValue}\n" ); } #endif } Main/System/Battle/Skill/SkillBase.Hit.cs.meta
New file @@ -0,0 +1,11 @@ fileFormatVersion: 2 guid: 51400dced66a2be438fb359d60a01280 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: Main/System/Battle/Skill/SkillBase.SubSkill.cs
New file @@ -0,0 +1,86 @@ using System.Collections.Generic; using UnityEngine; // SkillBase(SubSkill 部分):前置内嵌子技能的收集与投递。 // // 规则: // 从 packList 头部连续收集"纯静默前置子技能"(没有动作、非死亡复活、不触发死亡) // 直到遇到任何一个"需要等待"的包(带动作/SkillType==8/HB422)就停止。 // 已收集的前置子技能按 packUID 排序后投递到 ownRecordAction.innerRecordPlayer。 // // 子技能递归判断: // 当遇到 CustomHB426CombinePack 时,使用 combinePack.NeedWaiting() 判断, // NeedWaiting 内部会递归检查嵌套的 CustomHB426CombinePack, // 因此"子技能里面的子技能"也会被正确判断。 public partial class SkillBase { protected void ProcessSubSkill() { // 按packUID排序所有子技能 var allSubSkills = new List<(ulong packUID, SkillRecordAction action)>(); List<GameNetPackBasic> removePackList = new List<GameNetPackBasic>(); foreach (var pack in packList) { if (pack is HB427_tagSCUseSkill skillPack) { SkillConfig ssc = SkillConfig.Get((int)skillPack.SkillID); SkillSkinConfig sscSkin = ssc.GetOriginSkinConfig(); if (!string.IsNullOrEmpty(sscSkin.SkillMotionName)) { break; } if (ssc.SkillType == 8) { break; } SkillRecordAction skillRecordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic> { skillPack }); allSubSkills.Add((skillPack.packUID, skillRecordAction)); removePackList.Add(pack); } else if (pack is HB422_tagMCTurnFightObjDead dead) { break; } else if (pack is CustomHB426CombinePack combinePack) { // 递归判断:combinePack 自身或其嵌套包里只要含有动作 / SkillType==8 / HB422, // 就视为"需要等待",不作为静默前置子技能处理, // 留给后续 ResolvePackList 走正常队列流程。 // NeedWaiting() 内部已递归遍历嵌套的 CustomHB426CombinePack。 if (combinePack.NeedWaiting()) { break; } HB427_tagSCUseSkill sp = combinePack.GetMainHB427SkillPack(); SkillRecordAction skillRecordAction = combinePack.CreateSkillAction(); allSubSkills.Add((sp.packUID, skillRecordAction)); removePackList.Add(pack); } } for (int i = 0; i < removePackList.Count; i++) { packList.Remove(removePackList[i]); } // 按packUID排序 allSubSkills.Sort((a, b) => a.packUID.CompareTo(b.packUID)); foreach (var (packUID, recordAction) in allSubSkills) { // 经过 NeedWaiting 过滤后,此处 recordAction.useParentRecordPlayer 理论上始终为 false, // 保留分支是防御式编码,行为与原实现一致。 if (recordAction.useParentRecordPlayer) { ownRecordAction.GetInnerRecordPlayer().PlayRecord(recordAction, ownRecordAction); } else { ownRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(recordAction); } } } } Main/System/Battle/Skill/SkillBase.SubSkill.cs.meta
New file @@ -0,0 +1,11 @@ fileFormatVersion: 2 guid: 30efa070918de9a47a0a4937b69340b8 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: Main/System/Battle/Skill/SkillBase.cs
@@ -1,12 +1,22 @@ using System.Collections.Generic; using System.Collections.Generic; using UnityEngine; using DG.Tweening; using Spine; using System.Linq; using System; public class SkillBase // SkillBase:技能运行时基类。 // 本类使用 partial 拆分为多个文件,按职责分组: // SkillBase.cs 字段、构造、公共入口(Cast/Run/OnSkillStart/各 Frame 回调 等) // SkillBase.Cast.cs 施法阶段:移动、动画、残影、高亮、攻击回合结束 // SkillBase.Hit.cs 命中阶段:OnHit 分发到主目标 / 溅射目标 / 命中提示 // SkillBase.SubSkill.cs 前置内嵌子技能的收集与投递 // SkillBase.Death.cs 死亡包与掉落/经验分配 // SkillBase.Buff.cs Buff 包(HB428/HB429)的收集与分发 // SkillBase.Finish.cs 完成判定与强制结束 public partial class SkillBase { // ===== 常量 ===== const float moveTime = 0.5f; private static readonly Color colorGreen = new Color(33f / 255f, @@ -16,40 +26,115 @@ 87f / 255f, 189f / 255f); protected SkillEffect skillEffect; // ===== 核心引用 ===== public HB427_tagSCUseSkill tagUseSkillAttack; public SkillConfig skillConfig; public SkillSkinConfig skillSkinConfig; protected bool isFinished = false; public BattleObject caster = null; // 施法者 protected BattleField battleField = null; // 战场 protected RectTransform targetNode = null; // 目标节点 public BattleObject caster = null; // 施法者 protected List<GameNetPackBasic> packList; // ===== 命中效果 ===== protected SkillEffect skillEffect; // ===== 子技能/子动作等待列表 ===== protected List<RecordAction> currentWaitingSkill = new List<RecordAction>(); // ===== 死亡相关临时数据 ===== protected List<H0704_tagRolePackRefresh> dropPackList = new List<H0704_tagRolePackRefresh>(); protected List<HB405_tagMCAddExp> expPackList = new List<HB405_tagMCAddExp>(); protected bool moveFinished = false; public SkillBase fromSkill; public bool isPlay = false; // 父RecordAction(SkillRecordAction),用于子技能建立父子关系 protected SkillRecordAction ownRecordAction; // 技能动画是否播放完成(针对有动画的技能) protected bool isMotionCompleted = false; private float MoveSpeed = 750f; private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>(); private Dictionary<int, BattleDeadPack> tempDeadPackList = new Dictionary<int, BattleDeadPack>(); // Buff相关包集合,支持 HB428(刷新) 和 HB429(删除) // ===== Buff 相关包集合,支持 HB428(刷新) 和 HB429(删除) ===== protected List<GameNetPackBasic> buffPackCollections = new List<GameNetPackBasic>(); // ===== 生命周期状态(4 个并行里程碑位,合并到同一 Flags 字段) ===== // Started : 已进入施法阶段(OnSkillStart 调用后) // MoveCompleted : 位移已收尾(OnAllAttackMoveFinished) // MotionCompleted: 技能动画已播放完(OnFinalFrameEnd) // Finished : 包列表已处理完(OnSkillFinished / ForceFinished 结尾) // 4 个里程碑相互独立,非线性阶段,不能用单一 state 表达。 [System.Flags] protected enum SkillStateFlags { None = 0, Started = 1 << 0, MoveCompleted = 1 << 1, MotionCompleted = 1 << 2, Finished = 1 << 3, } private SkillStateFlags _stateFlags = SkillStateFlags.None; /// <summary>当前技能状态位(只读,调试用)。</summary> protected SkillStateFlags StateFlags => _stateFlags; #if UNITY_EDITOR /// <summary>供外部调试/诊断打印用,非编辑器下不编译。</summary> public string StateFlagsForDebug => _stateFlags.ToString(); #endif /// <summary>是否已进入施法阶段(OnSkillStart 调用后为 true)。</summary> public bool isPlay { get => (_stateFlags & SkillStateFlags.Started) != 0; set => SetFlag(SkillStateFlags.Started, value); } /// <summary>包列表是否已全部处理完。</summary> protected bool isFinished { get => (_stateFlags & SkillStateFlags.Finished) != 0; set => SetFlag(SkillStateFlags.Finished, value); } /// <summary>位移是否已收尾。</summary> protected bool moveFinished { get => (_stateFlags & SkillStateFlags.MoveCompleted) != 0; set => SetFlag(SkillStateFlags.MoveCompleted, value); } /// <summary>技能动画是否已播放完。</summary> protected bool isMotionCompleted { get => (_stateFlags & SkillStateFlags.MotionCompleted) != 0; set => SetFlag(SkillStateFlags.MotionCompleted, value); } private void SetFlag(SkillStateFlags flag, bool value) { #if UNITY_EDITOR // 记录状态变更:卡死/卡活的排查利器。 // 编辑器下只在值真正发生改变时打印,避免刷屏。 bool oldValue = (_stateFlags & flag) != 0; if (oldValue != value) { int skillId = skillConfig != null ? skillConfig.SkillID : 0; ulong casterId = tagUseSkillAttack != null ? tagUseSkillAttack.ObjID : 0UL; BattleDebug.LogError( $"SkillBase.StateFlags 变更:skillId={skillId} caster={casterId} " + $"{flag}: {oldValue} -> {value} (before={_stateFlags})"); } #endif if (value) _stateFlags |= flag; else _stateFlags &= ~flag; } // ===== 父子关系 ===== public SkillBase fromSkill; // 父RecordAction(SkillRecordAction),用于子技能建立父子关系 protected SkillRecordAction ownRecordAction; // ===== 移动速度(残影加速时会改变) ===== private float MoveSpeed = 750f; #if UNITY_EDITOR public static Dictionary<string, string> changeListDict = new Dictionary<string, string>(); #endif // 构造函数:初始化技能基础数据 public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null) @@ -73,7 +158,7 @@ { skillSkinConfig = skillConfig.GetOriginSkinConfig(); } // 注册正在释放的技能 if (battleField != null && caster != null) @@ -86,7 +171,7 @@ public virtual void AfterAddToQueue() { } // 设置父RecordAction @@ -95,31 +180,28 @@ ownRecordAction = recordAction; } #if UNITY_EDITOR public static Dictionary<string, string> changeListDict = new Dictionary<string, string>(); #endif private void PinrtHB427Hp() { #if UNITY_EDITOR string skillDetail = "SkillCaster : " + tagUseSkillAttack.ObjID + " -> cast SkillID: " + skillConfig.SkillID + "\n"; skillDetail += "------------------ HurtList ------------------\n"; for (int i = 0; i < tagUseSkillAttack.HurtCount; i++) { var Hurt = tagUseSkillAttack.HurtList[i]; BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)Hurt.ObjID); string targetName = battleObject != null ? battleObject.GetName() : "Unknown"; long hurtHp = GeneralDefine.GetFactValue(Hurt.HurtHP, Hurt.HurtHPEx); long curHp = GeneralDefine.GetFactValue(Hurt.CurHP, Hurt.CurHPEx); skillDetail += $" [{i}] Target: {targetName} (ObjID:{Hurt.ObjID})\n"; skillDetail += $" HurtHP: {hurtHp}\n"; skillDetail += $" CurHP: {curHp}\n"; skillDetail += $" SuckHP: {Hurt.SuckHP}\n"; skillDetail += $" BounceHP: {Hurt.BounceHP}\n"; skillDetail += $" AttackTypes: {Hurt.AttackTypes}\n"; if (Hurt.HurtListEx != null && Hurt.HurtListEx.Length > 0) { skillDetail += $" HurtListEx ({Hurt.HurtListEx.Length}):\n"; @@ -128,7 +210,7 @@ var hurtEx = Hurt.HurtListEx[j]; long hurtExHp = GeneralDefine.GetFactValue(hurtEx.HurtHP, hurtEx.HurtHPEx); long curExHp = GeneralDefine.GetFactValue(hurtEx.CurHP, hurtEx.CurHPEx); skillDetail += $" [{j}] ObjID:{hurtEx.ObjID} HurtHP:{hurtExHp} CurHP:{curExHp} SuckHP:{hurtEx.SuckHP} AttackTypes:{hurtEx.AttackTypes}\n"; } } @@ -141,11 +223,11 @@ { var HurtEx = tagUseSkillAttack.HurtListEx[i]; BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)HurtEx.ObjID); string targetName = battleObject != null ? battleObject.GetName() : "Unknown"; long hurtHp = GeneralDefine.GetFactValue(HurtEx.HurtHP, HurtEx.HurtHPEx); long curHp = GeneralDefine.GetFactValue(HurtEx.CurHP, HurtEx.CurHPEx); skillDetail += $" [{i}] Target: {targetName} (ObjID:{HurtEx.ObjID})\n"; skillDetail += $" HurtHP: {hurtHp}\n"; skillDetail += $" CurHP: {curHp}\n"; @@ -161,7 +243,7 @@ string origin = changeListDict[caster.battleField.guid]; origin += skillDetail; changeListDict[caster.battleField.guid] = origin; } else changeListDict.Add(caster.battleField.guid, skillDetail); @@ -179,19 +261,17 @@ } #endif bool safety = caster != null && skillConfig != null && tagUseSkillAttack != null bool safety = caster != null && skillConfig != null && tagUseSkillAttack != null && battleField != null; if (!safety) { Debug.LogError("SkillBase SafetyCheck failed! Caster or SkillConfig or TagUseSkillAttack or BattleField is null, or Caster is dead."); ForceFinished(); } } // 技能运行主逻辑:处理技能效果和其他技能动作 @@ -210,290 +290,6 @@ } return; } } 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.ShowIllusionShadow(true, color); } } else { MoveSpeed = 750f; caster.