refactor(hero): 重构英雄属性系统与受击特效
将HeroAttrSystem从HeroAttrsComp中分离为独立文件 删除废弃的05-outline-glow资源文件 优化TalComp.ts中的代码格式 使用FlashSprite替换旧的受击特效实现
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@@ -14,6 +14,7 @@ import { Tooltip } from "../skill/Tooltip";
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import { timedCom } from "../skill/timedCom";
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import { HeroInfo, HType } from "../common/config/heroSet";
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { FlashSprite } from "./materials/scripts/FlashSprite";
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const { ccclass, property } = _decorator;
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@@ -37,6 +38,7 @@ export class HeroViewComp extends CCComp {
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// 血条显示相关
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hpBarShowTime:number = 5; // 血条显示持续时间(秒)
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hpBarShowCD:number = 0; // 血条显示计时器
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fsSprite:FlashSprite = null!;
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// ==================== UI 节点引用 ====================
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private top_node: Node = null!;
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@@ -79,7 +81,7 @@ export class HeroViewComp extends CCComp {
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// 初始化 UI 节点
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this.initUINodes();
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/** 方向 */
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this.node.setScale(this.scale*this.node.scale.x,1*this.node.scale.y);
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this.top_node.setScale(this.scale*this.top_node.scale.x,1*this.top_node.scale.y);
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@@ -101,6 +103,7 @@ export class HeroViewComp extends CCComp {
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this.top_node = this.node.getChildByName("top");
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let hp_y = this.node.getComponent(UITransform).height+10;
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this.top_node.setPosition(0, hp_y, 0);
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this.fsSprite = this.node.getComponent(FlashSprite);
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}
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@@ -214,12 +217,13 @@ export class HeroViewComp extends CCComp {
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/** 受击特效 */
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private in_atked(anm: string = "atked", scale: number = 1) {
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var path = "game/skill/end/" + anm;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.setScale(node.scale.x * scale, node.scale.y);
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node.setPosition(this.node.position.x, this.node.position.y+50, this.node.position.z);
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node.parent = this.node.parent;
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this.fsSprite.clickFlash();
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// var path = "game/skill/end/" + anm;
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// var prefab: Prefab = oops.res.get(path, Prefab)!;
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// var node = instantiate(prefab);
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// node.setScale(node.scale.x * scale, node.scale.y);
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// node.setPosition(this.node.position.x, this.node.position.y+50, this.node.position.z);
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// node.parent = this.node.parent;
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}
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/** 冰冻特效 */
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