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