From 3b2a6bb9047cfce9f501593b3669a9c1af6c5df4 Mon Sep 17 00:00:00 2001
From: lcy <1459594991@qq.com>
Date: 星期三, 05 十一月 2025 17:40:23 +0800
Subject: [PATCH] 130 战斗修改回合样式

---
 Main/System/Battle/Skill/SkillBase.cs |  297 ++++++++++++++++++++++++++++++++++++++++++++++-------------
 1 files changed, 232 insertions(+), 65 deletions(-)

diff --git a/Main/System/Battle/Skill/SkillBase.cs b/Main/System/Battle/Skill/SkillBase.cs
index 2cb5134..8cf3584 100644
--- a/Main/System/Battle/Skill/SkillBase.cs
+++ b/Main/System/Battle/Skill/SkillBase.cs
@@ -9,6 +9,13 @@
 {
     const float moveTime = 0.5f;
 
+    private static readonly Color colorGreen = new Color(33f / 255f,
+                                                        133f / 255f,
+                                                        6f / 255f);
+    private static readonly Color colorBlue = new Color(40f / 255f,
+                                                        87f / 255f,
+                                                        189f / 255f);
+
     protected SkillEffect skillEffect;
     protected HB427_tagSCUseSkill tagUseSkillAttack;
     public SkillConfig skillConfig;
@@ -24,8 +31,13 @@
     public int fromSkillId;
     public bool isPlay = false;
 
+    private float MoveSpeed = 750f;
+
     private Dictionary<int, BattleDrops> tempDropList = new Dictionary<int, BattleDrops>();
     private Dictionary<int, HB422_tagMCTurnFightObjDead> tempDeadPackList = new Dictionary<int, HB422_tagMCTurnFightObjDead>();
+
+    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)
@@ -76,6 +88,44 @@
         }
     }
 
+    protected void ShadowIllutionCreate(bool create)
+    {
+        if (create)
+        {
+            Color color = Color.white;
+            //1-杩炲嚮锛�2-鍙嶅嚮锛�3-杩藉嚮
+            //  鍙嶅嚮钃濊壊
+            //  杩藉嚮杩炲嚮缁胯壊
+            bool change = false;
+            if (tagUseSkillAttack.BattleType == 1)
+            {
+                color = colorGreen;
+                change = true;
+            }
+            else if (tagUseSkillAttack.BattleType == 2)
+            {
+                color = colorBlue;
+                change = true;
+            }
+            else if (tagUseSkillAttack.BattleType == 3)
+            {
+                color = colorGreen;
+                change = true;
+            }
+            
+            if (change)
+            {
+                MoveSpeed = 1125f;
+                caster.motionBase.ShowIllusionShadow(true, color);
+            }
+        }
+        else
+        {
+            MoveSpeed = 750f;
+            caster.motionBase.ShowIllusionShadow(false);
+        }
+    }
+
     // 鎶�鑳介噴鏀句富閫昏緫锛氬箍鎾簨浠躲�侀珮浜洰鏍囥�佹墽琛岄噴鏀�
     public virtual void Cast()
     {
@@ -103,7 +153,8 @@
             
             if (hintConfig != null)
             {
-                caster.heroInfoBar.ShowTips(((char)hintConfig.prefix).ToString(), true);
+                caster.heroInfoBar.ShowTips(((char)hintConfig.prefix).ToString(), true, false, 1.25f);
+                // Debug.Break();
             }
         }
 
@@ -113,6 +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;
@@ -148,7 +200,12 @@
         RectTransform target = battleField.GetTeamNode(caster.GetEnemyCamp(), skillConfig);
         ExecuteMoveAndCastSequence(target, () =>
         {
-            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, OnAttackFinish, 750F);
+            // ShadowIllutionCreate(true);
+            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
+            {
+                // ShadowIllutionCreate(false);
+                OnAttackFinish();
+            }, MoveSpeed);
         });
     }
 
@@ -169,7 +226,12 @@
         ExecuteMoveAndCastSequence(targetTrans, () =>
         {
             RectTransform rectTransform = battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum);
-            MoveToTarget(rectTransform, Vector2.zero, OnAttackFinish, 750F);
+            // ShadowIllutionCreate(true);
+            MoveToTarget(rectTransform, Vector2.zero, () =>
+            {
+                // ShadowIllutionCreate(false);
+                OnAttackFinish();
+            }, MoveSpeed);
         });
     }
 
@@ -179,17 +241,24 @@
         RectTransform target = battleField.GetTeamNode(caster.Camp, skillConfig);
         ExecuteMoveAndCastSequence(target, () =>
         {
-            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, OnAttackFinish, 750F);
+            // ShadowIllutionCreate(true);
+            MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () =>
+            {
+                // ShadowIllutionCreate(false);
+                OnAttackFinish();
+            }, MoveSpeed);
         });
     }
 