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() { // 广播技能释放事件 string guid = battleField.guid; // 获取释放者数据:Hero 传递 teamHero,Mingge 传递 null(因为事件监听器只处理 Hero 数据) TeamHero teamHero = null; if (caster is HeroBattleObject heroBattleObject) { teamHero = heroBattleObject.teamHero; } // 命格释放技能时 teamHero 为 null,监听器会正确处理(已有 null 检查) EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, guid, skillConfig, teamHero); if (skillSkinConfig.SkinllSFX1 != 0) { battleField.soundManager.PlayEffectSound(skillSkinConfig.SkinllSFX1, false); } if (caster != null) { // 战斗类型 0-常规;1-连击;2-反击;3-追击;4-子技能;5-被动触发的 DamageNumConfig hintConfig = null; if (tagUseSkillAttack.BattleType == 1) { hintConfig = DamageNumConfig.Get(BattleConst.BattleComboAttack); } else if (tagUseSkillAttack.BattleType == 2) { hintConfig = DamageNumConfig.Get(BattleConst.BattleCounterAttack); } else if (tagUseSkillAttack.BattleType == 3) { hintConfig = DamageNumConfig.Get(BattleConst.BattleChaseAttack); } Hint(caster, hintConfig); } // 高亮所有本次技能相关的目标 HighLightAllTargets(); // 根据释放模式执行相应逻辑 switch (skillSkinConfig.castMode) { case SkillCastMode.None: case SkillCastMode.Self: CastImpl(OnAttackFinish); break; case SkillCastMode.Enemy: CastToEnemy(); break; case SkillCastMode.Target: CastToTarget(); break; case SkillCastMode.Allies: CastToAllies(); break; case SkillCastMode.DashCast: DashCast(OnAttackFinish); break; default: Debug.LogError("强制结束技能 暂时不支持其他的方式释放 有需求please联系策划 技能id:" + skillConfig.SkillID + " cast position " + skillSkinConfig.CastPosition); ForceFinished(); break; } } protected void Hint(BattleObject battleObject, DamageNumConfig hintConfig) { if (hintConfig != null) { battleObject.ShowTips(((char)hintConfig.prefix).ToString(), true, false, 1.25f); } } // 冲撞攻击模式(待实现) protected void DashCast(Action _onComplete) { Debug.LogError("DashCast 还没实现"); ForceFinished(); } // 对敌方释放技能:移动到敌方区域进行攻击 protected void CastToEnemy() { RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillSkinConfig); ExecuteMoveAndCastSequence(target, () => { if (skillConfig.ClientTriggerTiming == 1) { OnAttackFinish(); } else { // ShadowIllutionCreate(true); MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.GetPositionNum()), Vector2.zero, () => { // ShadowIllutionCreate(false); OnAttackFinish(); }, MoveSpeed); } }); } // 对指定目标释放技能:移动到主要目标位置进行攻击 protected void CastToTarget() { if (tagUseSkillAttack.HurtCount <= 0) { Debug.LogError("技能攻击包没有目标 HurtCount <= 0"); OnSkillFinished(); return; } int mainTargetPosNum = BattleUtility.GetMainTargetPositionNum(this, caster, tagUseSkillAttack.HurtList.ToList(), skillConfig); BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); RectTransform targetTrans = battleField.GetTeamNode(battleCamp, mainTargetPosNum); ExecuteMoveAndCastSequence(targetTrans, () => { RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.GetPositionNum()); // ShadowIllutionCreate(true); MoveToTarget(rectTransform, Vector2.zero, () => { // ShadowIllutionCreate(false); OnAttackFinish(); }, MoveSpeed); }); } // 对友方释放技能:移动到友方区域进行治疗或增益 protected void CastToAllies() { RectTransform target = battleField.GetTeamNode(caster.Camp, skillSkinConfig); ExecuteMoveAndCastSequence(target, () => { if (skillConfig.ClientTriggerTiming == 1) { OnAttackFinish(); } else { // ShadowIllutionCreate(true); MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.GetPositionNum()), 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(skillSkinConfig.CastDistance, 0), () => { if (skillSkinConfig.CastDistance < 9999 && skillSkinConfig.SkinllSFX2 != 0) { battleField.soundManager.PlayEffectSound(skillSkinConfig.SkinllSFX2, false); } TurnBack(() => { ShadowIllutionCreate(false); CastImpl(() => { TurnBack(() => { try { onReturnComplete?.Invoke(); // 添加异常处理防止回调异常导致状态不完整 } catch (Exception ex) { Debug.LogError($"ExecuteMoveAndCastSequence回调异常: {ex.Message}"); throw; } }, -1f); }); }, -1f); }); } // 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 = 750f) { if (skillSkinConfig.CastDistance >= 9999) { _onComplete?.Invoke(); return; } caster.PlayAnimation(MotionName.run, true); var tweener = BattleUtility.MoveToTarget(caster.GetRectTransform(), target, offset, () => { caster.PlayAnimation(MotionName.idle, true); _onComplete?.Invoke(); }, speed); battleField.battleTweenMgr.OnPlayTween(tweener); } // 转身逻辑:根据技能配置处理角色转向 protected void TurnBack(Action _onComplete, float forward) { if (skillSkinConfig.CastDistance < 0) { caster.SetFacing(forward); } _onComplete?.Invoke(); } // 攻击完成后的处理:转身、恢复状态、播放待机动画 protected void OnAttackFinish() { TurnBack(null, 1f); OnAllAttackMoveFinished(); caster.PlayAnimation(MotionName.idle, true); } // 所有攻击移动完成后的处理:恢复UI显示状态 protected virtual void OnAllAttackMoveFinished() { moveFinished = true; List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>(); foreach (BattleObject bo in allList) { bo.layerMgr.SetFront(); bo.GetHeroInfoBar()?.SetActive(true); } battleField.battleRootNode.skillMaskNode.SetActive(false); } // 