using System.Collections.Generic; using UnityEngine; using DG.Tweening; using Spine; using System.Linq; using System; public class SkillBase { 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; public HB427_tagSCUseSkill tagUseSkillAttack; public SkillConfig skillConfig; protected bool isFinished = false; protected BattleField battleField = null; // 战场 protected RectTransform targetNode = null; // 目标节点 public 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 SkillBase fromSkill; public bool isPlay = false; private float MoveSpeed = 750f; private Dictionary tempDropList = new Dictionary(); private Dictionary tempDeadPackList = new Dictionary(); protected List buffCollections = new List(); // 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; SafetyCheck(); #if UNITY_EDITOR if (Launch.Instance.isOpenSkillLogFile) { PinrtHB427Hp(); } #endif } #if UNITY_EDITOR public static Dictionary changeListDict = new Dictionary(); #endif private void PinrtHB427Hp() { #if UNITY_EDITOR string skillDetail = "SkillCaster : " + tagUseSkillAttack.ObjID + " -> cast SkillID: " + skillConfig.SkillID + "\n"; skillDetail += "------------------ HurtList ------------------\n"; for (int i = 0; i < tagUseSkillAttack.HurtCount; i++) { var Hurt = tagUseSkillAttack.HurtList[i]; BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)Hurt.ObjID); string targetName = battleObject != null ? battleObject.teamHero.name : "Unknown"; long hurtHp = GeneralDefine.GetFactValue(Hurt.HurtHP, Hurt.HurtHPEx); long curHp = GeneralDefine.GetFactValue(Hurt.CurHP, Hurt.CurHPEx); skillDetail += $" [{i}] Target: {targetName} (ObjID:{Hurt.ObjID})\n"; skillDetail += $" HurtHP: {hurtHp}\n"; skillDetail += $" CurHP: {curHp}\n"; skillDetail += $" SuckHP: {Hurt.SuckHP}\n"; skillDetail += $" BounceHP: {Hurt.BounceHP}\n"; skillDetail += $" AttackTypes: {Hurt.AttackTypes}\n"; if (Hurt.HurtListEx != null && Hurt.HurtListEx.Length > 0) { skillDetail += $" HurtListEx ({Hurt.HurtListEx.Length}):\n"; for (int j = 0; j < Hurt.HurtListEx.Length; j++) { var hurtEx = Hurt.HurtListEx[j]; long hurtExHp = GeneralDefine.GetFactValue(hurtEx.HurtHP, hurtEx.HurtHPEx); long curExHp = GeneralDefine.GetFactValue(hurtEx.CurHP, hurtEx.CurHPEx); skillDetail += $" [{j}] ObjID:{hurtEx.ObjID} HurtHP:{hurtExHp} CurHP:{curExHp} SuckHP:{hurtEx.SuckHP} AttackTypes:{hurtEx.AttackTypes}\n"; } } } skillDetail += "------------------ HurtListEx ------------------\n"; if (tagUseSkillAttack.HurtListEx != null) { for (int i = 0; i < tagUseSkillAttack.HurtListEx.Length; i++) { var HurtEx = tagUseSkillAttack.HurtListEx[i]; BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)HurtEx.ObjID); string targetName = battleObject != null ? battleObject.teamHero.name : "Unknown"; long hurtHp = GeneralDefine.GetFactValue(HurtEx.HurtHP, HurtEx.HurtHPEx); long curHp = GeneralDefine.GetFactValue(HurtEx.CurHP, HurtEx.CurHPEx); skillDetail += $" [{i}] Target: {targetName} (ObjID:{HurtEx.ObjID})\n"; skillDetail += $" HurtHP: {hurtHp}\n"; skillDetail += $" CurHP: {curHp}\n"; skillDetail += $" SuckHP: {HurtEx.SuckHP}\n"; skillDetail += $" AttackTypes: {HurtEx.AttackTypes}\n"; } } skillDetail += "------------------ END ------------------\n"; if (changeListDict.ContainsKey(caster.battleField.guid)) { string origin = changeListDict[caster.battleField.guid]; origin += skillDetail; changeListDict[caster.battleField.guid] = origin; } else changeListDict.Add(caster.battleField.guid, skillDetail); Debug.LogError("skillDetail : " + skillDetail); #endif } private void SafetyCheck() { bool safety = caster != null && skillConfig != null && tagUseSkillAttack != null && battleField != null && caster.IsDead() == false; if (!safety) { Debug.LogError("SkillBase SafetyCheck failed! Caster or SkillConfig or TagUseSkillAttack or BattleField is null, or Caster is dead."); ForceFinished(); } } // 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(); } } } } protected void ShadowIllutionCreate(bool create) { if (create) { Color color = Color.white; //1-连击;2-反击;3-追击 // 反击蓝色 // 追击连击绿色 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); } } // 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); if (caster != null) { // 战斗类型 0-常规;1-连击;2-反击;3-追击;4-子技能;5-被动触发的 DamageNumConfig hintConfig = null; if (tagUseSkillAttack.BattleType == 1) { hintConfig = DamageNumConfig.Get(BattleConst.BattleComboAttack); } else if (tagUseSkillAttack.BattleType == 2) { hintConfig = DamageNumConfig.Get(BattleConst.BattleCounterAttack); } else if (tagUseSkillAttack.BattleType == 3) { hintConfig = DamageNumConfig.Get(BattleConst.BattleChaseAttack); } Hint(caster, hintConfig); } // 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.None: 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; } } protected void Hint(BattleObject battleObject, DamageNumConfig hintConfig) { if (hintConfig != null) { battleObject.heroInfoBar.ShowTips(((char)hintConfig.prefix).ToString(), true, false, 1.25f); } } // 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, () => { // ShadowIllutionCreate(true); MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () => { // ShadowIllutionCreate(false); OnAttackFinish(); }, MoveSpeed); }); } // 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(this, 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); // ShadowIllutionCreate(true); MoveToTarget(rectTransform, Vector2.zero, () => { // ShadowIllutionCreate(false); OnAttackFinish(); }, MoveSpeed); }); } // 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, () => { // ShadowIllutionCreate(true); MoveToTarget(battleField.GetTeamNode(caster.Camp, caster.teamHero.positionNum), Vector2.zero, () => { // ShadowIllutionCreate(false); OnAttackFinish(); }, MoveSpeed); }); } // 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) { ShadowIllutionCreate(true); MoveToTarget(target, new Vector2(skillConfig.CastDistance, 0), () => { TurnBack(() => { ShadowIllutionCreate(false); 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 = 750f) { 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() { if (isPlay) { Debug.LogError(" play twice OnSkillStart skillId :" + skillConfig.SkillID); return; } HandleDead(); skillEffect = SkillEffectFactory.CreateSkillEffect(this, caster, skillConfig, tagUseSkillAttack); skillEffect.Play(OnHitTargets); foreach (var subSkillPack in tagUseSkillAttack.subSkillList) { SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, new List() { subSkillPack }); recordAction.fromSkill = this; otherSkillActionList.Add(recordAction); battleField.recordPlayer.ImmediatelyPlay(recordAction); } tagUseSkillAttack.subSkillList.Clear(); foreach (var subCombinePack