using System.Collections.Generic; using UnityEngine; using DG.Tweening; using Spine; using System.Linq; using System; public class SkillBase { const float moveTime = 0.5f; protected SkillEffect skillEffect; protected HB427_tagSCUseSkill tagUseSkillAttack; public SkillConfig skillConfig; protected bool isFinished = false; protected BattleField battleField = null; // 战场 protected RectTransform targetNode = null; // 目标节点 protected BattleObject caster = null; // 施法者 protected List packList; protected List otherSkillActionList = new List(); protected List dropPackList = new List(); protected List expPackList = new List(); protected bool moveFinished = false; public int fromSkillId; public bool isPlay = false; private Dictionary tempDropList = new Dictionary(); private Dictionary tempDeadPackList = new Dictionary(); // 构造函数:初始化技能基础数据 public SkillBase(BattleObject _caster, SkillConfig _skillCfg, HB427_tagSCUseSkill vNetData, List _packList, BattleField _battleField = null) { caster = _caster; if (null == caster) { throw new Exception("SkillBase caster is null "); } skillConfig = _skillCfg; tagUseSkillAttack = vNetData; battleField = _battleField; packList = _packList; } // 技能运行主逻辑:处理技能效果和其他技能动作 public virtual void Run() { if (skillEffect != null) { if (skillEffect.IsFinished()) { skillEffect = null; OnSkillFinished(); } else { skillEffect.Run(); } return; } if (otherSkillActionList.Count > 0) { for (int i = otherSkillActionList.Count - 1; i >= 0; i--) { var action = otherSkillActionList[i]; if (action.IsFinished()) { otherSkillActionList.RemoveAt(i); OnSkillFinished(); } else if (moveFinished) { action.Run(); } } } } // 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; TeamHero teamHero = caster.teamHero; EventBroadcast.Instance.Broadcast(EventName.BATTLE_CAST_SKILL, guid, skillConfig, teamHero); // 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 (skillConfig.castMode) { 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 " + skillConfig.CastPosition); ForceFinished(); break; } } // 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(), skillConfig); ExecuteMoveAndCastSequence(target, () => { MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, OnAttackFinish, 750F); }); } // 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(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.teamHero.positionNum); MoveToTarget(rectTransform, Vector2.zero, OnAttackFinish, 750F); }); } // 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, skillConfig); ExecuteMoveAndCastSequence(target, () => { MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, OnAttackFinish, 750F); }); } // 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) { MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () => { TurnBack(() => { 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 = 500f) { if (skillConfig.CastDistance >= 9999) { _onComplete?.Invoke(); return; } caster.motionBase.PlayAnimation(MotionName.run, true); var tweener = BattleUtility.MoveToTarget(caster.heroRectTrans, target, offset, () => { caster.motionBase.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 (skillConfig.CastDistance < 0) { Vector3 scale = caster.heroGo.transform.localScale; scale.x = Mathf.Abs(scale.x) * forward; caster.heroGo.transform.localScale = scale; } _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.motionBase.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 allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList(); foreach (BattleObject bo in allList) { bo.layerMgr.SetFront(); bo.heroInfoBar.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.motionBase.PlaySkillAnimation(skillConfig, 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 public void OnSkillStart() { HandleDead(); skillEffect = SkillEffectFactory.CreateSkillEffect(caster, skillConfig, tagUseSkillAttack); skillEffect.Play(OnHitTargets); foreach (var subSkillPack in tagUseSkillAttack.subSkillList) { SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List() { subSkillPack }); otherSkillActionList.Add(recordAction); battleField.recordPlayer.ImmediatelyPlay(recordAction); } isPlay = true; } // 技能前摇结束回调 public virtual void OnStartSkillFrameEnd() { } // 技能中摇开始回调:通知技能效果处理中摇开始 public virtual void OnMiddleFrameStart(int times) { skillEffect?.OnMiddleFrameStart(times); // 修复:添加空值检查 } // 技能中摇结束回调:通知技能效果处理中摇结束 public virtual void OnMiddleFrameEnd(int times, int hitIndex) { skillEffect?.OnMiddleFrameEnd(times, hitIndex); // 修复:添加空值检查 } // 技能后摇开始回调:通知技能效果处理后摇开始 public virtual void OnFinalFrameStart() { skillEffect?.OnFinalFrameStart(); // 修复:添加空值检查 } // 技能后摇结束回调:通知技能效果处理后摇结束 public virtual void OnFinalFrameEnd() { 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.ActiveHeroActionSortingOrder); if (skillConfig.FuncType != 2) return; List targetList = battleField.battleObjMgr.GetBattleObjList(tagUseSkillAttack); List highlightList = new List(targetList) { caster }; List allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList(); // 修复:使用HashSet优化性能,避免重复设置 var targetSet = new HashSet(targetList); var highlightSet = new HashSet(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(); } else { bo.layerMgr.SetBack(); } bo.heroInfoBar.SetActive(isTarget); } battleField.battleRootNode.skillMaskNode.SetActive(true); battleField.battleRootNode.SetSortingOrder(); } // 命中目标回调:处理所有被命中的目标 protected virtual void OnHitTargets(int _hitIndex, List hitList) { 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); } } // 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) { List damageDivide = new List(); if (_hitIndex == 0 && skillConfig.DamageDivide.Length <= 0) { damageDivide.Add(10000); } else { if (skillConfig.DamageDivide.Length <= _hitIndex) { Debug.LogError("技能伤害分布配置错误 skillId: " + skillConfig.SkillID + " hitIndex: " + _hitIndex); damageDivide.Add(10000); } else { damageDivide = skillConfig.DamageDivide[_hitIndex].ToList(); } } // 伤害分布计算和应用 long totalDamage = GeneralDefine.GetFactValue(hurt.HurtHP, hurt.HurtHPEx); List damageList = BattleUtility.DivideDamageToList(damageDivide.ToArray(), totalDamage); // 获取临时数据并应用伤害 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); // 处理施法者相关效果 caster.SuckHp(hurt.SuckHP, skillConfig); caster.HurtByReflect(hurt.BounceHP, skillConfig); } // 处理死亡相关逻辑:分配掉落和经验 protected void HandleDead() { var deadPackList = BattleUtility.FindDeadPack(packList); if (deadPackList.Count <= 0) return; CheckAfterDeadhPack(); // 修复:先收集要删除的包,避免在foreach中修改集合 var dropPacksToRemove = new List(dropPackList); foreach (var _dropPack in dropPacksToRemove) { PackageRegedit.Distribute(_dropPack); 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 itemList = new List(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++) { int objID = (int)deadPackList[i].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 itemIndexList = dropAssign[i].Select(item => item.gridIndex).ToList(); BattleDrops battleDrops = new BattleDrops() { rectTransform = deadTarget.heroRectTrans, 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(deadPackList.Cast()); 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> AssignDrops(List itemList, int deadCount) { var dropAssign = new List>(); for (int i = 0; i < deadCount; i++) dropAssign.Add(new List()); for (int i = 0; i < itemList.Count; i++) dropAssign[i % deadCount].Add(itemList[i]); return dropAssign; } // 分配经验值:将经验包平均分配给每个死亡对象 protected List> AssignExp(List expList, int deadCount) { var expAssign = new List>(); for (int i = 0; i < deadCount; i++) expAssign.Add(new List()); // 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(); 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 % 100000000), ExpPoint = (uint)(assignExp / 100000000), 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 removeIndexList = new List(); 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]); } // 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; // 检查技能效果是否完成 if (skillEffect != null) { if (!skillEffect.IsFinished()) return false; skillEffect = null; OnSkillFinished(); return false; } // 检查其他技能动作是否完成 if (otherSkillActionList.Count > 0) { for (int i = otherSkillActionList.Count - 1; i >= 0; i--) { var action = otherSkillActionList[i]; if (action.IsFinished()) { otherSkillActionList.RemoveAt(i); OnSkillFinished(); } } if (otherSkillActionList.Count > 0) return false; } // 检查最终完成状态 if (isFinished && moveFinished) { if (packList.Count > 0) { OnSkillFinished(); return false; } return true; } 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() { skillEffect?.ForceFinished(); otherSkillActionList.ForEach(action => action.ForceFinish()); otherSkillActionList.Clear(); isFinished = true; moveFinished = true; isPlay = true; // 处理所有剩余包 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.fromSkillId = skillConfig.SkillID; otherSkillAction.ForceFinish(); } else { if (pack is CustomB421ActionPack actionPack) actionPack.Distribute(); 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 (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; // 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 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; } if (pack is CustomB421ActionPack actionPack) actionPack.Distribute(); PackageRegedit.Distribute(pack); } } 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; } // 添加清理方法:防止内存泄漏 public virtual void Cleanup() { tempDropList?.Clear(); tempDeadPackList?.Clear(); otherSkillActionList?.Clear(); dropPackList?.Clear(); expPackList?.Clear(); skillEffect = null; packList = null; } }