refactor(skillSet): 基本功完成 新buff系统 优化DBuff与Attrs映射及转换逻辑

- 规范化DBuff的枚举命名,修正属性对应关系
- 统一DBuff与Attrs的双向映射,通过TransformBuffs函数处理转换
- 移除旧的getAttrFieldFromDebuff方法,改用更灵活的映射数组
- 更新Attrs枚举,增加被易伤、防护盾等新属性
- 重新调整AttrsType映射,保证属性类型一致性

refactor(hero): 重构Hero和Monster初始化属性及buff系统

- Hero初始化时完善基础属性赋值,新增基础移动速度与攻击距离
- Hero使用initAttrs替代initBuffsDebuffs,重构buff/debuff初始化流程
- Monster初始化简化,统一按Hero写法初始化基础属性和Attrs
- 实现buff/debuff属性智能覆盖与叠加时长的改进逻辑
- 属性计算改用统一逻辑,支持数值型和百分比型准确计算
- 增加属性值范围限制,确保部分属性在合理区间内

refactor(heroViewComp): 优化buff/debuff管理及状态判断

- 统一buff和debuff的持久与临时管理字典及更新方法
- 优化临时buff/debuff的更新时间处理,自动触发属性重新计算
- 提供isStun和isFrost接口简化眩晕、冰冻状态判断
- 规范注释及代码格式,提升可读性和维护性

refactor(skillConComp): 优化眩晕与冰冻状态判断逻辑

- 移除遍历判断,改用HeroViewComp的isStun和isFrost方法
- 简化技能冷却更新逻辑,提升性能

chore(heroSet): 添加AttrSet枚举定义属性最大值限制

docs(rogueConfig): 更新说明文档中的属性枚举定义说明

- 将属性增强枚举由BuffAttr修改为Attrs,以保持一致性
This commit is contained in:
2025-10-17 22:02:23 +08:00
parent 94f83482fa
commit 2cdb25ac58
9 changed files with 280 additions and 276 deletions

View File

@@ -5,36 +5,36 @@ 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 { Attrs, DBuff, SkillSet, BType, BuffConf, DbuffConf, getAttrFieldFromDebuff } from "../common/config/SkillSet";
import { Attrs, DBuff, SkillSet, BType, BuffConf, DbuffConf, TransformBuffs, AttrsType } from "../common/config/SkillSet";
import { BuffComp } from "./BuffComp";
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 { HeroInfo, HeroUpSet } from "../common/config/heroSet";
import { AttrSet, HeroInfo, HeroUpSet } from "../common/config/heroSet";
const { ccclass, property } = _decorator;
/**
* ==================== BUFF 系统使用说明 ====================
*
* 1. 系统架构<EFBFBD><EFBFBD>?
* - BUFF_V/BUFFS_V: 数值型 buff<EFBFBD><EFBFBD>?临时<E4B8B4><E697B6>?
* - BUFF_R/BUFFS_R: 百分比型 buff<EFBFBD><EFBFBD>?临时<E4B8B4><E697B6>?
* - DBUFF_V/DBUFFS_V: 数值型 debuff<EFBFBD><EFBFBD>?临时<E4B8B4><E697B6>?
* - DBUFF_R/DBUFFS_R: 百分比型 debuff<EFBFBD><EFBFBD>?临时<E4B8B4><E697B6>?
* 1. 系统架构
* - BUFF_V/BUFFS_V: 数值型 buff临时
* - BUFF_R/BUFFS_R: 百分比型 buff临时
* - DBUFF_V/DBUFFS_V: 数值型 debuff临时
* - DBUFF_R/DBUFFS_R: 百分比型 debuff临时
*
* 2. 智能覆盖规则<EFBFBD><EFBFBD>?
* 2. 智能覆盖规则
* - 值更小:不添加(弱效果不覆盖强效果)
* - 值相同且临时:叠加时<EFBFBD><EFBFBD>?
