refactor(英雄技能): 重构天赋触发逻辑和技能施放系统
- 将HeroAttrsComp中的isDSill和isWFuny改为talTrigger结构体 - 移除TalComp中不再使用的checkTriggers和checkIsTrigger方法 - 优化SACastSystem中的技能施放逻辑,分离天赋处理代码块 - 为Skill.load方法添加damage参数 - 重命名executeCast返回变量为castSucess以提高可读性
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@@ -6,7 +6,7 @@ import { HeroSkillsComp } from "./HeroSkills";
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import { talConf, TalAttrs } from "../common/config/TalSet";
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interface talTrigger{
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isTrigger:boolean
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value:boolean
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count:number
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}
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@ecs.register('HeroAttrs')
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@@ -36,8 +36,8 @@ export class HeroAttrsComp extends ecs.Comp {
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Attrs: any = []; // 最终属性数组(经过Buff计算后)
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NeAttrs: any = []; // 负面状态数组
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//=====================天赋触发标签=====================
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isDSill:number
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isWFuny:number
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tal_DSill:talTrigger={value:false,count:0}
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tal_WFuny:talTrigger={value:false,count:0}
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/** 天赋buff数组 - 触发过期,数量可叠加 */
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BUFFS_TAL: Record<number, Array<{tal:number,value: number, BType: BType,count:number}>> = {};
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@@ -77,13 +77,13 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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if (!this.checkCastConditions(skills, heroAttrs, skill.s_uuid)) return false
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// 4. 执行施法
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const ok = this.executeCast(e, skill.s_uuid, heroView,hset);
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const castSucess = this.executeCast(e, skill.s_uuid, heroView,hset);
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// 5. 扣除资源和重置CD
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if (ok) {
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if (castSucess) {
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heroAttrs.mp -= skill.cost;
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skills.resetCD(skill.s_uuid);
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}
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return ok;
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return castSucess;
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}
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public manualCast(e: ecs.Entity, s_uuid: number): boolean {
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if (!e) return false
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@@ -134,8 +134,8 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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*/
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private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp,hset:HSSet): boolean {
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const heroAttrs=casterEntity.get(HeroAttrsComp)
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let isDSill=heroAttrs.isDSill > 0
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let isWFuny=heroAttrs.isWFuny > 0
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let isDSill=heroAttrs.tal_DSill.count > 0
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let isWFuny=heroAttrs.tal_WFuny.count > 0
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const config = SkillSet[s_uuid];
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if (!config) {
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console.error("[SACastSystem] 技能配置不存在:", s_uuid);
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@@ -144,14 +144,14 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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// 1. 播放施法动画
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heroView.playSkillEffect(s_uuid);
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/**********************天赋处理*************************************************************************/
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// 2. 更新攻击类型的天赋触发值
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if(casterEntity.has(TalComp)){
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const talComp = casterEntity.get(TalComp);
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if (hset === HSSet.atk) talComp.updateCur(TriType.ATK);
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if (hset != HSSet.atk) talComp.updateCur(TriType.SKILL);
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}
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/**********************天赋处理*************************************************************************/
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// 获取目标位置
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let targets = this.sTargets(heroView, s_uuid);
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if (targets.length === 0) {
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@@ -161,28 +161,29 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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// 2. 延迟创建技能实体(等待动画)
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const delay = 0.3
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heroView.scheduleOnce(() => {
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//风怒wfuny 只针对 普通攻击起效
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if (hset === HSSet.atk&&isWFuny){
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this.createSkill(s_uuid, heroView,targets,isWFuny);
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heroAttrs.isWFuny --
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}else{
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this.createSkill(s_uuid, heroView,targets,false);
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}
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this.createSkill(s_uuid, heroView,targets);
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}, delay);
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if(isDSill){
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//风怒wfuny 只针对 普通攻击起效
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if (hset === HSSet.atk&&isWFuny){
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heroView.playSkillEffect(s_uuid);
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//需要再添加 风怒动画
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this.createSkill(s_uuid, heroView,targets);
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heroAttrs.tal_WFuny.count --
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}
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// 双技能 只针对 技能起效
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if(hset === HSSet.skill&&isDSill){
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targets = this.sTargets(heroView, s_uuid);
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if (targets.length === 0) {
