refactor(HeroViewComp): Simplify attack logic and clean up imports

- Updated the do_atked method to directly handle damage and crit status.
- Removed unused imports to streamline the codebase.
This commit is contained in:
2025-10-30 10:57:43 +08:00
parent e3bdc4b238
commit 29e8b7e8e7

View File

@@ -4,18 +4,13 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
import { HeroSpine } from "./HeroSpine";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { smc } from "../common/SingletonModuleComp";
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
import { SkillSet,BuffConf,} from "../common/config/SkillSet";
import { SkillSet,} from "../common/config/SkillSet";
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { FightSet, TooltipTypes } from "../common/config/Mission";
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
import { AttrSet, HeroInfo, HeroUpSet } from "../common/config/heroSet";
import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
import { TalComp } from "./TalComp";
import { TooltipTypes } from "../common/config/Mission";
import { Attrs, } from "../common/config/HeroAttrs";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { EBusComp } from "./EBusComp";
import { HeroAtkSystem } from "./HeroAtk";
import { Tooltip } from "../skill/Tooltip";
import { timedCom } from "../skill/timedCom";
@@ -291,20 +286,12 @@ export class HeroViewComp extends CCComp {
}
do_atked(remainingDamage:number,CAttrs:any,s_uuid:number){
// 使用战斗系统处理攻击逻辑
if (!battleSystem) {
console.error("[HeroViewComp] HeroBattleSystem 未找到");
return;
}
const damage = battleSystem.doAttack(this.ent, remainingDamage, CAttrs, s_uuid);
do_atked(damage:number,isCrit:boolean,s_uuid:number){
if (damage <= 0) return;
// 视图层表现
let SConf=SkillSet[s_uuid]
this.back()
this.showDamage(damage, false, SConf.AtkedName); // 暴击状态由战斗系统内部处理
this.showDamage(damage, isCrit, SConf.AtkedName); // 暴击状态由战斗系统内部处理
}
//后退
back(){