执行技能释放动画和逻辑:播放施法动作并提供回调 protected TrackEntry CastImpl(Action onComplete = null) { return caster.PlaySkillAnimation(skillConfig, skillSkinConfig, this, tagUseSkillAttack.BattleType == 4, onComplete); } // 技能开始回调:处理死亡、子技能、技能效果初始化 @@ -513,86 +309,12 @@ skillEffect = SkillEffectFactory.CreateSkillEffect(this, caster, skillConfig, skillSkinConfig, tagUseSkillAttack); skillEffect.Play(OnHitTargets); isPlay = true; } protected void ProcessSubSkill() { // 按packUID排序所有子技能 var allSubSkills = new List<(ulong packUID, SkillRecordAction action)>(); List<GameNetPackBasic> removePackList = new List<GameNetPackBasic>(); foreach (var pack in packList) { if (pack is HB427_tagSCUseSkill skillPack) { SkillConfig ssc = SkillConfig.Get((int)skillPack.SkillID); SkillSkinConfig sscSkin = ssc.GetOriginSkinConfig(); if (!string.IsNullOrEmpty(sscSkin.SkillMotionName)) { break; } if (ssc.SkillType == 8) { break; } SkillRecordAction skillRecordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List<GameNetPackBasic> { skillPack }); allSubSkills.Add((skillPack.packUID, skillRecordAction)); removePackList.Add(pack); } else if (pack is HB422_tagMCTurnFightObjDead dead) { break; } else if (pack is CustomHB426CombinePack combinePack) { HB427_tagSCUseSkill sp = combinePack.GetMainHB427SkillPack(); SkillConfig ssc = SkillConfig.Get((int)sp.SkillID); SkillSkinConfig sscSkin = ssc.GetOriginSkinConfig(); if (!string.IsNullOrEmpty(sscSkin.SkillMotionName)) { break; } if (ssc.SkillType == 8) { break; } SkillRecordAction skillRecordAction = combinePack.CreateSkillAction(); allSubSkills.Add((sp.packUID, skillRecordAction)); removePackList.Add(pack); if (skillRecordAction.useParentRecordPlayer) { break; } } } for (int i = 0; i < removePackList.Count; i++) { packList.Remove(removePackList[i]); } // 按packUID排序 allSubSkills.Sort((a, b) => a.packUID.CompareTo(b.packUID)); foreach (var (packUID, recordAction) in allSubSkills) { if (recordAction.useParentRecordPlayer) { ownRecordAction.GetInnerRecordPlayer().PlayRecord(recordAction, ownRecordAction); } else { ownRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(recordAction); } } } // ===== 技能节拍回调 ===== // 技能前摇结束回调 public virtual void OnStartSkillFrameEnd() { } @@ -621,1019 +343,7 @@ // 标记动画播放完成 isMotionCompleted = true; BattleDebug.LogError($"SkillBase.OnFinalFrameEnd: 技能 {skillConfig?.SkillID} 动画播放完成"); skillEffect?.OnFinalFrameEnd(); // 修复:添加空值检查 } // 高亮所有相关目标:设置施法者和目标的显示层级 protected void HighLightAllTargets() { caster.layerMgr.SetSortingOrder(BattleConst.SkillMaskOrder + 1);// offset是3 英雄层级 +1就是 active级别 if (skillConfig.FuncType != 2) return; // 收集所有目标(包含 HurtList、每个 Hurt 的 HurtListEx、以及顶层 HurtListEx) var targetSet = new HashSet<BattleObject>(); if (tagUseSkillAttack != null) { // 主目标列表 if (tagUseSkillAttack.HurtList != null) { foreach (var hurt in tagUseSkillAttack.HurtList) { var bo = battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); if (bo != null) targetSet.Add(bo); // 主目标的额外目标(弹射/平摊) if (hurt.HurtListEx != null) { foreach (var hurtEx in hurt.HurtListEx) { var exBo = battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID); if (exBo != null) targetSet.Add(exBo); } } } } // 技能包顶层的 HurtListEx(如溅射、顶层平摊) if (tagUseSkillAttack.HurtListEx != null) { foreach (var hurtEx in tagUseSkillAttack.HurtListEx) { var exBo = battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID); if (exBo != null) targetSet.Add(exBo); } } } // 确保施法者也被高亮(原逻辑) var highlightList = new List<BattleObject>(targetSet) { caster }; var allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList(); // 构造集合便于判断 var targetSetLookup = new HashSet<BattleObject>(targetSet); var highlightSet = new HashSet<BattleObject>(highlightList); // 先把施法者的 InfoBar 隐藏(原逻辑保留) caster.GetHeroInfoBar()?.SetActive(false); foreach (BattleObject bo in allList) { bool isHighlight = highlightSet.Contains(bo); bool isTarget = targetSetLookup.Contains(bo); if (isHighlight) { bo.layerMgr.SetFront(); } else { bo.layerMgr.SetBack(); } // 目标(含 HurtListEx)都应显示 InfoBar bo.GetHeroInfoBar()?.SetActive(isTarget); } battleField.battleRootNode.skillMaskNode.SetActive(true); } // 命中目标回调:处理所有被命中的目标(包括主目标、弹射目标、溅射目标) protected virtual void OnHitTargets(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList) { // Debug.LogError($"Skill {skillConfig.SkillID} hit targets _hitIndex: {_hitIndex} hit {string.Join(", ", hitList.Select(h => h.ObjID + ":" + battleField.battleObjMgr.GetBattleObject((int)h.ObjID)?.GetName()))}"); // 造成伤害前先处理血量刷新包 HandleRefreshHP(); bool suckHp = true; // 处理主目标列表 foreach (var hurt in hitList) { BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); if (target == null) { Debug.LogError("目标为空 target == null ObjId : " + hurt.ObjID); continue; } OnHitEachTarget(_hitIndex, target, hurt, suckHp); suckHp = false; // 处理该目标的额外目标列表(如弹射伤害的平摊目标) if (hurt.HurtListEx != null && hurt.HurtListEx.Length > 0) { foreach (var hurtEx in hurt.HurtListEx) { BattleObject exTarget = caster.battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID); if (exTarget == null) { Debug.LogError($"额外目标为空 HurtListEx target == null ObjId : {hurtEx.ObjID}"); continue; } OnHitEachTargetEx(_hitIndex, exTarget, hurtEx); } } } // 处理技能包顶层的额外目标列表(如溅射伤害、平摊伤害) if (tagUseSkillAttack.HurtListEx != null && tagUseSkillAttack.HurtListEx.Length > 0) { foreach (var hurtEx in tagUseSkillAttack.HurtListEx) { BattleObject exTarget = caster.battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID); if (exTarget == null) { Debug.LogError($"顶层额外目标为空 tagUseSkillAttack.HurtListEx target == null ObjId : {hurtEx.ObjID}"); continue; } OnHitEachTargetEx(_hitIndex, exTarget, hurtEx); } } HandleHint(_hitIndex, hitList); } protected void HandleHint(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList) { if (0 == _hitIndex) { bool needhint = false; for (int i = 0; i < hitList.Count; i++) { var hurt = hitList[i]; //8-击晕 if ((hurt.AttackTypes & (int)DamageType.Stunned) == (int)DamageType.Stunned) { needhint = true; break; } for (int j = 0; j < hurt.HurtListEx?.Length; j++) { var hurtex = hurt.HurtListEx[j]; //8-击晕 if ((hurtex.AttackTypes & (int)ServerDamageType.Stunned) == (int)ServerDamageType.Stunned) { needhint = true; break; } } if (needhint) break; } if (needhint) { DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.BattleStun); Hint(caster, hintConfig); } for (int i = 0; i < hitList.Count; i++) { var hurt = hitList[i]; if ((hurt.AttackTypes & (int)DamageType.BreakArmor) == (int)DamageType.BreakArmor) { BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); if (battleObject != null) { DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.BreakArmor); Hint(battleObject, hintConfig); battleField.battleEffectMgr.PlayEffect(battleObject, BattleConst.BreakArmorEffectID, battleObject.GetRectTransform(), battleObject.Camp, battleObject.GetModelScale()); } } else if ((hurt.AttackTypes & (int)DamageType.Parry) == (int)DamageType.Parry) { BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); if (battleObject != null) { DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.Parry); Hint(battleObject, hintConfig); battleField.battleEffectMgr.PlayEffect(battleObject, BattleConst.ParryEffectID, battleObject.GetRectTransform(), battleObject.Camp, battleObject.GetModelScale()); } } } } } // 处理单个目标被命中:应用伤害和施法者效果 protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt, bool suckHp) { // ============ 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 BattleDeadPack deadPack); // 如果目标正在释放技能,跳过死亡处理(延迟到技能结束) if (battleField != null && battleField.IsCastingSkill(target.ObjID)) { deadPack = null; } // ============ 参数打包 ============ BattleHurtParam hurtParam = BattleUtility.CalcBattleHurtParam(this, _hitIndex, target, hurt, battleDrops, deadPack, suckHp); #if UNITY_EDITOR PrintHurtParamDebugInfo(hurtParam); #endif // 先调用目标受伤 DeathRecordAction recordAc = target.Hurt(hurtParam, ownRecordAction); if (null != recordAc) { tempDeadPackList.Remove(hurtParam.hurter.hurtObj.ObjID); ownRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(recordAc, ownRecordAction, true); currentWaitingSkill.Add(recordAc); } // 再调用施法者吸血/反伤 caster.OnHurtTarget(hurtParam); } // 处理额外目标被命中(HurtListEx):溅射、弹射、平摊伤害等 protected virtual void OnHitEachTargetEx(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurtEx hurtEx) { // ============ 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 BattleDeadPack deadPack); // 如果目标正在释放技能,跳过死亡处理(延迟到技能结束) if (battleField != null && battleField.IsCastingSkill(target.ObjID)) { deadPack = null; } // ============ 参数打包(将 tagSCUseSkillHurtEx 转换为 tagSCUseSkillHurt)============ HB427_tagSCUseSkill.tagSCUseSkillHurt hurt = new HB427_tagSCUseSkill.tagSCUseSkillHurt { ObjID = hurtEx.ObjID, AttackTypes = hurtEx.AttackTypes, HurtHP = hurtEx.HurtHP, HurtHPEx = hurtEx.HurtHPEx, CurHP = hurtEx.CurHP, CurHPEx = hurtEx.CurHPEx, SuckHP = 0,//hurtEx.SuckHP, 获取全部吸血时已经计算过 这里就不再计算 BounceHP = 0, // HurtEx 没有反伤字段 HurtCountEx = 0, HurtListEx = null }; OnHitEachTarget(_hitIndex, target, hurt, false);//获取全部吸血时已经计算过 这里就不再计算 } #if UNITY_EDITOR private void PrintHurtParamDebugInfo(BattleHurtParam hurtParam) { bool isLastHit = hurtParam.hitIndex >= hurtParam.skillSkinConfig.DamageDivide.Length - 1; long currentHitDamage = hurtParam.hurter.damageList != null ? hurtParam.hurter.damageList.Sum() : 0; long currentHitSuckHp = hurtParam.caster.suckHpList != null ? hurtParam.caster.suckHpList.Sum() : 0; long currentHitReflectHp = hurtParam.caster.reflectHpList != null ? hurtParam.caster.reflectHpList.Sum() : 0; long totalDamage = GeneralDefine.GetFactValue(hurtParam.hurt.HurtHP, hurtParam.hurt.HurtHPEx); long totalSuckHp = BattleUtility.GetSuckHp(tagUseSkillAttack); long totalReflectHp = hurtParam.hurt.BounceHP; BattleDebug.LogError( (hurtParam.caster.casterObj.Camp == BattleCamp.Red ? "【红方行动】" : "【蓝方行动】 ") + $"攻击者: {hurtParam.caster.casterObj.GetName()} (ObjID:{hurtParam.caster.casterObj.ObjID})\n" + $"目标: {hurtParam.hurter.hurtObj.GetName()} (ObjID:{hurtParam.hurter.hurtObj.ObjID})\n" + $"技能: {hurtParam.skillConfig.SkillName} (ID:{hurtParam.skillConfig.SkillID})\n" + $"击数: 第{hurtParam.hitIndex + 1}击 / 