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console.warn("[SACastSystem] 没有找到有效目标");
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return false;
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}
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heroAttrs.isDSill --
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heroView.playSkillEffect(s_uuid);
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//需要再添加 双技能动画
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets,isWFuny);
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isWFuny=false
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this.createSkill(s_uuid, heroView,targets);
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}, delay);
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heroAttrs.tal_DSill.count --
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}
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@@ -193,7 +194,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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/**
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* 创建技能实体
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*/
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private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],isWFuny:boolean=false) {
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private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],damage:number=0) {
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// 检查节点有效性
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if (!caster.node || !caster.node.isValid) {
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console.warn("[SACastSystem] 施法者节点无效");
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@@ -218,7 +219,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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const targetPos = targets[0]; // 使用第一个目标位置
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// console.log(`[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`);
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// 加载技能实体(包括预制体、组件初始化等)
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skill.load(startPos, parent, s_uuid, targetPos, caster);
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skill.load(startPos, parent, s_uuid, targetPos, caster,damage);
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}
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@@ -96,39 +96,6 @@ export class TalComp extends ecs.Comp {
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checkTal() {
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return Object.keys(this.Tals).length > 0;
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}
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/**
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* 检查并触发指定类型的天赋
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* @param triType 要检查的天赋触发类型
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* @returns 触发的天赋对象集合,若没有触发则返回false
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*
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* 检查逻辑:
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* 1. 遍历所有同类型天赋
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* 2. 检查累积值是否达到触发条件
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* 3. 触发后重置累积值
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* 4. 收集并返回所有触发的天赋
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*/
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checkTriggers(effet: TalEffet) {
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// 存储所有触发的天赋
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let Triggers: Record<string, TalSlot> = {};
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// 遍历所有天赋
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for (let uuid in this.Tals) {
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const talent = this.Tals[uuid];
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// 匹配天赋类型
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if (talent.effet == effet) {
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// 修复触发条件逻辑:累积值达到或超过触发阈值时触发
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// 原逻辑中 `talent.Trigger-talent.Trigger` 总是为0,导致任何累积值都能触发
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if (talent.cur >= (talent.Trigger - talent.Trigger_add)) { // 修复触发条件,累积值达到或超过触发阈值时触发
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console.log(`[TalComp]天赋触发,天赋ID:${uuid}`);
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// 重置累积值
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talent.cur = 0;
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// 添加到触发列表
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Triggers[uuid] = talent;
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}
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}
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}
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// 判断是否有天赋被触发
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return Triggers;
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}
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getTriggers() {
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// 存储所有触发的天赋
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let Triggers: Record<string, TalSlot> = {};
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@@ -146,19 +113,7 @@ export class TalComp extends ecs.Comp {
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// 判断是否有天赋被触发
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return Triggers;
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}
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checkIsTrigger() {
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let res = {
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isDSill:false,
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isWFuny:false,
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}
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for(let uuid in this.Tals){
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let trigger=this.Tals[uuid]
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if(trigger.effet==TalEffet.WFUNY) res.isWFuny=true
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if(trigger.effet==TalEffet.D_SKILL) res.isDSill=true
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}
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return res
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}
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/**
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* 更新天赋的效果数值
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* @param talUuid 天赋ID
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@@ -29,7 +29,7 @@ export class Skill extends ecs.Entity {
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this.addComponents<SMoveDataComp>(SMoveDataComp);
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}
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load(startPos: Vec3, parent: Node, s_uuid: number, targetPos: Vec3,
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caster:HeroViewComp) {
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caster:HeroViewComp,damage:number=0) {
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const config = SkillSet[s_uuid];
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if (!config) {
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