dd
This commit is contained in:
@@ -126,7 +126,7 @@ ap:施法者攻击
|
||||
mhp:增加最大生命比例
|
||||
hp:增加当前生命比例
|
||||
cd:buff/debuff持续时间
|
||||
buff_cd:buff/debuff触发时间
|
||||
/debuff触发时间
|
||||
|
||||
hited:伤害时间
|
||||
shield:增加护盾占最大生命比例
|
||||
@@ -140,134 +140,134 @@ export const HeroSkillList = [6001,6001,6001,6001,6001,6001]
|
||||
export const SkillSet = {
|
||||
6001:{uuid:6001,name:"凛冬之触",sp_name:"greenball",path:"6001",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"atk",CdType:1,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:3,fname:"max",flash:false,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:0,in:0.8,ap:100,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"},
|
||||
6002:{uuid:6002,name:"烈焰之怒",sp_name:"greenball",path:"6002",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"atk",CdType:1,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:3,fname:"max",flash:false,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:0,in:0.8,ap:100,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人释放火焰弹,造成100%攻击的伤害"},
|
||||
6003:{uuid:6003,name:"奥术冲击",sp_name:"greenball",path:"6003",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"atk",CdType:1,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:3,fname:"max",flash:false,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:0,in:0.8,ap:100,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人释放魔法弹,造成100%攻击的伤害"},
|
||||
6004:{uuid:6004,name:"神圣裁决",sp_name:"greenball",path:"6004",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"atk",CdType:1,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:3,fname:"max",flash:false,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:0,in:0.8,ap:100,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人释放圣光弹,造成100%攻击的伤害"},
|
||||
6005:{uuid:6005,name:"破空斩击",sp_name:"patk",path:"6005",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"atk",CdType:1,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:3,fname:"max",flash:false,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:50,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:0,in:0.8,ap:50,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"攻击前方直线100码内的敌人造成50%伤害"},
|
||||
6006:{uuid:6006,name:"穿心箭矢",sp_name:"arrow",path:"6006",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"atk",CdType:1,AnimType:AnimType.parabolic,RunType:RunType.linear,endType:3,fname:"max",flash:false,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:0,in:0.8,ap:100,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人释放箭矢,造成100%攻击的伤害"},
|
||||
6007:{uuid:6007,name:"铁斧打击",sp_name:"mon_ft",path:"6007",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"atk",CdType:1,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:3,fname:"max",flash:false,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:0,in:0.8,ap:100,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
|
||||
6008:{uuid:6008,name:"木棍打击",sp_name:"mon_ly",path:"6008",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"atk",CdType:1,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:3,fname:"max",flash:false,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:0,in:0.8,ap:100,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出木棍,造成100%攻击的伤害"},
|
||||
6009:{uuid:6009,name:"飞刀打击",sp_name:"mon_xd",path:"6009",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"atk",CdType:1,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:3,fname:"max",flash:false,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:0,in:0.8,ap:100,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"},
|
||||
6010:{uuid:6010,name:"石斧打击",sp_name:"mon_sf",path:"6010",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"atk",CdType:1,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:3,fname:"max",flash:false,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:0,in:0.8,ap:100,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
|
||||
6011:{uuid:6011,name:"烈火呼吸",sp_name:"firequan",path:"6011",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:0.5,
|
||||
debuff:0,in:3,ap:100,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤烈焰攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"},
|
||||
6012:{uuid:6012,name:"大火球" ,sp_name:"fire",path:"6012",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.linear,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:2,depb:20,debtime:2,derate:100,in:1,count:1,def:0,apup:0,ap:300,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:2,in:1,ap:300,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"},
