去掉skillcom处理 buff skill只负责动画运行和碰撞伤害
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@@ -32,7 +32,7 @@ export class HeroConComp extends CCComp {
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[BuffAttr.PUNCTURE_DMG, 'handlePunctureDmgBuff'],
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[BuffAttr.FROST_RATIO, 'handleFrostBuff'],
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[BuffAttr.KNOCKBACK, 'handleKnockbackBuff'],
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[BuffAttr.STUN_RATTO, 'handleStunBuff'],
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[BuffAttr.STUN_RATIO, 'handleStunBuff'],
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[BuffAttr.REFLECT, 'handleReflectBuff'],
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[BuffAttr.LIFESTEAL, 'handleLifestealBuff']
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]);
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@@ -116,22 +116,22 @@ export class HeroConComp extends CCComp {
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}
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// Buff处理方法
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private handleAPBuff(value: number): void { this.heroView.change_ap(value, true); }
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private handleATKBuff(value: number): void { this.heroView.change_ap(value, false); }
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private handleSpeedBuff(value: number): void { this.heroView.add_speed(value); }
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private handleDefBuff(value: number): void { this.heroView.change_def(value); }
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private handleHPBuff(value: number): void { this.heroView.change_hp_max(value, false); }
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private handleHPMaxBuff(value: number): void { this.heroView.change_hp_max(value, true); }
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private handleCritBuff(value: number): void { this.heroView.change_crit(value); }
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private handleCritDmgBuff(value: number): void { this.heroView.change_crit_d(value); }
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private handleDodgeBuff(value: number): void { this.heroView.change_dodge(value); }
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private handlePunctureBuff(value: number): void { this.heroView.change_puncture(value); }
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private handlePunctureDmgBuff(value: number): void { this.heroView.change_puncture_damage(value); }
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private handleFrostBuff(value: number): void { this.heroView.change_frost_ratto(value); }
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private handleKnockbackBuff(value: number): void { this.heroView.change_knockback(value); }
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private handleStunBuff(value: number): void { this.heroView.change_stun_ratto(value); }
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private handleReflectBuff(value: number): void { this.heroView.change_reflect(value); }
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private handleLifestealBuff(value: number): void { this.heroView.change_lifesteal(value); }
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private handleAPBuff(value: number): void { this.heroView.apply_buff(BuffAttr.AP, value); }
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private handleATKBuff(value: number): void { this.heroView.apply_buff(BuffAttr.ATK, value); }
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private handleSpeedBuff(value: number): void { this.heroView.apply_buff(BuffAttr.ATK_CD, value); }
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private handleDefBuff(value: number): void { this.heroView.apply_buff(BuffAttr.DEF, value); }
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private handleHPBuff(value: number): void { this.heroView.apply_buff(BuffAttr.HP, value); }
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private handleHPMaxBuff(value: number): void { this.heroView.apply_buff(BuffAttr.HP_MAX, value); }
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private handleCritBuff(value: number): void { this.heroView.apply_buff(BuffAttr.CRITICAL, value); }
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private handleCritDmgBuff(value: number): void { this.heroView.apply_buff(BuffAttr.CRITICAL_DMG, value); }
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private handleDodgeBuff(value: number): void { this.heroView.apply_buff(BuffAttr.DODGE, value); }
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private handlePunctureBuff(value: number): void { this.heroView.apply_buff(BuffAttr.PUNCTURE, value); }
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private handlePunctureDmgBuff(value: number): void { this.heroView.apply_buff(BuffAttr.PUNCTURE_DMG, value); }
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private handleFrostBuff(value: number): void { this.heroView.apply_buff(BuffAttr.FROST_RATIO, value); }
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private handleKnockbackBuff(value: number): void { this.heroView.apply_buff(BuffAttr.KNOCKBACK, value); }
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private handleStunBuff(value: number): void { this.heroView.apply_buff(BuffAttr.STUN_RATIO, value); }
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private handleReflectBuff(value: number): void { this.heroView.apply_buff(BuffAttr.REFLECT, value); }
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private handleLifestealBuff(value: number): void { this.heroView.apply_buff(BuffAttr.LIFESTEAL, value); }
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/** 组件重置 */
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reset(): void {
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this.node.destroy();
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