in tagUseSkillAttack.subSkillCombinePackList) { SkillRecordAction recordAction = CustomHB426CombinePack.CreateSkillAction(battleField.guid, subCombinePack.packList); recordAction.fromSkill = this; otherSkillActionList.Add(recordAction); battleField.recordPlayer.ImmediatelyPlay(recordAction); } tagUseSkillAttack.subSkillCombinePackList.Clear(); 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; // 收集所有目标(包含 HurtList、每个 Hurt 的 HurtListEx、以及顶层 HurtListEx) var targetSet = new HashSet(); if (tagUseSkillAttack != null) { // 主目标列表 if (tagUseSkillAttack.HurtList != null) { foreach (var hurt in tagUseSkillAttack.HurtList) { var bo = battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); if (bo != null) targetSet.Add(bo); // 主目标的额外目标(弹射/平摊) if (hurt.HurtListEx != null) { foreach (var hurtEx in hurt.HurtListEx) { var exBo = battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID); if (exBo != null) targetSet.Add(exBo); } } } } // 技能包顶层的 HurtListEx(如溅射、顶层平摊) if (tagUseSkillAttack.HurtListEx != null) { foreach (var hurtEx in tagUseSkillAttack.HurtListEx) { var exBo = battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID); if (exBo != null) targetSet.Add(exBo); } } } // 确保施法者也被高亮(原逻辑) var highlightList = new List(targetSet) { caster }; var allList = battleField.battleObjMgr.allBattleObjDict.Values.ToList(); // 构造集合便于判断 var targetSetLookup = new HashSet(targetSet); var highlightSet = new HashSet(highlightList); // 先把施法者的 InfoBar 隐藏(原逻辑保留) caster.heroInfoBar.SetActive(false); foreach (BattleObject bo in allList) { bool isHighlight = highlightSet.Contains(bo); bool isTarget = targetSetLookup.Contains(bo); if (isHighlight) { bo.layerMgr.SetFront(); } else { bo.layerMgr.SetBack(); } // 目标(含 HurtListEx)都应显示 InfoBar bo.heroInfoBar.SetActive(isTarget); } battleField.battleRootNode.skillMaskNode.SetActive(true); } protected long suckHp = 0; // 命中目标回调:处理所有被命中的目标(包括主目标、弹射目标、溅射目标) protected virtual void OnHitTargets(int _hitIndex, List hitList) { // 造成伤害前先处理血量刷新包 HandleRefreshHP(); suckHp = 0; // 统计吸血总量(主目标) foreach (var hurt in hitList) { suckHp += hurt.SuckHP; } // 处理主目标列表 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); // 处理该目标的额外目标列表(如弹射伤害的平摊目标) if (hurt.HurtListEx != null && hurt.HurtListEx.Length > 0) { foreach (var hurtEx in hurt.HurtListEx) { BattleObject exTarget = caster.battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID); if (exTarget == null) { Debug.LogError($"额外目标为空 HurtListEx target == null ObjId : {hurtEx.ObjID}"); continue; } OnHitEachTargetEx(_hitIndex, exTarget, hurtEx); } } } // 处理技能包顶层的额外目标列表(如溅射伤害、平摊伤害) if (tagUseSkillAttack.HurtListEx != null && tagUseSkillAttack.HurtListEx.Length > 0) { foreach (var hurtEx in tagUseSkillAttack.HurtListEx) { BattleObject exTarget = caster.battleField.battleObjMgr.GetBattleObject((int)hurtEx.ObjID); if (exTarget == null) { Debug.LogError($"顶层额外目标为空 tagUseSkillAttack.HurtListEx target == null ObjId : {hurtEx.ObjID}"); continue; } OnHitEachTargetEx(_hitIndex, exTarget, hurtEx); } } if (0 == _hitIndex) { bool needhint = false; for (int i = 0; i < hitList.Count; i++) { var hurt = hitList[i]; //8-击晕 if ((hurt.AttackTypes & (int)DamageType.Stunned) == (int)DamageType.Stunned) { needhint = true; break; } for (int j = 0; j < hurt.HurtListEx?.Length; j++) { var hurtex = hurt.HurtListEx[j]; //8-击晕 