|
||||
6013:{uuid:6013,name:"火墙", sp_name:"firewall",path:"6013",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.fixedEnd,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:10,count:1,def:0,apup:0,ap:50,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:0,in:10,ap:50,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"},
|
||||
6014:{uuid:6014,name:"寒冰箭", sp_name:"arrow_blue",path:"6014",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:1,depb:20,debtime:2,derate:0,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:1,in:1,ap:200,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
|
||||
6015:{uuid:6015,name:"烈焰射击",sp_name:"arrow_yellow",path:"6015",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:3,depb:20,debtime:2,derate:0,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:3,in:1,ap:200,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"},
|
||||
6016:{uuid:6016,name:"龙卷风", sp_name:"bwind",path:"6016",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:8,depb:50,debtime:1,derate:0,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:8,in:1,ap:200,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
||||
6017:{uuid:6017,name:"生命之泉",sp_name:"heath",path:"6017",TargetType:TargetType.Frontline,
|
||||
TargetGroup:2,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max_blue",flash:true,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:5,count:1,def:0,apup:0,ap:100,mhp:0,hp:3,cd:5,buff_cd:1,
|
||||
debuff:0,in:5,ap:100,hp:3,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"5秒持续为全体友方恢复施法者最大生命值15%的生命"},
|
||||
6018:{uuid:6018,name:"神圣护盾",sp_name:"shield",path:"6018",TargetType:TargetType.Frontline,
|
||||
TargetGroup:0,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:0,in:0.8,ap:100,cd:5,
|
||||
hited:0.3,shield:30,speed:720,sonsk:0,hero:0,info:"召唤圣盾保护自己,可以抵御3次攻击"},
|
||||
6019:{uuid:6019,name:"战争咆哮",sp_name:"apup",path:"6019",TargetType:TargetType.Frontline,
|
||||
TargetGroup:2,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max_red",flash:true,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:1,count:1,def:0,apup:20,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:0,in:1,def:0,apup:20,ap:100,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"为全体友方增加施法者攻击力20%的攻击"},
|
||||
6021:{uuid:6021,name:"死亡射击",sp_name:"shoot2",path:"6021",TargetType:2,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.fixedEnd,RunType:RunType.bezier,endType:0,fname:"max_blue",flash:true,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:1,count:1,def:0,apup:0,ap:600,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:0,in:1,ap:600,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"攻击最后方的敌人,造成600%攻击的伤害"},
|
||||
6022:{uuid:6022,name:"寒霜之矛",sp_name:"icez",path:"6022",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:1,depb:50,debtime:2,derate:0,in:1,count:1,def:0,apup:0,ap:300,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:1,in:1,ap:300,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
|
||||
6023:{uuid:6023,name:"冰墙", sp_name:"icet",path:"6023",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:8,depb:50,debtime:1,derate:0,in:1,count:1,def:0,apup:0,ap:400,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:8,in:1,ap:400,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
||||
6024:{uuid:6024,name:"旋风斩", sp_name:"fwind",path:"6024",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.fixedStart,RunType:RunType.bezier,endType:1,fname:"max_red",flash:false,with:50,
|
||||
debuff:8,depb:50,debtime:1,derate:0,in:2,count:1,def:0,apup:0,ap:80,mhp:0,hp:0,cd:5,buff_cd:0.5,
|
||||
debuff:8,in:2,ap:80,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"旋转武器对周围的敌人造成80%攻击,2秒内旋转4次"},
|
||||
6025:{uuid:6025,name:"火焰漩涡",sp_name:"fireball",path:"6025",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:8,depb:50,debtime:1,derate:0,in:3,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:8,in:3,ap:500,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤一个能量球射向前方敌人,对遇到的第一个敌人造成500%攻击的伤害,并击退"},
|
||||
6026:{uuid:6026,name:"潮汐", sp_name:"watert",path:"6026",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:8,depb:50,debtime:2,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:8,in:3,ap:100,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"},
|
||||
