From 11f5a0fdc22040748558a6fdee4a48ebbc193939 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期三, 12 十一月 2025 12:29:54 +0800
Subject: [PATCH] 0312 纯中文限制最多7个字,字是UTF8,一个字3个字节
---
Main/System/Battle/Skill/SkillBase.cs | 385 ++++++++++++++++++++++++++++++++++++++++++++----------
1 files changed, 311 insertions(+), 74 deletions(-)
diff --git a/Main/System/Battle/Skill/SkillBase.cs b/Main/System/Battle/Skill/SkillBase.cs
index 43eb4e1..0caf1c4 100644
--- a/Main/System/Battle/Skill/SkillBase.cs
+++ b/Main/System/Battle/Skill/SkillBase.cs
@@ -36,6 +36,9 @@
private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>();
private Dictionary<int, HB422_tagMCTurnFightObjDead> tempDeadPackList = new Dictionary<int, HB422_tagMCTurnFightObjDead>();
+ protected List<HB428_tagSCBuffRefresh> buffCollections = new List<HB428_tagSCBuffRefresh>();
+
+
// 鏋勯�犲嚱鏁帮細鍒濆鍖栨妧鑳藉熀纭�鏁版嵁
public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List<GameNetPackBasic> _packList, BattleField _battleField = null)
{
@@ -150,7 +153,7 @@
if (hintConfig != null)
{
- caster.heroInfoBar.ShowTips(((char)hintConfig.prefix).ToString(), true);
+ caster.heroInfoBar.ShowTips(((char)hintConfig.prefix).ToString(), true, false, 1.25f);
// Debug.Break();
}
}
@@ -161,6 +164,7 @@
// 鏍规嵁閲婃斁妯″紡鎵ц鐩稿簲閫昏緫
switch (skillConfig.castMode)
{
+ case SkillCastMode.None:
case SkillCastMode.Self:
CastImpl(OnAttackFinish);
break;
@@ -335,6 +339,7 @@
public void OnSkillStart()
{
HandleDead();
+
skillEffect = SkillEffectFactory.CreateSkillEffect(caster, skillConfig, tagUseSkillAttack);
skillEffect.Play(OnHitTargets);
foreach (var subSkillPack in tagUseSkillAttack.subSkillList)
@@ -370,6 +375,7 @@
// 鎶�鑳藉悗鎽囩粨鏉熷洖璋冿細閫氱煡鎶�鑳芥晥鏋滃鐞嗗悗鎽囩粨鏉�
public virtual void OnFinalFrameEnd()
{
+
skillEffect?.OnFinalFrameEnd(); // 淇锛氭坊鍔犵┖鍊兼鏌�
}
@@ -384,18 +390,18 @@
List<BattleObject> targetList = battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack);
List<BattleObject> highlightList = new List<BattleObject>(targetList) { caster };
List<BattleObject> allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList<BattleObject>();
-
+
// 淇锛氫娇鐢℉ashSet浼樺寲鎬ц兘锛岄伩鍏嶉噸澶嶈缃�
var targetSet = new HashSet<BattleObject>(targetList);
var highlightSet = new HashSet<BattleObject>(highlightList);
-
+
caster.heroInfoBar.SetActive(false);
foreach (BattleObject bo in allList)
{
bool isHighlight = highlightSet.Contains(bo);
bool isTarget = targetSet.Contains(bo);
-
+
if (isHighlight)
{
bo.layerMgr.SetFront();
@@ -412,11 +418,23 @@
// battleField.battleRootNode.SetSortingOrder();
}
+ protected long suckHp = 0;