* - 值更大:更新为新值(临时则更新值和时间<EFBFBD><EFBFBD>?
* - 值相同且临时:叠加时
* - 值更大:更新为新值(临时则更新值和时间
*
* 3. 性能优化<EFBFBD><EFBFBD>?
* - 增量计算:添<EFBFBD><EFBFBD>?删除时只重算受影响的属<EFBFBD>?
* - 批量计算initBuffsDebuffs() 中使<EFBFBD><EFBFBD>?recalculateAttrs() 一次性计算所<EFBFBD><EFBFBD>?
* 3. 性能优化
* - 增量计算:添删除时只重算受影响的属
* - 批量计算initBuffsDebuffs() 中使recalculateAttrs() 一次性计算所
*/
/** 角色显示组件 */
@ccclass('HeroViewComp') // 定义<EFBFBD><EFBFBD>?Cocos Creator 组件
@ecs.register('HeroView', false) // 定义<EFBFBD><EFBFBD>?ECS 组件
@ccclass('HeroViewComp') // 定义Cocos Creator 组件
@ecs.register('HeroView', false) // 定义ECS 组件
export class HeroViewComp extends CCComp {
BUFFCOMP:BuffComp=null!
as: HeroSpine = null!
@@ -43,7 +43,7 @@ export class HeroViewComp extends CCComp {
hero_name : string = "hero";
lv:number =1;
scale: number = 1; /** 角色阵营 1hero -1 :mon */
type: number = 0; /**角色类型 0近战-需要贴<EFBFBD><EFBFBD>?1远程-保持距离 2辅助 */
type: number = 0; /**角色类型 0近战-需要贴1远程-保持距离 2辅助 */
fac:number=0; //阵营 0hero 1monster
box_group:number = BoxSet.HERO;
is_dead:boolean = false; //是否摧毁
@@ -58,27 +58,27 @@ export class HeroViewComp extends CCComp {
is_kalami:boolean =false;
mp: number = 100;
hp: number = 100; /** 血<EFBFBD><EFBFBD>?*/
shield:number=0; //当前护甲<EFBFBD><EFBFBD>?
/** 基础属<EFBFBD>?有初始值的基础属<EFBFBD>?后续Attrs 属性计算时用到*/
base_ap: number = 0; //基础攻击<EFBFBD><EFBFBD>?
hp: number = 100; /** 血*/
shield:number=0; //当前护甲
/** 基础属有初始值的基础属后续Attrs 属性计算时用到*/
base_ap: number = 0; //基础攻击
base_map: number = 0;
base_def: number = 5;
base_hp: number = 100;
base_mp: number = 100;
base_speed: number = 100; /** 角色移动速度 */
base_dis: number = 100;
Attrs:any=[]
// Buff/Debuff 字典结构,通过属性索引直接访<EFBFBD><EFBFBD>?
// Buff/Debuff 字典结构,通过属性索引直接访
// 结构: { [attrIndex: number]: { value: number, remainTime?: number } }
DBUFF_V: Record<number, {value: number}> = {} // 持久型数<EFBFBD><EFBFBD>?debuff
DBUFF_V: Record<number, {value: number}> = {} // 持久型数debuff
DBUFF_R: Record<number, {value: number}> = {} // 持久型百分比 debuff
BUFF_V: Record<number, {value: number}> = {} // 持久型数<EFBFBD><EFBFBD>?buff
BUFF_V: Record<number, {value: number}> = {} // 持久型数buff
BUFF_R: Record<number, {value: number}> = {} // 持久型百分比 buff
DBUFFS_V: Record<number, {value: number, remainTime: number}> = {} // 临时型数<EFBFBD><EFBFBD>?debuff
DBUFFS_V: Record<number, {value: number, remainTime: number}> = {} // 临时型数debuff
DBUFFS_R: Record<number, {value: number, remainTime: number}> = {} // 临时型百分比 debuff
BUFFS_V: Record<number, {value: number, remainTime: number}> = {} // 临时型数<EFBFBD><EFBFBD>?buff
BUFFS_V: Record<number, {value: number, remainTime: number}> = {} // 临时型数buff
BUFFS_R: Record<number, {value: number, remainTime: number}> = {} // 临时型百分比 buff
atk_count: number = 0;
@@ -102,7 +102,7 @@ export class HeroViewComp extends CCComp {
this.on(GameEvent.FightEnd,this.do_fight_end,this)
const collider = this.node.getComponent(BoxCollider2D);
this.scheduleOnce(()=>{
if (collider) collider.enabled = true; // 先禁<EFBFBD><EFBFBD>?