6027:{uuid:6027,name:"国王霸气",sp_name:"kingba",path:"6027",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.fixedStart,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:8,depb:100,debtime:2,derate:0,in:3,count:1,def:0,apup:2,ap:400,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:8,in:3,ap:400,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"释放霸气攻击周围敌人,造成400%伤害,并100%几率击退敌人"},
|
||||
6028:{uuid:6028,name:"自然庇佑",sp_name:"heath2",path:"6028",TargetType:TargetType.Frontline,
|
||||
TargetGroup:2,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max_blue",flash:true,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:2,count:1,def:0,apup:0,ap:100,mhp:0,hp:10,cd:5,buff_cd:1,
|
||||
debuff:0,in:2,ap:100,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"为全体友方恢复施法者最大生命值10%的生命,和抵御1次攻击的护盾"},
|
||||
6029:{uuid:6029,name:"陨石术", sp_name:"fireys",path:"6029",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.fixedEnd,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:8,depb:50,debtime:2,derate:0,in:3,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:8,in:3,ap:500,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"},
|
||||
6030:{uuid:6030,name:"闪电呼吸",sp_name:"dianquan",path:"6030",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:0.5,
|
||||
debuff:0,in:3,ap:100,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤闪电攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"},
|
||||
6031:{uuid:6031,name:"召唤仆从",sp_name:"zhaohuan",path:"6031",TargetType:TargetType.Frontline,
|
||||
TargetGroup:0,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max_blue",flash:true,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:2,count:1,def:20,apup:0,ap:70,mhp:0,hp:70,cd:5,buff_cd:1,
|
||||
debuff:0,in:2,ap:70,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:5211,info:"召唤一个与施法者等级相同的骷髅战士为我方而战"},
|
||||
6032:{uuid:6032,name:"自愈", sp_name:"heath_small",path:"6032",TargetType:TargetType.Frontline,
|
||||
TargetGroup:0,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:0,depb:0,debtime:0,derate:0,in:2,count:1,def:0,apup:0,ap:100,mhp:0,hp:5,cd:5,buff_cd:1,
|
||||
debuff:0,in:2,ap:100,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"主动:自己回复自身5%最大生命值的生命"},
|
||||
6033:{uuid:6033,name:"震地裂击",sp_name:"cuida",path:"6033",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:4,depb:100,debtime:1,derate:20,in:1,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:4,in:1,ap:500,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:6035,hero:0,info:"捶爆前方目标,造成300%攻击的伤害,震慑敌人,本局内全部敌方降低对方10%攻击力"},
|
||||
6034:{uuid:6034,name:"风暴之矢",sp_name:"bingyu",path:"6034",TargetType:TargetType.Frontline,
|
||||
TargetGroup:3,act:"max",CdType:2,AnimType:AnimType.parabolic,RunType:RunType.bezier,endType:1,fname:"max",flash:false,with:50,
|
||||
debuff:4,depb:100,debtime:1,derate:20,in:1,count:1,def:0,apup:0,ap:80,mhp:0,hp:0,cd:5,buff_cd:1,
|
||||
debuff:4,in:1,ap:80,cd:5,
|
||||
hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"射出能量暴风箭攻击最前方范围敌人,每波造成80%攻击的伤害"}
|
||||
};
|
||||
@@ -183,7 +183,7 @@ export class FightConComp extends Component {
|
||||
if(targets.length==0){
|
||||
target_pos=this.aoe_target_pos
|
||||
}else{
|
||||
target_pos= new Vec3(targets[0].get(HeroViewComp).node.position.x,targets[0].get(HeroViewComp).node.position.y,0)
|
||||
target_pos= new Vec3(targets[0].get(HeroViewComp).node.position.x,0,0)
|
||||
}
|
||||
|
||||
skill.load(
|
||||
|
||||
@@ -41,6 +41,8 @@ export class SkillCom extends CCComp {
|
||||
distance_y:number=0;
|
||||
ap:number=0;
|
||||
FIGHTCON:FightConComp=null;
|
||||
hited_time:number=0;
|
||||
hit_count:number=0;
|
||||
private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向
|
||||
|
||||
protected onLoad(): void {
|
||||
@@ -88,14 +90,14 @@ export class SkillCom extends CCComp {
|
||||
if(this.node.getComponent(Animation)){
|
||||
let anim = this.node.getComponent(Animation);
|
||||
console.log("has anim",anim)
|
||||
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
|
||||
anim.on(Animation.EventType.FINISHED, this.onAnimationFinishedToDestroy, this);
|
||||
}
|
||||
if(this.node.getChildByName('anm')){
|
||||
if(this.node.getChildByName('anm').getComponent('sp.Skeleton')){
|
||||
var spine = this.node.getChildByName('anm').getComponent('sp.Skeleton') as sp.Skeleton;
|
||||
console.log("has spine",spine)
|
||||
spine.setCompleteListener((trackEntry) => {
|
||||
this.onAnimationFinished()
|
||||
this.onAnimationFinishedToDestroy()
|
||||
console.log("[track %s][animation %s] complete: %s", trackEntry.trackIndex);
|
||||
});
|
||||
}
|
||||
@@ -103,47 +105,13 @@ export class SkillCom extends CCComp {