+
// 鍛戒腑鐩爣鍥炶皟锛氬鐞嗘墍鏈夎鍛戒腑鐨勭洰鏍�
protected virtual void OnHitTargets(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList)
{
+ // 閫犳垚浼ゅ鍓嶅厛澶勭悊琛�閲忓埛鏂板寘
+ HandleRefreshHP();
+
+ suckHp = 0;
+
foreach (var hurt in hitList)
{
+ suckHp += hurt.SuckHP;
+ }
+
+ foreach (var hurt in hitList)
+ {
BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
if (target == null)
{
@@ -428,9 +446,50 @@
}
}
- // 澶勭悊鍗曚釜鐩爣琚懡涓細搴旂敤浼ゅ鍜屾柦娉曡�呮晥鏋�
+ // protected void RecoveryHp(long suckHp, int _hitIndex)
+ // {
+ // // long suckHp = hurt.SuckHP;
+
+ // if (suckHp <= 0)
+ // {
+ // return;
+ // }
+
+ // List<long> suckHpList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, suckHp);
+
+ // long currentHitSuckHp = 0;
+ // foreach (long suck in suckHpList)
+ // {
+ // currentHitSuckHp += suck;
+ // }
+
+ // long fromHp = caster.teamHero.curHp;
+ // long toHp = caster.teamHero.curHp + currentHitSuckHp;
+
+ // // 鍙傛暟鎵撳寘
+ // BattleHurtParam hurtParam = new BattleHurtParam()
+ // {
+ // casterObj = caster,
+ // hurtObj = null,
+ // damageList = new List<long>(),
+ // suckHpList = suckHpList,
+ // reflectHpList = new List<long>(),
+ // fromHp = fromHp,
+ // toHp = toHp,
+ // battleDrops = null,
+ // hurt = null,
+ // hitIndex = _hitIndex,
+ // deadPack = null,
+ // skillConfig = skillConfig
+ // };
+
+ // caster.Hurt(hurtParam);
+ // }
+
+ // 澶勭悊鍗曚釜鐩爣琚懡涓�:搴旂敤浼ゅ鍜屾柦娉曡�呮晥鏋�
protected virtual void OnHitEachTarget(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurt hurt)
{
+ // ============ 绗竴姝�:璁$畻浼ゅ鍒嗗竷 ============
List<int> damageDivide = new List<int>();
if (_hitIndex == 0 && skillConfig.DamageDivide.Length <= 0)
{
@@ -449,19 +508,155 @@
}
}
- // 浼ゅ鍒嗗竷璁$畻鍜屽簲鐢�
+ // 璁$畻鎬讳激瀹冲拰鍒嗘浼ゅ鍒楄〃
long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx);
- List<long> damageList = BattleUtility.DivideDamageToList(damageDivide.ToArray(), totalDamage);
+ List<long> damageList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, totalDamage);
- // 鑾峰彇涓存椂鏁版嵁骞跺簲鐢ㄤ激瀹�
+ long totalSuckHp = suckHp;
+ List<long> suckHpList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, totalSuckHp);
+
+
+ // ============ 绗簩姝�:鍒锋柊瀹為檯琛�閲� ============
+ long fromHp = target.teamHero.curHp;
+
+
+
+ // ============澶勭悊鍙嶄激 ===============
+ // 涔熻鎸夋瘡涓�鍑诲钩鍧囩畻 鏈�鍚庤琛ラ綈浼ゅ
+
+ long reflectHp = hurt.BounceHP;
+
+
+ List<long> reflectHpList = BattleUtility.DivideDamageToList(skillConfig.DamageDivide, _hitIndex, reflectHp);
+ // long currentSuckHp = suckHp / tagUseSkillAttack.HurtCount;
+
+ // 璁$畻褰撳墠杩欎竴鍑荤殑瀹為檯浼ゅ(鎵�鏈夊垎娈典激瀹充箣鍜�)
+ long currentHitDamage = 0;
