refactor(skill): 移除溅射伤害设定,溅射以后有特定技能触发
清理不再使用的溅射伤害功能,包括移除SDataCom中的splash字段、Skill和SACastSystem中的相关参数, 以及删除TalSet中的溅射天赋配置
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@@ -161,19 +161,17 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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if (hset === HSSet.atk){
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let delay = 0.3
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let ext_dmg = heroAttrs.useCountValTal(TalEffet.ATK_DMG);
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let splash = heroAttrs.useCountValTal(TalEffet.SPLASH);
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets,ext_dmg,splash);
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this.createSkill(s_uuid, heroView,targets,ext_dmg);
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}, delay);
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//风怒wfuny 只针对 普通攻击起效
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if (heroAttrs.useCountTal(TalEffet.WFUNY)){
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let ext2_dmg = heroAttrs.useCountValTal(TalEffet.ATK_DMG);
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let splash2 = heroAttrs.useCountValTal(TalEffet.SPLASH);
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let delay = 0.3
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heroView.playSkillEffect(s_uuid);
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//需要再添加 风怒动画
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets,ext2_dmg,splash2);
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this.createSkill(s_uuid, heroView,targets,ext2_dmg);
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},delay);
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}
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}
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@@ -214,7 +212,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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/**
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* 创建技能实体
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*/
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private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],ext_dmg:number=0,splash:number=0) {
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private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],ext_dmg:number=0) {
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// 检查节点有效性
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if (!caster.node || !caster.node.isValid) {
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console.warn("[SACastSystem] 施法者节点无效");
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@@ -239,7 +237,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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const targetPos = targets[0]; // 使用第一个目标位置
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// console.log(`[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`);
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// 加载技能实体(包括预制体、组件初始化等)
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skill.load(startPos, parent, s_uuid, targetPos, caster,ext_dmg,splash);
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skill.load(startPos, parent, s_uuid, targetPos, caster,ext_dmg);
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}
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/**
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