From 6a4866771ba5910842c5908cc01eedc9e85aff59 Mon Sep 17 00:00:00 2001
From: yyl <yyl>
Date: 星期五, 19 十二月 2025 17:29:55 +0800
Subject: [PATCH] 125 战斗 复活技能提交 等待技能配置提交(前中后摇的复活技能配置)

---
 Main/System/Battle/BattleObject/BattleObject.cs |   32 ++++++++++++++++++++++++++------
 1 files changed, 26 insertions(+), 6 deletions(-)

diff --git a/Main/System/Battle/BattleObject/BattleObject.cs b/Main/System/Battle/BattleObject/BattleObject.cs
index 40b8493..a696b86 100644
--- a/Main/System/Battle/BattleObject/BattleObject.cs
+++ b/Main/System/Battle/BattleObject/BattleObject.cs
@@ -476,23 +476,43 @@
         buffMgr.RemoveAllBuff();
     }
 
-    public void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData)
+    //  閲婃斁鑰呭氨鏄娲昏�呮椂璋冪敤
+    public void PreReborn(bool reviveSelf = false)
     {
-        // 澶勭悊澶嶆椿閫昏緫
+        heroGo.SetActive(true);
+        motionBase.skeletonAnim.skeleton.A = 0f;
+        motionBase.skeletonAnim.LateUpdate();
+        heroRectTrans.anchoredPosition = Vector2.zero;
+        motionBase.ResetForReborn(reviveSelf);
+    }
+
+    //  澶嶆椿action
+    public void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData, bool reviveSelf = false)
+    {
+        heroGo.SetActive(true);
+        motionBase.ResetForReborn(reviveSelf);
+        heroRectTrans.anchoredPosition = Vector2.zero;
+        motionBase.skeletonAnim.skeleton.A = 0f;
+        motionBase.skeletonAnim.LateUpdate();
         RebornRecordAction recordAction = new RebornRecordAction(battleField, this, () =>
         {
             battleField.OnObjReborn((uint)ObjID);
-
             teamHero.curHp = GeneralDefine.GetFactValue(vNetData.CurHP, vNetData.CurHPEx);
-            heroRectTrans.anchoredPosition = Vector2.zero;
+            
             // Debug.LogError("OnReborn " + teamHero.curHp);
             teamHero.isDead = false;
-            heroGo.SetActive(true);
-            motionBase.ResetForReborn();
+            
         });
         battleField.recordPlayer.InsertRecord(recordAction);
     }
 
+    public void AfterReborn()
+    {
+        //  娓呯┖鎵�鏈�
+        motionBase.ResetForReborn(false);
+    }
+
+
     // 浼ゅ杩樿鐪� 鏄惁闂伩 鏆村嚮 and so on 闇�瑕佹湁涓�涓狣amageType 鏈嶅姟鍣ㄥ簲璇ヤ細缁�
     protected virtual BattleDmgInfo PopDamage(BattleHurtParam battleHurtParam)
     {

--
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