if (collider) collider.enabled = true; // 先禁
},1)
// let anm = this.node.getChildByName("anm")
// anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
@@ -118,17 +118,17 @@ export class HeroViewComp extends CCComp {
if(this.is_boss){
this.node.getChildByName("top").position=v3(this.node.position.x,this.node.position.y+100,0)
}
/* 显示角色血<EFBFBD><EFBFBD>?*/
/* 显示角色血*/
this.node.getChildByName("top").getChildByName("hp").active = true;
this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
}
// ==================== BUFF系统初始<EFBFBD><EFBFBD>?====================
// ==================== BUFF系统初始====================
/**
* 初始化角色的 buff <EFBFBD><EFBFBD>?debuff
* <EFBFBD><EFBFBD>?HeroInfo 读取初始配置,建立属性系<EFBFBD><EFBFBD>?
* 初始化角色的 buff debuff
* HeroInfo 读取初始配置,建立属性系
*/
initBuffsDebuffs() {
initAttrs() {
// 清空现有 buff/debuff
this.BUFF_V = {};
this.BUFFS_V = {};
@@ -143,19 +143,28 @@ export class HeroViewComp extends CCComp {
if (!heroInfo) return;
// 1. 重置为基础<EFBFBD><EFBFBD>?
// 1. 重置为基础
this.Attrs[Attrs.HP_MAX] = this.base_hp;
this.Attrs[Attrs.MP_MAX] = this.base_mp;
this.Attrs[Attrs.DEF] = this.base_def;
this.Attrs[Attrs.AP] = this.base_ap;
this.Attrs[Attrs.MAP] = this.base_map;
this.Attrs[Attrs.SPEED] = this.base_speed;
this.Attrs[Attrs.SHIELD_MAX] = 0; // 护盾默认<E9BB98><E8AEA4>?0
this.Attrs[Attrs.DIS] = this.base_dis;
// 2. 初始化其他属性(无初始值的<EFBFBD><EFBFBD>?
// 2. 初始化其他属性(无初始值的
for (const attrKey in this.Attrs) {
const attrIndex = parseInt(attrKey);
if(attrIndex !== Attrs.HP_MAX && attrIndex !== Attrs.MP_MAX && attrIndex !== Attrs.DEF && attrIndex !== Attrs.AP && attrIndex !== Attrs.MAP && attrIndex !== Attrs.SPEED) {
if(
attrIndex !== Attrs.HP_MAX &&
attrIndex !== Attrs.MP_MAX&&
attrIndex !== Attrs.DEF &&
attrIndex !== Attrs.AP &&
attrIndex !== Attrs.MAP &&
attrIndex !== Attrs.SPEED &&
attrIndex !== Attrs.DIS
) {
this.Attrs[attrIndex] = 0;
}
}
@@ -165,7 +174,6 @@ export class HeroViewComp extends CCComp {
this.addBuff(buffConf);
}
}
// 加载初始 debuff
if (heroInfo.debuff && heroInfo.debuff.length > 0) {
for (const dbuffConf of heroInfo.debuff) {
@@ -176,27 +184,27 @@ export class HeroViewComp extends CCComp {
// ==================== BUFF管理 ====================
/**
* 添加 buff 效果(智能覆盖)
* @param buffConf buff 配置 (来自 SkillSet.BuffConf <EFBFBD><EFBFBD>?heroSet.buff)
* @param buffConf buff 配置 (来自 SkillSet.BuffConf heroSet.buff)
*
* 智能覆盖规则<EFBFBD><EFBFBD>?