共{hurtParam.skillSkinConfig.DamageDivide.Length}击" + (isLastHit ? " [最后一击]" : " [中间击]") + "\n" + $"\n" + $"========== 目标受伤数据 ==========\n" + $"伤害: {currentHitDamage} / 总伤害: {totalDamage}\n" + $"伤害分段: [{string.Join(", ", hurtParam.hurter.damageList ?? new List<long>())}]\n" + $"目标血量: {hurtParam.hurter.fromHp} -> {hurtParam.hurter.toHp} (最大:{hurtParam.hurter.maxHp})\n" + $"目标护盾: {hurtParam.hurter.fromShieldValue} -> {hurtParam.hurter.toShieldValue}\n" + $"攻击类型: {hurtParam.hurt.AttackTypes}\n" + $"\n" + $"========== 施法者数据 ==========\n" + $"吸血: {currentHitSuckHp} / 总吸血: {totalSuckHp}\n" + $"吸血分段: [{string.Join(", ", hurtParam.caster.suckHpList ?? new List<long>())}]\n" + $"反伤: {currentHitReflectHp} / 总反伤: {totalReflectHp}\n" + $"反伤分段: [{string.Join(", ", hurtParam.caster.reflectHpList ?? new List<long>())}]\n" + $"施法者血量: {hurtParam.caster.fromHp} -> {hurtParam.caster.toHp} (最大:{hurtParam.caster.maxHp})\n" + $"施法者护盾: {hurtParam.caster.fromShieldValue} -> {hurtParam.caster.toShieldValue}\n" ); } #endif // 处理HP刷新包(简化逻辑) private void HandleRefreshHP() { // 查找HP刷新包 HB419_tagSCObjHPRefresh refreshPack = BattleUtility.FindObjHPRefreshPack(packList); if (refreshPack != null) { // 分发HP刷新包 // 【使用 parentRecordAction.innerRecordPlayer】 // 原因:HP刷新包是技能内部产生的,应该由当前SkillRecordAction的innerRecordPlayer管理 // 这样可以确保HP刷新与技能的生命周期绑定,ForceFinish时一并处理 PackageRegeditEx.DistributeToRecordAction(refreshPack, ownRecordAction); packList.Remove(refreshPack); } } // 处理死亡相关逻辑:分配掉落和经验 protected void HandleDead() { List<BattleDeadPack> deadPackList = BattleUtility.FindDeadPack(packList); if (deadPackList.Count <= 0) return; foreach (var deadPack in deadPackList) { packList.Remove(deadPack.deadPack); packList.Remove(deadPack.deadTriggerSkill); } // 找到最大的死亡包 packUID BattleDeadPack lastBattleDeadPack = null; ulong maxDeathPackUID = 0; foreach (var deadPack in deadPackList) { if (deadPack.deadPack != null && deadPack.deadPack.packUID > maxDeathPackUID) { maxDeathPackUID = deadPack.deadPack.packUID; lastBattleDeadPack = deadPack; } } // 如果找到了死亡包,收集所有 packUID > maxDeathPackUID 的包 if (maxDeathPackUID > 0 && lastBattleDeadPack != null) { BattleDebug.LogError($"SkillBase.HandleDead: 找到死亡包,maxDeathPackUID = {maxDeathPackUID},开始收集死亡后的包"); // 1. 收集 packList 中 packUID 大于死亡包的包(排除经验包和掉落包,它们需要在当前技能中处理) List<GameNetPackBasic> packsToRemove = new List<GameNetPackBasic>(); foreach (var pack in packList) { ulong packUID = GetPackUID(pack); if (packUID > maxDeathPackUID) { // 排除经验包和掉落包,它们属于当前死亡事件的一部分,不是"死亡后"的包 if (pack is HB405_tagMCAddExp expPack && expPack.Source == 2 || (pack is H0704_tagRolePackRefresh h0704 && h0704.PackType == (byte)PackType.DropItem && h0704.IsBind == 1)) { continue; // 跳过经验包和掉落包,让 CheckAfterDeadhPack() 处理它们 } BattleDebug.LogError($"SkillBase.HandleDead: 从packList收集死亡后的包 - Type: {pack.GetType().Name}, UID: {packUID}"); lastBattleDeadPack.packListAfterDeath.Add(pack); packsToRemove.Add(pack); } } packList.RemoveAll(p => packsToRemove.Contains(p)); } CheckAfterDeadhPack(); // 修复:先收集要删除的包,避免在foreach中修改集合 var dropPacksToRemove = new List<H0704_tagRolePackRefresh>(dropPackList); foreach (var _dropPack in dropPacksToRemove) { // 【使用 parentRecordAction.innerRecordPlayer】 // 原因:掉落包是技能效果的一部分,应该由当前SkillRecordAction管理 // 掉落包的分发与技能完成绑定,确保在技能ForceFinish时正确处理 PackageRegeditEx.DistributeToRecordAction(_dropPack, ownRecordAction); packList.Remove(_dropPack); } // 获取并分配掉落物品和经验 var dropPack = PackManager.Instance.GetSinglePack(PackType.DropItem); var itemDict = dropPack.GetAllItems(); List<ItemModel> itemList = new List<ItemModel>(itemDict.Values.Where(item => item != null && item.isAuction)); var dropAssign = AssignDrops(itemList, deadPackList.Count); var expAssign = AssignExp(expPackList, deadPackList.Count); // 构造BattleDrops并缓存 for (int i = 0; i < deadPackList.Count; i++) { BattleDeadPack bdp = deadPackList[i]; int objID = (int)bdp.deadPack.ObjID; BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject(objID); // 修复:添加空值检查 if (deadTarget == null) { Debug.LogError($"找不到死亡目标,ObjID: {objID}"); continue; } List<int> itemIndexList = dropAssign[i].Select(item => item.gridIndex).ToList(); BattleDrops battleDrops = new BattleDrops() { rectTransform = deadTarget.GetRectTransform(), dropItemPackIndex = itemIndexList, expDrops = expAssign[i] }; // 修复:避免字典键冲突,使用安全的添加方式 if (!tempDropList.ContainsKey(objID)) { tempDropList.Add(objID, battleDrops); } else { Debug.LogWarning($"tempDropList中已存在ObjID={objID}的记录,将覆盖原值"); tempDropList[objID] = battleDrops; // 覆盖现有值 } if (!tempDeadPackList.ContainsKey(objID)) { tempDeadPackList.Add(objID, deadPackList[i]); } else { Debug.LogWarning($"tempDeadPackList中已存在ObjID={objID}的记录,将覆盖原值"); tempDeadPackList[objID] = deadPackList[i]; // 覆盖现有值 } } // 修复:避免在遍历时修改集合,先收集后删除 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); } } // 分配掉落物品:将掉落物品平均分配给死亡对象 protected List<List<ItemModel>> AssignDrops(List<ItemModel> itemList, int deadCount) { var dropAssign = new List<List<ItemModel>>(); for (int i = 0; i < deadCount; i++) dropAssign.Add(new List<ItemModel>()); for (int i = 0; i < itemList.Count; i++) dropAssign[i % deadCount].Add(itemList[i]); return dropAssign; } // 获取包的 packUID protected ulong GetPackUID(GameNetPackBasic pack) { if (pack == null) return 0; if (pack is HB422_tagMCTurnFightObjDead deadPack) return deadPack.packUID; if (pack is CustomHB426CombinePack combinePack) { var mainSkillPack = combinePack.GetMainHB427SkillPack(); return mainSkillPack?.packUID ?? 