From 39beb14fed3db1027b3564ddd4bea2684f1900d0 Mon Sep 17 00:00:00 2001
From: yyl <yyl>
Date: 星期一, 17 十一月 2025 18:28:23 +0800
Subject: [PATCH] 125 战斗 关羽&吕布 子技能bug修复

---
 Main/System/Battle/BattleObject/BattleObjectFactory.cs |   68 +++++++++++++++++++++++++++++++---
 1 files changed, 62 insertions(+), 6 deletions(-)

diff --git a/Main/System/Battle/BattleObject/BattleObjectFactory.cs b/Main/System/Battle/BattleObject/BattleObjectFactory.cs
index 000fba5..82bbde4 100644
--- a/Main/System/Battle/BattleObject/BattleObjectFactory.cs
+++ b/Main/System/Battle/BattleObject/BattleObjectFactory.cs
@@ -1,4 +1,3 @@
-
 using System.Collections.Generic;
 using System;
 using UnityEngine;
@@ -9,18 +8,75 @@
     //  鏈剰鏄鍦ㄨ繖閲屽仛姹犵殑鍐呭鐨� 浣嗘槸鎯充簡涓�涓� 鍒╃敤鏁堢巼鏈夌偣宸� 鏈�澶氬仛涓�涓嬬孩鑹叉柟鐨勭紦瀛� 钃濊壊鏂圭殑鍗虫椂鐢� 鍗虫椂鍒犻櫎 鎴栬�呯紦瀛樹笂涓�娆℃垬鏂楃殑灏辫
     // private static int AutoIncrementID = 100000;
 
+    private static float m_modelScaleRate = 0f;
+
+    public static float modelScaleRate
+    {
+        get
+        {
+            if (m_modelScaleRate <= 0f)
+            {
+                m_modelScaleRate = float.Parse(FuncConfigConfig.Get("BattleModelScale").Numerical1);
+            }
+            return m_modelScaleRate;
+        }
+    }
+    //  杩欓噷鎶ラ敊浜嗘鏌ヤ竴涓�
     public static BattleObject CreateBattleObject(BattleField _battleField, List<GameObject> posNodeList, TeamHero teamHero, BattleCamp _Camp)
     {
         HeroSkinConfig skinCfg = teamHero.skinConfig;
+        if (skinCfg == null)
+        {
+            Debug.LogError(teamHero.heroId + "BattleObjectFactory.CreateBattleObject: skinCfg is null for " + teamHero.SkinID);
+            return null;
+        }
+
         GameObject battleGO = ResManager.Instance.LoadAsset<GameObject>("Hero/SpineRes", "Hero_001"/*skinCfg.SpineRes*/);
-        SkeletonGraphic skeletonGraphic = battleGO.GetComponent<SkeletonGraphic>();
-        skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinCfg.SpineRes);
-        skeletonGraphic.Initialize(true);
+
         GameObject goParent = posNodeList[teamHero.positionNum];
         BattleObject battleObject = new BattleObject(_battleField);
         battleObject.ObjID = teamHero.ObjID;
-        battleGO.name = battleObject.ObjID.ToString();
-        battleObject.Init(GameObject.Instantiate(battleGO, goParent.transform), teamHero, _Camp);
+
+        GameObject realGO = GameObject.Instantiate(battleGO, goParent.transform);
+        SkeletonAnimation skeletonAnimation = realGO.GetComponentInChildren<SkeletonAnimation>(true);
+
+        var skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinCfg.SpineRes);
+        if (skeletonDataAsset == null)
+        {
+            Debug.LogError("BattleObjectFactory.CreateBattleObject: skeletonDataAsset is null for " + skinCfg.SpineRes);
+            return null;
+        }
+
+        float finalScaleRate = modelScaleRate * teamHero.modelScale;
+
+        skeletonAnimation.initialSkinName = skinCfg.InitialSkinName;
+        skeletonAnimation.skeletonDataAsset = skeletonDataAsset;
+        skeletonAnimation.Initialize(true);
+
+        // 鍒濆鍖栧畬鎴愬悗璁剧疆鐨偆
+        if (!string.IsNullOrEmpty(skinCfg.InitialSkinName))
+        {
+            var skeleton = skeletonAnimation.Skeleton;
+            skeleton.SetSkin(skinCfg.InitialSkinName);
+            skeleton.SetSlotsToSetupPose();
+            skeletonAnimation.Update(0);
+        }
+
+        realGO.name = battleObject.ObjID.ToString();
+        realGO.transform.localScale = new Vector3(finalScaleRate, finalScaleRate, finalScaleRate);
+        RectTransform rectTrans = realGO.GetComponent<RectTransform>();
+        rectTrans.anchoredPosition = Vector2.zero;
+        battleObject.Init(realGO, teamHero, _Camp);
+
+#if UNITY_EDITOR
+        BattleDebug.LogError(
+            "鍒濆鍖� 鏈鍔�" +
+            (battleObject.Camp == BattleCamp.Red ? "銆愮孩鏂广��" : "銆愯摑鏂广�� ") +
+            $"姝﹀皢: {battleObject.teamHero.name}\n" +
+            $"褰撳墠琛�閲�: {battleObject.teamHero.curHp} -> 鏈�澶ц閲弡battleObject.teamHero.maxHp}\n"
+        );
+#endif
+
         return battleObject;
     }
 

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