* 1. 值更小:不添<EFBFBD><EFBFBD>?
* 2. 值相同且都是临时:叠加时<EFBFBD><EFBFBD>?
* 3. 值更大:更新为新值(临时则更新值和时间<EFBFBD><EFBFBD>?
* 智能覆盖规则
* 1. 值更小:不添
* 2. 值相同且都是临时:叠加时
* 3. 值更大:更新为新值(临时则更新值和时间
*/
addBuff(buffConf: BuffConf) {
const isValue = buffConf.BType === BType.VALUE;
const isPermanent = buffConf.time === 0;
const attrIndex = buffConf.buff;
// 根据类型选择对应<EFBFBD><EFBFBD>?buff 字典
// 根据类型选择对应buff 字典
const permanentBuffs = isValue ? this.BUFF_V : this.BUFF_R;
const temporaryBuffs = isValue ? this.BUFFS_V : this.BUFFS_R;
if (isPermanent) {
// 添加持久<EFBFBD><EFBFBD>?buff
// 添加持久buff
const existing = permanentBuffs[attrIndex];
if (existing) {
// 值更小,不添<EFBFBD><EFBFBD>?
// 值更小,不添
if (buffConf.value <= existing.value) {
return;
}
@@ -207,16 +215,16 @@ export class HeroViewComp extends CCComp {
permanentBuffs[attrIndex] = { value: buffConf.value };
}
} else {
// 添加临时<EFBFBD><EFBFBD>?buff
// 添加临时buff
const existing = temporaryBuffs[attrIndex];
if (existing) {
if (buffConf.value < existing.value) {
// 值更小,不添<EFBFBD><EFBFBD>?
// 值更小,不添
return;
} else if (buffConf.value === existing.value) {
// 值相同,叠加时间
existing.remainTime += buffConf.time;
return; // 时间叠加不需要重算属<EFBFBD><EFBFBD>?
return; // 时间叠加不需要重算属
} else {
// 值更大,更新值和时间
existing.value = buffConf.value;
@@ -231,44 +239,40 @@ export class HeroViewComp extends CCComp {
}
}
// 只重新计算受影响的属<E79A84><E5B19E>?
this.recalculateSingleAttr(buffConf.buff);
}
// ==================== DEBUFF管理 ====================
/**
* 添加 debuff 效果(智能覆盖)
* @param dbuffConf debuff 配置 (来自 SkillSet.DbuffConf <EFBFBD><EFBFBD>?heroSet.debuff)
* @param dbuffConf debuff 配置 (来自 SkillSet.DbuffConf heroSet.debuff)
*
* 支持两种 debuff<EFBFBD><EFBFBD>?
* 1. 属性型 debuff直接修改属性值有对应的 Attrs<EFBFBD><EFBFBD>?
* 支持两种 debuff
* 1. 属性型 debuff直接修改属性值有对应的 Attrs
* 2. 状态型 debuff只缓存状态无对应的 Attrs用于状态检查
*
* 智能覆盖规则<EFBFBD><EFBFBD>?
* 1. 值更小:不添<EFBFBD><EFBFBD>?
* 2. 值相同且都是临时:叠加时<EFBFBD><EFBFBD>?
* 3. 值更大:更新为新值(临时则更新值和时间<EFBFBD><EFBFBD>?
* 智能覆盖规则
* 1. 值更小:不添
* 2. 值相同且都是临时:叠加时
* 3. 值更大:更新为新值(临时则更新值和时间
*/
addDebuff(dbuffConf: DbuffConf) {
// 获取 debuff 对应的属性字<EFBFBD><EFBFBD>?