0; } if (pack is HB427_tagSCUseSkill skillPack) return skillPack.packUID; if (pack is HB428_tagSCBuffRefresh buffRefresh) return buffRefresh.packUID; if (pack is HB429_tagSCBuffDel buffDel) return buffDel.packUID; if (pack is HB419_tagSCObjHPRefresh hpRefresh) return hpRefresh.packUID; if (pack is HB405_tagMCAddExp expPack) return expPack.packUID; if (pack is H0704_tagRolePackRefresh dropPack) return dropPack.packUID; // 尝试通过反射获取 packUID var packUIDField = pack.GetType().GetField("packUID"); if (packUIDField != null) { return (ulong)packUIDField.GetValue(pack); } return 0; } // 分配经验值:将经验包平均分配给每个死亡对象 protected List<List<HB405_tagMCAddExp>> AssignExp(List<HB405_tagMCAddExp> expList, int deadCount) { var expAssign = new List<List<HB405_tagMCAddExp>>(); for (int i = 0; i < deadCount; i++) expAssign.Add(new List<HB405_tagMCAddExp>()); // 修复:检查除零风险 if (deadCount == 0) { Debug.LogWarning("AssignExp: deadCount为0,无法分配经验"); return expAssign; } // 修复:先收集要删除的包,避免在foreach中修改packList var expPacksToRemove = new List<HB405_tagMCAddExp>(); foreach (var expPack in expList) { long totalExp = GeneralDefine.GetFactValue(expPack.Exp, expPack.ExpPoint); long avgExp = totalExp / deadCount; long remain = totalExp % deadCount; for (int i = 0; i < deadCount; i++) { long assignExp = avgExp + (i < remain ? 1 : 0); var newPack = new HB405_tagMCAddExp { Exp = (uint)(assignExp % Constants.ExpPointValue), ExpPoint = (uint)(assignExp / Constants.ExpPointValue), Source = expPack.Source }; expAssign[i].Add(newPack); } expPacksToRemove.Add(expPack); } // 统一删除收集的包 foreach (var pack in expPacksToRemove) { packList.Remove(pack); } return expAssign; } // 检查死亡后的包处理:处理技能包、掉落包、经验包 protected void CheckAfterDeadhPack() { List<int> removeIndexList = new List<int>(); for (int i = 0; i < packList.Count; i++) { var pack = packList[i]; // 复活基本都靠技能包 if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_")) break; if (pack is H0704_tagRolePackRefresh h0704Pack && h0704Pack.PackType == (byte)PackType.DropItem && h0704Pack.IsBind == 1) { dropPackList.Add(h0704Pack); removeIndexList.Add(i); } if (pack is HB405_tagMCAddExp h405Pack && h405Pack.Source == 2) { expPackList.Add(h405Pack); removeIndexList.Add(i); } } for (int i = removeIndexList.Count - 1; i >= 0; i--) packList.RemoveAt(removeIndexList[i]); } public virtual bool IsActionCompleted() { if (!isPlay) return false; if (skillEffect != null) { if (!skillEffect.IsFinished()) return false; } if (moveFinished) { // 如果技能有动画(SkillMotionName不为空),需要等待动画播放完成 if (skillSkinConfig != null && !string.IsNullOrEmpty(skillSkinConfig.SkillMotionName)) { if (!isMotionCompleted) { BattleDebug.LogError($"SkillBase.IsActionCompleted: 技能 {skillConfig.SkillID} 等待动画播放完成"); 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() { if (!isPlay) return false; bool tempRetValue = true; // 检查技能效果是否完成 if (skillEffect != null) { if (!skillEffect.IsFinished()) return false; skillEffect = null; OnSkillFinished(); tempRetValue = false; } // 检查其他技能动作是否完成 if (currentWaitingSkill.Count > 0) { if (currentWaitingSkill.Any(s => s.IsFinished())) { currentWaitingSkill.RemoveAll(s => s.IsFinished()); OnSkillFinished(); } else { tempRetValue = false; } } if (!tempRetValue) { return false; } // 检查最终完成状态 if (isFinished && moveFinished) { if (packList.Count > 0) { OnSkillFinished(); return false; } // 如果自己内部的recora action的 inner record player还有没执行完的包 也是返回false if (ownRecordAction != null && ownRecordAction.GetInnerRecordPlayer().IsPlaying()) { return false; } // 技能完全结束,移除技能注册并触发延迟的死亡判定 if (battleField != null && caster != null) { battleField.RemoveCastingSkill(caster.ObjID, this); // 传递parentRecordAction,让死亡技能等待当前技能完成 DeathRecordAction recordAction = battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values), null, ownRecordAction); if (null != recordAction) { ownRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(recordAction); tempDeadPackList.Clear(); return false; } } return !ownRecordAction.GetInnerRecordPlayer().IsPlaying(); } return false; } // 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; // 移除技能注册 if (battleField != null && caster != null) { battleField.RemoveCastingSkill(caster.ObjID, this); } // 传递parentRecordAction,让死亡技能等待当前技能完成 RecordAction rc = battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values)); if (null != rc) { ownRecordAction.GetInnerRecordPlayer().ImmediatelyPlay(rc); } tempDeadPackList.Clear(); // 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 if (currentWaitingSkill.Count > 0) { foreach (var skill in currentWaitingSkill) { skill.ForceFinish(); } currentWaitingSkill.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.StopMoveAnimation(); } // 4. 