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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@@ -26,13 +26,12 @@ export enum TalEffet {
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BUFF = 5, // 暴击率,闪避率等,可叠加的触发后清零
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STATS=6, // 状态
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WFUNY=7, // 风怒
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SPLASH=8, // 溅射
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D_SKILL=9, //两次技能
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SHIELD=10, // 护盾
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LDMG=11, // 减伤
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D_SKILL=8, //两次技能
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SHIELD=9, // 护盾
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LDMG=10, // 减伤
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C_MSKILL=11, // 必杀技能必暴
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C_ATK=12, // 普工必爆
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C_SKILL=13, // 一般技能必暴
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C_MSKILL=14, // 必杀技能必暴
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}
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export enum TalTarget {
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@@ -89,8 +88,7 @@ export const talConf: Record<number, ItalConf> = {
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/*** 普通攻击触发 ***/
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7001:{uuid:7001,name:"风怒",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.WFUNY,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
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desc:"普通攻击3次后, 立即给与目标150%伤害的额外打击"},
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7002:{uuid:7002,name:"溅射",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.SPLASH,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
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desc:"普通攻击3次后, 会对目标100码内的敌人造成30%伤害"},
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7003:{uuid:7003,name:"回血",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.HP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON,
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desc:"普通攻击3次后, 会回复10%的生命值"},
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7004:{uuid:7004,name:"回蓝",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.MP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON,
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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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@@ -13,7 +13,6 @@ export class SDataCom extends ecs.Comp {
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fac: number = 0; // 0:hero 1:monster
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s_uuid:number=0
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ext_dmg:number=0 //额外伤害
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splash:number=0 //溅射伤害
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dmg_ratio:number=1 //伤害比例
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hit_count:number=0 //击中数量
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reset() {
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@@ -24,7 +23,6 @@ export class SDataCom extends ecs.Comp {
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this.caster=null
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this.hit_count=0
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this.ext_dmg=0
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this.splash=0
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this.dmg_ratio=1
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}
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}
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@@ -29,7 +29,7 @@ export class Skill extends ecs.Entity {
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this.addComponents<SMoveDataComp>(SMoveDataComp);
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}
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load(startPos: Vec3, parent: Node, s_uuid: number, targetPos: Vec3,
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caster:HeroViewComp,ext_dmg:number=0,splash:number=0) {
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caster:HeroViewComp,ext_dmg:number=0) {
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const config = SkillSet[s_uuid];
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if (!config) {
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@@ -94,7 +94,6 @@ export class Skill extends ecs.Entity {
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sDataCom.s_uuid=s_uuid
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sDataCom.fac=cAttrsComp.fac
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sDataCom.ext_dmg=ext_dmg
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sDataCom.splash=splash
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}
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/** 模块资源释放 */
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