// attrField = -1 表示状态类 debuff只缓存不修改属性
// attrField >= 0 表示属性类 debuff会修改属性
const attrField = getAttrFieldFromDebuff(dbuffConf.debuff);
// 获取 debuff 对应的属性字
const isValue = dbuffConf.BType === BType.VALUE;
const isPermanent = dbuffConf.time === 0;
// 根据类型选择对应<EFBFBD><EFBFBD>?debuff 字典
// 根据类型选择对应debuff 字典
const permanentDebuffs = isValue ? this.DBUFF_V : this.DBUFF_R;
const temporaryDebuffs = isValue ? this.DBUFFS_V : this.DBUFFS_R;
// 状态类 debuff 使用 debuff 类型作为 key属性类 debuff 使用 attrField 作为 key
const key = attrField >= 0 ? attrField : dbuffConf.debuff;
const key = dbuffConf.debuff;
if (isPermanent) {
// 添加持久<EFBFBD><EFBFBD>?debuff
// 添加持久debuff
const existing = permanentDebuffs[key];
if (existing) {
// 值更小,不添<EFBFBD><EFBFBD>?
// 值更小,不添
if (dbuffConf.value <= existing.value) {
return;
}
@@ -279,16 +283,16 @@ export class HeroViewComp extends CCComp {
permanentDebuffs[key] = { value: dbuffConf.value };
}
} else {
// 添加临时<EFBFBD><EFBFBD>?debuff
// 添加临时debuff
const existing = temporaryDebuffs[key];
if (existing) {
if (dbuffConf.value < existing.value) {
// 值更小,不添<EFBFBD><EFBFBD>?
// 值更小,不添
return;
} else if (dbuffConf.value === existing.value) {
// 值相同,叠加时间
existing.remainTime += dbuffConf.time;
return; // 时间叠加不需要重算属<EFBFBD><EFBFBD>?
return; // 时间叠加不需要重算属
} else {
// 值更大,更新值和时间
existing.value = dbuffConf.value;
@@ -302,20 +306,24 @@ export class HeroViewComp extends CCComp {
};
}
}
let attrField = TransformBuffs(dbuffConf.debuff,true);
// 只重新计算受影响的属性(状态类 debuff 不需要计算)
if (attrField >= 0) {
if (attrField > 0 ) {
this.recalculateSingleAttr(attrField);
}
}
// ==================== 属性计算系<EFBFBD><EFBFBD>?====================
// ==================== 属性计算系====================
/**
* 重新计算单个属<EFBFBD>?
* @param attrIndex 属性索<EFBFBD><EFBFBD>?
* 重新计算单个属
* @param attrIndex 属性索
*
* 计算公式:
* - 数值型属性:最终值 = (基础值 + 数值型buff - 数值型debuff) × (1 + 百分比buff/100 - 百分比debuff/100)
* - 百分比型属性:最终值 = 基础值 + 数值型buff - 数值型debuff + 百分比buff - 百分比debuff
*/
private recalculateSingleAttr(attrIndex: number) {
// 1. 重置为基础<EFBFBD><EFBFBD>?