重置施法者状态 if (caster != null) { // 重置位置到原点 caster.ResetPosition(); // 重置朝向 caster.ResetFacing(); // 取消幻影效果 caster.ShowIllusionShadow(false); } // 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.GetHeroInfoBar()?.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; // 强制结束时,无论是否有动画,都标记动画完成 isMotionCompleted = true; // 6. 处理所有剩余包(包括 buff 包) // 先处理 buffPackCollections DistributeBuffPacks(buffPackCollections); buffPackCollections.Clear(); // 处理剩余的 packList while (packList.Count > 0) { var pack = packList[0]; packList.RemoveAt(0); if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_")) { var otherSkillAction = combinePack.CreateSkillAction(); otherSkillAction.fromSkill = this; otherSkillAction.ForceFinish(); } else { // 【使用 parentRecordAction.innerRecordPlayer】 // 原因:ForceFinished时剩余的包也是技能内部产生的,应该由innerRecordPlayer管理 // 这样可以确保即使强制结束,包的处理也在正确的上下文中 PackageRegedit.Distribute(pack); } } } // 技能完成处理:正常完成时的清理工作 public void OnSkillFinished() { // 修复:使用循环代替递归,避免栈溢出风险 // try // { while (true) { // 验证技能效果是否完成 if (skillEffect != null && !skillEffect.IsFinished()) return; if (skillEffect != null) { skillEffect = null; continue; // 使用continue代替递归调用 } // 验证其他技能动作是否完成 if (currentWaitingSkill.Count > 0) { bool hasFinishedAction = currentWaitingSkill.All(s => s.IsFinished()); if (hasFinishedAction) { // 修复死循环:完成后需要清空 currentWaitingSkill currentWaitingSkill.Clear(); continue; // 使用continue代替递归调用 } return; } break; // 没有更多需要处理的,退出循环 } // 处理剩余包 if (!ResolvePackList()) { return; } // } // 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; } protected virtual bool ResolvePackList() { if (currentWaitingSkill.Count > 0) { return false; } while (packList.Count > 0) { var pack = packList[0]; packList.RemoveAt(0); if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_")) { var skillRecordAction = combinePack.CreateSkillAction(); skillRecordAction.fromSkill = this; currentWaitingSkill.Add(skillRecordAction); // 需要给真正parent播的 if (skillRecordAction.useParentRecordPlayer && skillRecordAction.parentSkillAction != null) { skillRecordAction.parentSkillAction.GetInnerRecordPlayer().PlayRecord(skillRecordAction); } else { ownRecordAction.GetInnerRecordPlayer().PlayRecord(skillRecordAction); } return false; } else if (IsBuffPack(pack)) { // 从找到第一个 Buff 包开始,收集连续的 HB428/HB429 包 buffPackCollections.Add(pack); while (packList.Count > 0) { var nextPack = packList[0]; if (IsBuffPack(nextPack)) { buffPackCollections.Add(nextPack); packList.RemoveAt(0); } else { break; } } // 处理所有收集到的 buff 包 ProcessBuffPacks(buffPackCollections); // 清空已处理的 buff 集合 buffPackCollections.Clear(); continue; } else { // 【使用 parentRecordAction.innerRecordPlayer】 // 原因:技能执行过程中的包(Buff、属性刷新等)是技能效果的一部分 // 应该由SkillRecordAction的innerRecordPlayer管理,确保与技能生命周期一致 PackageRegeditEx.DistributeToRecordAction(pack, ownRecordAction); } } return true; } // 添加清理方法:防止内存泄漏 public virtual void Cleanup() { tempDropList?.Clear(); tempDeadPackList?.Clear(); currentWaitingSkill?.Clear(); dropPackList?.Clear(); expPackList?.Clear(); buffPackCollections?.Clear(); skillEffect = null; packList = null; } #region Buff包处理 /// <summary> /// 判断是否为 Buff 相关的包(HB428 或 HB429) /// </summary> protected bool IsBuffPack(GameNetPackBasic pack) { return pack is HB428_tagSCBuffRefresh || pack is HB429_tagSCBuffDel; } /// <summary> /// 处理收集到的 Buff 包列表(HB428 刷新 和 HB429 删除) /// </summary> protected void ProcessBuffPacks(List<GameNetPackBasic> buffPacks) { if (buffPacks == null || buffPacks.Count == 0) return; foreach (var pack in buffPacks) { if (pack is HB428_tagSCBuffRefresh buffRefresh) { BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buffRefresh.ObjID); if (battleObj != null) { var buffMgr = battleObj.GetBuffMgr(); if (buffMgr != null) // 命格不有 buff 管理器 { buffMgr.RefreshBuff(buffRefresh, true); } } } else if (pack is HB429_tagSCBuffDel buffDel) { BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buffDel.ObjID); if (battleObj != null) { var buffMgr = battleObj.GetBuffMgr(); if (buffMgr != null) // 命格不有 buff 管理器 { buffMgr.RemoveBuff(buffDel, false); } } } } } /// <summary> /// 强制分发 Buff 包(用于 ForceFinished 场景) /// </summary> protected void DistributeBuffPacks(List<GameNetPackBasic> buffPacks) { if (buffPacks == null || buffPacks.Count == 0) return; foreach (var pack in buffPacks) { // 【使用 parentRecordAction.innerRecordPlayer】 // 原因:Buff包是技能效果的核心组成部分,应该由SkillRecordAction管理 // 即使是强制分发的情况,也要保持在正确的RecordAction上下文中 PackageRegeditEx.DistributeToRecordAction(pack, ownRecordAction); } } public virtual bool CanStartExecution() { if (null == caster) { return false; } if (null == skillConfig) { return false; } if (string.IsNullOrEmpty(skillSkinConfig.SkillMotionName)) { return true; } return !battleField.IsCastingSkill(caster.ObjID); } #endregion } Main/System/Battle/SkillEffect/SkillEffect.cs
@@ -78,6 +78,14 @@ return isFinish && isFinishFrameEnd; } #if UNITY_EDITOR /// <summary>卡死诊断用:打印 SkillEffect 内部 isFinish / isFinishFrameEnd 等标志位。</summary> public virtual string DumpState() { return $"{GetType().Name} isFinish={isFinish} isFinishFrameEnd={isFinishFrameEnd}"; } #endif public virtual void ForceFinished() { isFinish = true;