     // 鎵ц绉诲姩-鏂芥硶-杩斿洖搴忓垪锛氶�氱敤鐨勭Щ鍔ㄦ敾鍑绘祦绋�
     private void ExecuteMoveAndCastSequence(RectTransform target, Action onReturnComplete)
     {
+        ShadowIllutionCreate(true);
         MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () =>
         {
             TurnBack(() =>
             {
+                ShadowIllutionCreate(false);
                 CastImpl(() =>
                 {
                     TurnBack(() => 
@@ -210,7 +279,7 @@
     }
 
     // 绉诲姩鍒扮洰鏍囦綅缃細澶勭悊瑙掕壊鐨勭Щ鍔ㄥ姩鐢诲拰閫昏緫
-    protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 500f)
+    protected void MoveToTarget(RectTransform target, Vector2 offset, Action _onComplete = null, float speed = 750f)
     {
         if (skillConfig.CastDistance >= 9999)
         {
@@ -270,6 +339,7 @@
     public void OnSkillStart()
     {
         HandleDead();
+        
         skillEffect = SkillEffectFactory.CreateSkillEffect(caster, skillConfig, tagUseSkillAttack);
         skillEffect.Play(OnHitTargets);
         foreach (var subSkillPack in tagUseSkillAttack.subSkillList)
@@ -305,6 +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�
     }
 
@@ -350,6 +421,9 @@
     // 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();
+
         foreach (var hurt in hitList)
         {
             BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
@@ -363,9 +437,10 @@
         }
     }
 
-    // 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�
+    // 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)
         {
@@ -384,19 +459,64 @@
             }
         }
 
-        // 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�
+        // ============ 绗簩姝�:鍒锋柊瀹為檯琛�閲� ============
+        long fromHp = target.teamHero.curHp;
+        
+        // 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 toHp = Math.Max(0, fromHp - currentHitDamage);
+
+        // 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��") + "\n" +
+            $"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} (鎬讳激瀹�: {totalDamage})\n" +
+            $"琛�閲忓彉鍖�: {fromHp} -> {toHp}"
+        );
+#endif
+
+        
+        bool isLastHit = _hitIndex >= skillConfig.DamageDivide.Length - 1;
+
+        // ============ 绗笁姝�:鑾峰彇涓存椂鏁版嵁(鎺夎惤銆佹浜$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�
+        // ============ 绗洓姝�:鎵ц琛ㄧ幇(椋樺瓧銆佸姩鐢荤瓑) ============
+        target.Hurt(damageList, totalDamage, hurt, skillConfig, _hitIndex, battleDrops, deadPack, fromHp, toHp);
+
+        // ============ 绗簲姝�:澶勭悊鏂芥硶鑰呯浉鍏虫晥鏋� ============
         caster.SuckHp(hurt.SuckHP, skillConfig);
         caster.HurtByReflect(hurt.BounceHP, skillConfig);
+    }
+
+    // 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
@@ -645,72 +765,119 @@
     public void OnSkillFinished()
     {
         // 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
+        // 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--)
-                    {
-                        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�
+                skillEffect = null;
+                continue; // 浣跨敤continue浠f浛閫掑綊璋冪敤
             }
 
-            // 澶勭悊鍓╀綑鍖�
-            while (packList.Count > 0)
+            // 楠岃瘉鍏朵粬鎶�鑳藉姩浣滄槸鍚﹀畬鎴�
+            if (otherSkillActionList.Count > 0)
             {
-                var pack = packList[0];
-                packList.RemoveAt(0);
-
-                if (pack is CustomHB426CombinePack combinePack && combinePack.startTag.Tag.StartsWith("Skill_"))
+                bool hasFinishedAction = false;
+                for (int i = otherSkillActionList.Count - 1; i >= 0; i--)
                 {
-                    BattleDebug.LogError("other skill casting " + combinePack.startTag.Tag);
-                    var otherSkillAction = combinePack.CreateSkillAction();
-                    otherSkillAction.fromSkillId = skillConfig.SkillID;
-                    otherSkillActionList.Add(otherSkillAction);
-                    return;
+                    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�
+        }
+
+        // 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;
+                    }
                 }
 
-                if (pack is CustomB421ActionPack actionPack)
-                    actionPack.Distribute();
+                // 鍚屾椂鍒锋柊鎵�鏈夊璞$殑buff锛屼笉鍒嗙粍
+                foreach (var buff in buffCollections)
+                {
+                    BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buff.ObjID);
+                    if (battleObj != null)
+                    {
+                        battleObj.buffMgr.RefreshBuff(buff, true);
+                    }
+                }
+
+                // 娓呯┖宸插鐞嗙殑buff闆嗗悎
+                buffCollections.Clear();
+                continue;
+            }
+
+            if (pack is CustomB421ActionPack actionPack)
+            {
+                actionPack.Distribute();
+            }
+            else
+            {
                 PackageRegedit.Distribute(pack);
             }
         }
-        catch (Exception ex)
-        {
-            Debug.LogError($"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;
+        return true;
     }
 
     // 娣诲姞娓呯悊鏂规硶锛氶槻姝㈠唴瀛樻硠婕�

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