// 1. 获取基础值
const baseValues: Record<number, number> = {
[Attrs.HP_MAX]: this.base_hp,
[Attrs.MP_MAX]: this.base_mp,
@@ -326,46 +334,68 @@ export class HeroViewComp extends CCComp {
[Attrs.SHIELD_MAX]: 0
};
this.Attrs[attrIndex] = baseValues[attrIndex] !== undefined ? baseValues[attrIndex] : 0;
const baseVal = baseValues[attrIndex] !== undefined ? baseValues[attrIndex] : 0;
// 2. 应用数值型 buff - 直接访问
// 2. 收集所有数值型 buff/debuff
let totalValue = baseVal;
// Buff直接使用 Attrs 索引
if (this.BUFF_V[attrIndex]) {
this.Attrs[attrIndex] += this.BUFF_V[attrIndex].value;
totalValue += this.BUFF_V[attrIndex].value;
}
if (this.BUFFS_V[attrIndex]) {
this.Attrs[attrIndex] += this.BUFFS_V[attrIndex].value;
totalValue += this.BUFFS_V[attrIndex].value;
}
// 3. 应用百分比型 buff - 直接访问
const baseVal = baseValues[attrIndex] !== undefined ? baseValues[attrIndex] : this.Attrs[attrIndex];
// Debuff需要通过 DBuff key 查找
const deKey = TransformBuffs(attrIndex, false);
if (deKey !== -1) {
if (this.DBUFF_V[deKey]) {
totalValue -= this.DBUFF_V[deKey].value;
}
if (this.DBUFFS_V[deKey]) {
totalValue -= this.DBUFFS_V[deKey].value;
}
}
// 3. 收集所有百分比型 buff/debuff
let totalRatio = 0; // 总百分比(可正可负)
// Buff直接使用 Attrs 索引
if (this.BUFF_R[attrIndex]) {
this.Attrs[attrIndex] += Math.floor(baseVal * (this.BUFF_R[attrIndex].value / 100));
totalRatio += this.BUFF_R[attrIndex].value;
}
if (this.BUFFS_R[attrIndex]) {
this.Attrs[attrIndex] += Math.floor(baseVal * (this.BUFFS_R[attrIndex].value / 100));
totalRatio += this.BUFFS_R[attrIndex].value;
}
// Debuff需要通过 DBuff key 查找
if (deKey !== -1) {
if (this.DBUFF_R[deKey]) {
totalRatio -= this.DBUFF_R[deKey].value;
}
if (this.DBUFFS_R[deKey]) {
totalRatio -= this.DBUFFS_R[deKey].value;
}
}
// 4. 根据属性类型计算最终值
const attrType = AttrsType[attrIndex];
const isRatioAttr = attrType === BType.RATIO;
if (isRatioAttr) {
// 百分比型属性:直接加减
this.Attrs[attrIndex] = totalValue + totalRatio;
} else {
// 数值型属性:(基础值+数值) × (1 + 百分比/100)
this.Attrs[attrIndex] = Math.floor(totalValue * (1 + totalRatio / 100));
}
// 4. 应用数值型 debuff - 直接访问
if (this.DBUFF_V[attrIndex]) {
this.Attrs[attrIndex] -= this.DBUFF_V[attrIndex].value;
}
if (this.DBUFFS_V[attrIndex]) {
this.Attrs[attrIndex] -= this.DBUFFS_V[attrIndex].value;
}
// 5. 应用百分比型 debuff - 直接访问
if (this.DBUFF_R[attrIndex]) {
this.Attrs[attrIndex] -= Math.floor(baseVal * (this.DBUFF_R[attrIndex].value / 100));
}
if (this.DBUFFS_R[attrIndex]) {
this.Attrs[attrIndex] -= Math.floor(baseVal * (this.DBUFFS_R[attrIndex].value / 100));
}
// 6. 确保属性值合<E580BC><E59088>?
// 5. 确保属性值合理
this.clampSingleAttr(attrIndex);
}
/**
* 确保单个属性值合<EFBFBD><EFBFBD>?
* 确保单个属性值合
*/
private clampSingleAttr(attrIndex: number) {
switch(attrIndex) {
@@ -376,26 +406,25 @@ export class HeroViewComp extends CCComp {
case Attrs.DEF:
case Attrs.AP:
case Attrs.MAP:
this.Attrs[attrIndex] = Math.max(0, this.Attrs[attrIndex]);
this.Attrs[attrIndex] = Math.max(1, this.Attrs[attrIndex]);
break;
case Attrs.CRITICAL:
case Attrs.DODGE:
case Attrs.HIT:
this.Attrs[attrIndex] = Math.max(0, Math.min(85, this.Attrs[attrIndex]));
this.Attrs[attrIndex] = Math.max(0, Math.min(AttrSet.ATTR_MAX, this.Attrs[attrIndex])); //AttrSet.ATTR_MAX =85
break;
}
}
// ==================== 临时 BUFF/DEBUFF 更新 ====================
/**
* 更新临时 buff/debuff 的剩余时<EFBFBD><EFBFBD>?