+ foreach (long dmg in damageList)
+ {
+ currentHitDamage += dmg;
+ }
+
+
+
+ long currentHitReflectHp = 0;
+ foreach (long reflect in reflectHpList)
+ {
+ currentHitReflectHp += reflect;
+ }
+
+ long shieldValue = target.buffMgr.GetShieldValue();
+
+ long remainSheild = shieldValue - currentHitDamage;
+
+ long toShieldValue = Math.Max(0, shieldValue - currentHitDamage);
+
+ long shieldRecieveDamage = shieldValue - toShieldValue;
+
+ // if (shieldValue > 0 && remainSheild >= 0)
+ // {
+ // currentHitDamage = 0;
+ // target.buffMgr.ReduceShieldValue(currentHitDamage);
+ // }
+ // else if (shieldValue > 0 && remainSheild < 0)
+ // {
+ // currentHitDamage = Math.Abs(remainSheild);
+ // target.buffMgr.ClearShield();
+ // }
+
+ long toHp = fromHp; //Math.Max(0, fromHp - currentHitDamage);
+
+
+ // 鍒ゆ柇鏄不鐤楄繕鏄激瀹�
+ bool isHealing = ((hurt.AttackTypes & (int)ServerDamageType.Recovery) != 0 ||
+ (hurt.AttackTypes & (int)ServerDamageType.DamageReverse) != 0) &&
+ (hurt.AttackTypes & (int)ServerDamageType.Damage) == 0 &&
+ (hurt.AttackTypes & (int)ServerDamageType.Realdamage) == 0 &&
+ (hurt.AttackTypes & (int)ServerDamageType.SuckHpReverse) == 0 &&
+ (hurt.AttackTypes & (int)ServerDamageType.SelfHarm) == 0;
+
+ if (isHealing)
+ {
+ // 娌荤枟閫昏緫锛氱洿鎺ュ姞琛�锛屼笉鑰冭檻鎶ょ浘
+ toHp = Math.Min(target.teamHero.maxHp, fromHp + currentHitDamage);
+ }
+ else
+ {
+ // 浼ゅ閫昏緫锛氬厛鎵f姢鐩撅紝鍐嶆墸琛�
+ if (remainSheild < 0)
+ {
+ // 鐩捐鎵撶牬
+ toHp = Math.Max(0, fromHp + remainSheild);
+ }
+ }
+
+
+ // 鏇存柊鐩爣琛�閲�
+ target.teamHero.curHp = toHp;
+
+#if UNITY_EDITOR
+ BattleDebug.LogError(
+ (caster.Camp == BattleCamp.Red ? "銆愮孩鏂硅鍔ㄣ��" : "銆愯摑鏂硅鍔ㄣ�� ") +
+ $"鏀诲嚮鑰�: {caster.teamHero.name}\n" +
+ $"鐩爣: {target.teamHero.name}\n" +
+ $"鎶�鑳�: {skillConfig.SkillName} (绗瑊_hitIndex}鍑�)\n" +
+ $"浼ゅ: {currentHitDamage} 瀹為檯鍙楀埌浼ゅ: {fromHp-toHp} (鎬讳激瀹�: {totalDamage})\n" +
+ $"鎵夸激鍓嶆姢鐩惧��: {shieldValue}\n" +
+ $"鎵夸激鍚庢姢鐩惧��: {toShieldValue}\n" +
+ $"鎶ょ浘鎵垮彈浼ゅ: {shieldRecieveDamage}\n" +
+ $"鍙嶄激: {currentHitReflectHp}\n" +
+ $"琛�閲忓彉鍖�: {fromHp} -> {toHp}\n" +
+ $"鎶�鑳藉寘閲岀殑琛�閲忔槸: {GeneralDefine.GetFactValue(hurt.CurHP, hurt.CurHPEx)}\n"
+ );
+#endif
+
+
+ bool isLastHit = _hitIndex >= skillConfig.DamageDivide.Length - 1;
+
+ // ============ 绗笁姝�:鑾峰彇涓存椂鏁版嵁(鎺夎惤銆佹浜$瓑) ============
int objID = (int)target.ObjID;
tempDropList.TryGetValue(objID, out BattleDrops battleDrops);
tempDeadPackList.TryGetValue(objID, out HB422_tagMCTurnFightObjDead deadPack);
- target.Hurt(damageList, totalDamage, hurt, skillConfig, _hitIndex, battleDrops, deadPack);
- // 澶勭悊鏂芥硶鑰呯浉鍏虫晥鏋�
- caster.SuckHp(hurt.SuckHP, skillConfig);
- caster.HurtByReflect(hurt.BounceHP, skillConfig);
+
+ // 鍙傛暟鎵撳寘
+ BattleHurtParam hurtParam = new BattleHurtParam()
+ {
+ casterObj = caster,
+ hurtObj = target,
+ damageList = damageList,
+ suckHpList = suckHpList, //suckHpList,
+ reflectHpList = reflectHpList,
+ fromHp = fromHp,
+ toHp = toHp,
+ maxHp = target.teamHero.maxHp,
+ fromShieldValue = shieldValue,
+ toShieldValue = toShieldValue,
+ battleDrops = battleDrops,
+ hurt = hurt,
+ hitIndex = _hitIndex,
+ deadPack = deadPack,
+ skillConfig = skillConfig
+ };
+
+ // ============ 绗洓姝�:鎵ц琛ㄧ幇(椋樺瓧銆佸姩鐢荤瓑) ============
+ target.Hurt(hurtParam);
+
+
+ }
+
+ // 澶勭悊HP鍒锋柊鍖咃紙绠�鍖栭�昏緫锛�
+ private void HandleRefreshHP()
+ {
+ // 鏌ユ壘HP鍒锋柊鍖�
+ HB419_tagSCObjHPRefresh refreshPack = BattleUtility.FindObjHPRefreshPack(packList);
+
+ if (refreshPack != null)
+ {
+ // 鍒嗗彂HP鍒锋柊鍖�
+ PackageRegedit.Distribute(refreshPack);
+ packList.Remove(refreshPack);
+ }
}
// 澶勭悊姝讳骸鐩稿叧閫昏緫锛氬垎閰嶆帀钀藉拰缁忛獙
@@ -579,8 +774,8 @@
long assignExp = avgExp + (i < remain ? 1 : 0);
var newPack = new HB405_tagMCAddExp
{
- Exp = (uint)(assignExp % 100000000),
- ExpPoint = (uint)(assignExp / 100000000),
+ Exp = (uint)(assignExp % Constants.ExpPointValue),
+ ExpPoint = (uint)(assignExp / Constants.ExpPointValue),
Source = expPack.Source
};
expAssign[i].Add(newPack);
@@ -712,76 +907,118 @@
// 淇锛氫娇鐢ㄥ惊鐜唬鏇块�掑綊锛岄伩鍏嶆爤婧㈠嚭椋庨櫓
// try
// {
- while (true)
+ while (true)
+ {
+ // 楠岃瘉鎶�鑳芥晥鏋滄槸鍚﹀畬鎴�
+ if (skillEffect != null && !skillEffect.IsFinished())
+ return;
+
+ if (skillEffect != null)
{
- // 楠岃瘉鎶�鑳芥晥鏋滄槸鍚﹀畬鎴�
- if (skillEffect != null && !skillEffect.IsFinished())
- return;
-
- if (skillEffect != null)
+ skillEffect = null;
+ continue; // 浣跨敤continue浠f浛閫掑綊璋冪敤
+ }
+
+ // 楠岃瘉鍏朵粬鎶�鑳藉姩浣滄槸鍚﹀畬鎴�
+ if (otherSkillActionList.Count > 0)
+ {
+ bool hasFinishedAction = false;
+ for (int i = otherSkillActionList.Count - 1; i >= 0; i--)
{
- skillEffect = null;
+ var action = otherSkillActionList[i];
+ if (action.IsFinished())
+ {
+ otherSkillActionList.RemoveAt(i);
+ hasFinishedAction = true;
+ }
+ }
+ if (hasFinishedAction)
+ {
continue; // 浣跨敤continue浠f浛閫掑綊璋冪敤
}
-
- // 楠岃瘉鍏朵粬鎶�鑳藉姩浣滄槸鍚﹀畬鎴�
- if (otherSkillActionList.Count > 0)
- {
- bool hasFinishedAction = false;
- for (int i = otherSkillActionList.Count - 1; i >= 0; i--)
- {
- var action = otherSkillActionList[i];
- if (action.IsFinished())
- {
- otherSkillActionList.RemoveAt(i);
- hasFinishedAction = true;
- }
- }
- if (hasFinishedAction)
- {
- continue; // 浣跨敤continue浠f浛閫掑綊璋冪敤
- }
- return;
- }
-
- break; // 娌℃湁鏇村闇�瑕佸鐞嗙殑锛岄��鍑哄惊鐜�
+ return;
}
- // 澶勭悊鍓╀綑鍖�
- while (packList.Count > 0)
- {
- var pack = packList[0];
- packList.RemoveAt(0);
+ break; // 娌℃湁鏇村闇�瑕佸鐞嗙殑锛岄��鍑哄惊鐜�
+ }
- if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_"))
- {
- BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag);
- var otherSkillAction = combinePack.CreateSkillAction();
- otherSkillAction.fromSkillId = skillConfig.SkillID;
- otherSkillActionList.Add(otherSkillAction);
- return;
- }
-
- if (pack is CustomB421ActionPack actionPack)
- {
- actionPack.Distribute();
- }
- else
- {
- PackageRegedit.Distribute(pack);
- }
- }
- // }
- // catch (Exception ex)
- // {
- // Debug.LogError($"OnSkillFinished寮傚父: {ex.Message}锛屾妧鑳絀D={skillConfig.SkillID}");
- // // 纭繚鐘舵�佷竴鑷存�э紝鍗充娇鍑虹幇寮傚父涔熻鏍囪瀹屾垚
- // isFinished = true;
- // throw; // 閲嶆柊鎶涘嚭寮傚父渚涗笂灞傚鐞�
- // }
+ // 澶勭悊鍓╀綑鍖�
+ if (!ResolvePackList())
+ {
+ return;
+ }
+ // }
+ // catch (Exception ex)
+ // {
+ // Debug.LogError($"OnSkillFinished寮傚父: {ex.Message}锛屾妧鑳絀D={skillConfig.SkillID}");
+ // // 纭繚鐘舵�佷竴鑷存�э紝鍗充娇鍑虹幇寮傚父涔熻鏍囪瀹屾垚
+ // isFinished = true;
+ // throw; // 閲嶆柊鎶涘嚭寮傚父渚涗笂灞傚鐞�
+ // }
isFinished = true;
}
+
+ protected virtual bool ResolvePackList()
+ {
+ while (packList.Count > 0)
+ {
+ var pack = packList[0];
+ packList.RemoveAt(0);
+
+ if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_"))
+ {
+ BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag);
+ var otherSkillAction = combinePack.CreateSkillAction();
+ otherSkillAction.fromSkillId = skillConfig.SkillID;
+ otherSkillActionList.Add(otherSkillAction);
+ return false;
+ }
+ else if (pack is HB428_tagSCBuffRefresh buffRefresh)
+ {
+ // 浠庢壘鍒扮涓�涓狧B428寮�濮� 鎵惧嚭杩炵画鐨凥B428_tagSCBuffRefresh鍖� 濡傛灉鎵惧埌涓�涓狟428鍚� 涔嬪悗纰板埌闈濰B428鍖呭氨鍋滄
+ buffCollections.Add(buffRefresh);
+ while (packList.Count > 0)
+ {
+ var nextPack = packList[0];
+ if (nextPack is HB428_tagSCBuffRefresh nextBuffRefresh)
+ {
+ buffCollections.Add(nextBuffRefresh);
+ packList.RemoveAt(0);
+ }
+ else
+ {
+ break;
+ }
+ }
+
+ // 鍚屾椂鍒锋柊鎵�鏈夊璞$殑buff锛屼笉鍒嗙粍
+ foreach (var buff in buffCollections)
+ {
+ BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buff.ObjID);
+ if (battleObj != null)
+ {
+ battleObj.buffMgr.RefreshBuff(buff, true);
+ }
+ }
+
+ // 娓呯┖宸插鐞嗙殑buff闆嗗悎
+ buffCollections.Clear();
+ continue;
+ }
+
+ if (pack is CustomB421ActionPack actionPack)
+ {
+ actionPack.Distribute();
+ }
+ else
+ {
+ PackageRegedit.Distribute(pack);
+ }
+ }
+
+ return true;
+ }
// 娣诲姞娓呯悊鏂规硶锛氶槻姝㈠唴瀛樻硠婕�
public virtual void Cleanup()
--
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