|
||||
break;
|
||||
}
|
||||
|
||||
// let dir_x = this.targetPos.x > this.node.position.x ? 1 : -1
|
||||
// this.node.scale = v3(dir_x,1,1)
|
||||
// 根据目标位置设置节点朝向
|
||||
// if ( this.targetPos) {
|
||||
// // 计算朝向
|
||||
// let direction = this.targetPos.x > this.node.position.x ? 1 : -1;
|
||||
// // 设置节点缩放来改变朝向
|
||||
// this.node.scale = v3(direction * Math.abs(this.scale), this.scale, 1);
|
||||
// }
|
||||
// let dir_y = ( this.targetPos.y+BoxSet.ATK_Y) > this.node.position.y ? 1 : -1
|
||||
// if( this.targetPos.y+BoxSet.ATK_Y==this.node.position.y){
|
||||
// dir_y=0
|
||||
// }
|
||||
// // 计算这一帧的移动距离
|
||||
// this.distance_x = SkillSet[this.s_uuid].speed*dir_x;
|
||||
// this.distance_y = this.distance_x*Math.abs(this.targetPos.y-this.node.position.y)/Math.abs(this.targetPos.x-this.node.position.x)*dir_y;
|
||||
// this.startMovement();
|
||||
|
||||
// // 计算目标角度
|
||||
// if (this.targetPos) {
|
||||
// const currentPos = this.node.position;
|
||||
|
||||
// // 计算角度(弧度)
|
||||
// const dx = this.targetPos.x - currentPos.x;
|
||||
// const dy = (this.targetPos.y + BoxSet.ATK_Y) - currentPos.y;
|
||||
// const angle = Math.atan2(dy, dx);
|
||||
|
||||
// // 将弧度转换为角度并设置节点旋转
|
||||
// this.angle = angle * 180 / Math.PI;
|
||||
// this.node.angle = this.angle; // 移除负号,修正角度方向
|
||||
// }
|
||||
|
||||
// // 计算速度分量
|
||||
// const radians = this.angle * Math.PI / 180; // 移除负号,使用正确的角度
|
||||
// this.distance_x = this.speed * Math.cos(radians);
|
||||
// this.distance_y = this.speed * Math.sin(radians);
|
||||
|
||||
// this.startMovement();
|
||||
// console.log("skill start",this.node.parent)
|
||||
}
|
||||
onAnimationFinishedToDestroy(){
|
||||
this.is_destroy=true
|
||||
}
|
||||
onAnimationFinished(){
|
||||
this.hit_count++
|
||||
let remainingDamage = this.ap;
|
||||
remainingDamage=remainingDamage*(100-this.FIGHTCON.enemy_buff.DEF+this.FIGHTCON.enemy_debuff.BURN)/100
|
||||
let enemys=ecs.query(ecs.allOf(MonModelComp))
|
||||
@@ -156,7 +124,6 @@ export class SkillCom extends CCComp {
|
||||
}
|
||||
});
|
||||
|
||||
this.is_destroy=true
|
||||
}
|
||||
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
|
||||
// console.log(this.scale+"碰撞开始 ",seCol,oCol);
|
||||
@@ -194,42 +161,6 @@ export class SkillCom extends CCComp {
|
||||
}
|
||||
}
|
||||
|
||||
private startBezierMove() {
|
||||
|
||||
// let s_pos = v3(this.startPos.x,this.startPos.y)
|
||||
// let c_pos = v3((this.targetPos.x+this.startPos.x)/2,this.startPos.y+150)
|
||||
// let e_pos = v3(this.targetPos.x,this.targetPos.y)
|
||||
// let time =Math.abs(Math.abs(this.targetPos.x-this.startPos.x)/this.speed)
|
||||
|
||||
// // console.log("开始贝塞尔运动=>time:"+time,"s_pos:"+s_pos,"c_pos:"+c_pos,"e_pos:"+e_pos)
|
||||
// SkillCom.bezierTo(this.node,time,s_pos,c_pos,e_pos,{
|
||||
// onComplete: (target?: object) => {
|
||||
// this.is_destroy=true
|
||||
// },
|
||||
// }).start();
|
||||
}
|
||||
|
||||
|
||||
public static bezierTo(target: any, duration: number, c1: Vec3, c2: Vec3, to: Vec3, opts: any) {
|
||||
opts = opts || Object.create(null);
|
||||
/*
|
||||
* @desc 二阶贝塞尔
|
||||
* @param {number} t 当前百分比
|
||||
* @param {} p1 起点坐标
|
||||
* @param {} cp 控制点
|
||||
* @param {} p2 终点坐标
|
||||
* @returns {any}
|
||||
*/
|
||||
let twoBezier = (t:number, p1: Vec3, cp: Vec3, p2: Vec3) => {
|
||||
let x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
|
||||
let y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
|
||||
return v3(x, y, 0);
|
||||
};
|
||||
opts.onUpdate = (arg: Vec3, ratio: number) => {
|
||||
target.position = twoBezier(ratio, c1, c2, to);
|
||||
};
|
||||
return tween(target).to(duration, {}, opts);
|
||||
}
|
||||
|
||||
to_console(value:any,value2:any=null,value3:any=null){
|
||||
console.log("["+this.s_name+this.s_uuid+"]:",value,value2,value3)
|
||||
@@ -238,8 +169,12 @@ export class SkillCom extends CCComp {
|
||||
update(deltaTime: number) {
|
||||
if(smc.mission.pause) return;
|
||||
if (!this.node || !this.node.isValid) return;
|
||||
|
||||
if(this.animType == AnimType.linear) this.startLinearMove(deltaTime);
|
||||
this.hited_time+=deltaTime
|
||||
if(this.hited_time>SkillSet[this.s_uuid].hited&&this.animType==AnimType.fixedEnd&&this.hit_count==0){
|
||||
this.hited_time=0
|
||||
this.onAnimationFinished()
|
||||
}
|
||||
// if(this.animType == AnimType.linear) this.startLinearMove(deltaTime);
|
||||
this.toDestroy();
|
||||
}
|
||||
toDestroy() {
|
||||
|
||||
Reference in New Issue
Block a user