* 应在 update 中定期调<EFBFBD><EFBFBD>?
* @param dt 时间<EFBFBD><EFBFBD>?
* 更新临时 buff/debuff 的剩余时
* 应在 update 中定期调
* @param dt 时间
*/
updateTemporaryBuffsDebuffs(dt: number) {
const affectedAttrs = new Set<number>();
// 更新临时型数<E59E8B><E695B0>?buff
// 更新临时型数buff
for (const attrIndex in this.BUFFS_V) {
const buff = this.BUFFS_V[attrIndex];
buff.remainTime -= dt;
@@ -404,7 +433,6 @@ export class HeroViewComp extends CCComp {
affectedAttrs.add(parseInt(attrIndex));
}
}
// 更新临时型百分比 buff
for (const attrIndex in this.BUFFS_R) {
const buff = this.BUFFS_R[attrIndex];
@@ -415,13 +443,15 @@ export class HeroViewComp extends CCComp {
}
}
// 更新临时型数<EFBFBD><EFBFBD>?debuff
// 更新临时型数debuff
for (const key in this.DBUFFS_V) {
const debuff = this.DBUFFS_V[key];
debuff.remainTime -= dt;
if (debuff.remainTime <= 0) {
delete this.DBUFFS_V[key];
affectedAttrs.add(parseInt(key));
const keyNum = parseInt(key);
const attrField = TransformBuffs(keyNum,true)
if(attrField > 0) affectedAttrs.add(attrField);
}
}
@@ -431,21 +461,23 @@ export class HeroViewComp extends CCComp {
debuff.remainTime -= dt;
if (debuff.remainTime <= 0) {
delete this.DBUFFS_R[key];
affectedAttrs.add(parseInt(key));
const keyNum = parseInt(key);
const attrField = TransformBuffs(keyNum,true)
if(attrField > 0) affectedAttrs.add(attrField);
}
}
// 只重新计算受影响的属<EFBFBD><EFBFBD>?
// 只重新计算受影响的属
affectedAttrs.forEach(attrIndex => {
this.recalculateSingleAttr(attrIndex);
});
}
public isStun() {
return this.DBUFF_V[DBuff.STUN] !== undefined || this.DBUFFS_V[DBuff.STUN] !== undefined
this.DBUFFS_V[DBuff.STUN] !== undefined
}
public isFrost() {
return this.DBUFF_V[DBuff.FROST] !== undefined || this.DBUFFS_V[DBuff.FROST] !== undefined
this.DBUFFS_V[DBuff.FROST] !== undefined
}
update(dt: number){
@@ -475,7 +507,7 @@ export class HeroViewComp extends CCComp {
get isActive() {
return this.ent.has(HeroViewComp) && this.node?.isValid;
}
//状态切<EFBFBD><EFBFBD>?
//状态切
status_change(type:string){
this.status=type
if(type == "idle"){
@@ -743,7 +775,7 @@ export class HeroViewComp extends CCComp {
this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit,damageInfo.anm);
// 设置延时处理下一个伤<EFBFBD><EFBFBD>?
// 设置延时处理下一个伤
this.scheduleOnce(() => {
this.isProcessingDamage = false;
}, this.damageInterval);
@@ -757,7 +789,7 @@ export class HeroViewComp extends CCComp {
this.atked_count++;
if (isCrit) {
this.BUFFCOMP.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage);
// //console.log("暴击伤害<EFBFBD><EFBFBD>? + damage);
// //console.log("暴击伤害 + damage);
} else {
this.BUFFCOMP.hp_tip(TooltipTypes.life, damage.toFixed(0), damage);
// //console.log("普通伤害:" + damage);