diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts index f188d1f9..aedf3757 100644 --- a/assets/script/game/hero/HeroViewComp.ts +++ b/assets/script/game/hero/HeroViewComp.ts @@ -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(){