if ((hurtex.AttackTypes & (int)ServerDamageType.Stunned) == (int)ServerDamageType.Stunned) { needhint = true; break; } } if (needhint) break; } if (needhint) { DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.BattleStun); Hint(caster, hintConfig); } } } // 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) { // ============ 获取临时数据(掉落、死亡等) ============ int objID = (int)target.ObjID; tempDropList.TryGetValue(objID, out BattleDrops battleDrops); tempDeadPackList.TryGetValue(objID, out HB422_tagMCTurnFightObjDead deadPack); // ============ 参数打包 ============ BattleHurtParam hurtParam = BattleUtility.CalcBattleHurtParam(this, _hitIndex, target, hurt, battleDrops, deadPack); #if UNITY_EDITOR PrintHurtParamDebugInfo(hurtParam); #endif // 先调用目标受伤 target.Hurt(hurtParam); // 再调用施法者吸血/反伤 caster.OnHurtTarget(hurtParam); } // 处理额外目标被命中(HurtListEx):溅射、弹射、平摊伤害等 protected virtual void OnHitEachTargetEx(int _hitIndex, BattleObject target, HB427_tagSCUseSkill.tagSCUseSkillHurtEx hurtEx) { // ============ 获取临时数据(掉落、死亡等) ============ int objID = (int)target.ObjID; tempDropList.TryGetValue(objID, out BattleDrops battleDrops); tempDeadPackList.TryGetValue(objID, out HB422_tagMCTurnFightObjDead deadPack); // ============ 参数打包(将 tagSCUseSkillHurtEx 转换为 tagSCUseSkillHurt)============ HB427_tagSCUseSkill.tagSCUseSkillHurt hurt = new HB427_tagSCUseSkill.tagSCUseSkillHurt { ObjID = hurtEx.ObjID, AttackTypes = hurtEx.AttackTypes, HurtHP = hurtEx.HurtHP, HurtHPEx = hurtEx.HurtHPEx, CurHP = hurtEx.CurHP, CurHPEx = hurtEx.CurHPEx, SuckHP = hurtEx.SuckHP, BounceHP = 0, // HurtEx 没有反伤字段 HurtCountEx = 0, HurtListEx = null }; BattleHurtParam hurtParam = BattleUtility.CalcBattleHurtParam(this, _hitIndex, target, hurt, battleDrops, deadPack); #if UNITY_EDITOR PrintHurtParamDebugInfo(hurtParam); #endif // 先调用目标受伤 target.Hurt(hurtParam); // 再调用施法者吸血/反伤 caster.OnHurtTarget(hurtParam); } #if UNITY_EDITOR private void PrintHurtParamDebugInfo(BattleHurtParam hurtParam) { bool isLastHit = hurtParam.hitIndex >= hurtParam.skillConfig.DamageDivide.Length - 1; long currentHitDamage = hurtParam.hurter.damageList != null ? hurtParam.hurter.damageList.Sum() : 0; long currentHitSuckHp = hurtParam.caster.suckHpList != null ? hurtParam.caster.suckHpList.Sum() : 0; long currentHitReflectHp = hurtParam.caster.reflectHpList != null ? hurtParam.caster.reflectHpList.Sum() : 0; long totalDamage = GeneralDefine.GetFactValue(hurtParam.hurt.HurtHP, hurtParam.hurt.HurtHPEx); long totalSuckHp = BattleUtility.GetSuckHp(tagUseSkillAttack); long totalReflectHp = hurtParam.hurt.BounceHP; BattleDebug.LogError( (hurtParam.caster.casterObj.Camp == BattleCamp.Red ? "【红方行动】" : "【蓝方行动】 ") + $"攻击者: {hurtParam.caster.casterObj.teamHero.name} (ObjID:{hurtParam.caster.casterObj.ObjID})\n" + $"目标: {hurtParam.hurter.hurtObj.teamHero.name} (ObjID:{hurtParam.hurter.hurtObj.ObjID})\n" + $"技能: {hurtParam.skillConfig.SkillName} (ID:{hurtParam.skillConfig.SkillID})\n" + $"击数: 第{hurtParam.hitIndex + 1}击 / 共{hurtParam.skillConfig.DamageDivide.Length}击" + (isLastHit ? " [最后一击]" : " [中间击]") + "\n" + $"\n" + $"========== 目标受伤数据 ==========\n" + $"伤害: {currentHitDamage} / 总伤害: {totalDamage}\n" + $"伤害分段: [{string.Join(", ", hurtParam.hurter.damageList ?? new List())}]\n" + $"目标血量: {hurtParam.hurter.fromHp} -> {hurtParam.hurter.toHp} (最大:{hurtParam.hurter.maxHp})\n" + $"目标护盾: {hurtParam.hurter.fromShieldValue} -> {hurtParam.hurter.toShieldValue}\n" + $"攻击类型: {hurtParam.hurt.AttackTypes}\n" + $"\n" + $"========== 施法者数据 ==========\n" + $"吸血: {currentHitSuckHp} / 总吸血: {totalSuckHp}\n" + $"吸血分段: [{string.Join(", ", hurtParam.caster.suckHpList ?? new List())}]\n" + $"反伤: {currentHitReflectHp} / 总反伤: {totalReflectHp}\n" + $"反伤分段: [{string.Join(", ", hurtParam.caster.reflectHpList ?? new List())}]\n" + $"施法者血量: {hurtParam.caster.fromHp} -> {hurtParam.caster.toHp} (最大:{hurtParam.caster.maxHp})\n" + $"施法者护盾: {hurtParam.caster.fromShieldValue} -> {hurtParam.caster.toShieldValue}\n" ); } #endif // 处理HP刷新包(简化逻辑) private void HandleRefreshHP() { // 查找HP刷新包 HB419_tagSCObjHPRefresh refreshPack = BattleUtility.FindObjHPRefreshPack(packList); if (refreshPack != null) { // 分发HP刷新包 PackageRegedit.Distribute(refreshPack); packList.Remove(refreshPack); } } // 处理死亡相关逻辑:分配掉落和经验 protected void HandleDead() { var deadPackList = BattleUtility.FindDeadPack(packList); if (deadPackList.Count <= 0) return; CheckAfterDeadhPack(); // 修复:先收集要删除的包,避免在foreach中修改集合 var dropPacksToRemove = new List(dropPackList); foreach (var _dropPack in dropPacksToRemove) { PackageRegedit.Distribute(_dropPack); packList.Remove(_dropPack); } // 获取并分配掉落物品和经验 var dropPack = PackManager.Instance.GetSinglePack(PackType.DropItem); var itemDict = dropPack.GetAllItems(); List itemList = new List(itemDict.Values.Where(item => item != null && item.isAuction)); var dropAssign = AssignDrops(itemList, deadPackList.Count); var expAssign = AssignExp(expPackList, deadPackList.Count); // 构造BattleDrops并缓存 for (int i = 0; i < deadPackList.Count; i++) { int objID = (int)deadPackList[i].ObjID; BattleObject deadTarget = battleField.battleObjMgr.GetBattleObject(objID); // 修复:添加空值检查 if (deadTarget == null) { Debug.LogError($"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 % Constants.ExpPointValue), ExpPoint = (uint)(assignExp / Constants.ExpPointValue), 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; bool tempRetValue = true; // 检查技能效果是否完成 if (skillEffect != null) { if (!skillEffect.IsFinished()) return false; skillEffect = null; OnSkillFinished(); tempRetValue = 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) { tempRetValue = false; } } if (!tempRetValue) { 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.fromSkill = this; 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 if (!ResolvePackList()) { return; } // } // 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; } 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.fromSkill = this; otherSkillActionList.Add(otherSkillAction); return false; } else if (pack is HB428_tagSCBuffRefresh buffRefresh) { // 从找到第一个HB428开始 找出连续的HB428_tagSCBuffRefresh包 如果找到一个B428后 之后碰到非HB428包就停止 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; } } // 同时刷新所有对象的buff,不分组 foreach (var buff in buffCollections) { BattleObject battleObj = battleField.battleObjMgr.GetBattleObject((int)buff.ObjID); if (battleObj != null) { battleObj.buffMgr.RefreshBuff(buff, true); } } // 清空已处理的buff集合 buffCollections.Clear(); continue; } if (pack is CustomB421ActionPack actionPack) { actionPack.Distribute(); } else { PackageRegedit.Distribute(pack); } } return 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; } }