feat(game): 技能基础框架基本搭建完成,下步遇到再完善
- 调整了英雄角色top.prefab节点结构和组件关联,优化层级关系和属性值 - 修改pow、mpb等子节点的组件及位置,提升表现效果 - 更新技能atk_fires.prefab增加了ReadyLoop、SkillTime等新属性 - 调整攻击技能atk_s1.prefab的运行类型及相关时间与计数参数 - 修正atk_s1.prefab目标覆盖配置,完善prefab实例结构 - 精简atk_s_1.prefab的子节点引用,去除冗余id链接,简化资源结构
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@@ -312,11 +312,15 @@
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"__expectedType__": "cc.Prefab"
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},
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"hasReady": true,
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"ReadyTime": 0.1,
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||||
"ReadyLoop": true,
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||||
"SkillTime": 5,
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||||
"ReadyTime": 0.2,
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||||
"runType": 0,
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||||
"ready_y": 200,
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||||
"atk_x": 10,
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||||
"atk_y": 40,
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||||
"atk_x": 0,
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||||
"atk_y": 0,
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||||
"s_count": 5,
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||||
"s_interval": 0.2,
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||||
"_id": ""
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||||
},
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||||
{
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@@ -311,12 +311,16 @@
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||||
"__uuid__": "551c634e-b486-4ff5-a302-279e365751ee",
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||||
"__expectedType__": "cc.Prefab"
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||||
},
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||||
"runType": 2,
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||||
"hasReady": false,
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"ReadyLoop": false,
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"SkillTime": 1,
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"ReadyTime": 0.1,
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||||
"runType": 2,
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||||
"ready_y": 0,
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"atk_x": 10,
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"atk_y": 0,
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"s_count": 1,
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"s_interval": 0,
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"_id": ""
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},
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{
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@@ -333,6 +337,7 @@
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},
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"fileId": "c46/YsCPVOJYA4mWEpNYRx",
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"instance": null,
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"targetOverrides": null,
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"nestedPrefabInstanceRoots": [
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{
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"__id__": 2
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@@ -32,13 +32,10 @@
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"__id__": 18
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}
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],
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"_prefab": {
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"__id__": 20
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"__id__": 18
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},
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"_lpos": {
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"__type__": "cc.Vec3",
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@@ -359,24 +356,6 @@
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"__type__": "cc.CompPrefabInfo",
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"fileId": "157f8YWOhK6pBg6CBgHHww"
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},
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{
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"__type__": "b1d8e1ZA0dLtqufhidnFK/K",
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"_name": "",
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"__editorExtras__": {},
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"node": {
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"__id__": 1
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"_enabled": true,
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"__prefab": {
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"__id__": 19
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},
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"_id": ""
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},
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{
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"__type__": "cc.CompPrefabInfo",
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"fileId": "eeypCqftdF9bW7NF55WalQ"
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},
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{
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"__type__": "cc.PrefabInfo",
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"root": {
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@@ -32,13 +32,10 @@
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},
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"__id__": 16
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],
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"_prefab": {
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"__id__": 20
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"__id__": 18
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},
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"_lpos": {
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"__type__": "cc.Vec3",
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@@ -359,24 +356,6 @@
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"__type__": "cc.CompPrefabInfo",
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"fileId": "157f8YWOhK6pBg6CBgHHww"
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},
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"__type__": "b1d8e1ZA0dLtqufhidnFK/K",
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"_enabled": true,
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"__prefab": {
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"__id__": 19
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},
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"_id": ""
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},
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{
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"__type__": "cc.CompPrefabInfo",
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"fileId": "eeypCqftdF9bW7NF55WalQ"
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},
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{
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"__type__": "cc.PrefabInfo",
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"root": {
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@@ -32,13 +32,10 @@
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},
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{
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"__id__": 16
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},
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{
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"__id__": 18
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}
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],
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"_prefab": {
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"__id__": 20
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"__id__": 18
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},
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"_lpos": {
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"__type__": "cc.Vec3",
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@@ -359,24 +356,6 @@
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"__type__": "cc.CompPrefabInfo",
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"fileId": "157f8YWOhK6pBg6CBgHHww"
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},
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{
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"__type__": "b1d8e1ZA0dLtqufhidnFK/K",
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"_name": "",
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"node": {
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"_enabled": true,
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"__prefab": {
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"__id__": 19
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},
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"_id": ""
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},
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{
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"__type__": "cc.CompPrefabInfo",
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"fileId": "eeypCqftdF9bW7NF55WalQ"
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},
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{
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"__type__": "cc.PrefabInfo",
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"root": {
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@@ -7,11 +7,11 @@
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"embeddedPlayerGroups": []
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},
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"_native": "",
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"sample": 60,
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"sample": 30,
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"speed": 1,
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"wrapMode": 1,
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"enableTrsBlending": false,
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"_duration": 0.05,
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"_duration": 0.1,
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"_hash": 500763545,
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"_tracks": [
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{
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@@ -24,12 +24,12 @@
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"_exoticAnimation": null,
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"_events": [
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{
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"frame": 0.03333333333333333,
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"frame": 0.06666666666666667,
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"func": "",
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"params": []
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},
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{
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"frame": 0.03333333333333333,
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"frame": 0.06666666666666667,
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"func": "atk",
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"params": []
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}
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@@ -88,7 +88,7 @@
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"__type__": "cc.RealCurve",
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"_times": [
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0,
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0.05000000074505806
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0.1
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],
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"_values": [
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@@ -101,9 +101,7 @@
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"leftTangent": 0,
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"leftTangentWeight": 1,
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"__type__": "cc.RealKeyframeValue",
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@@ -115,9 +113,7 @@
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"leftTangent": 0,
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"leftTangentWeight": 1,
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],
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"preExtrapolation": 1,
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@@ -133,7 +129,7 @@
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"__type__": "cc.RealCurve",
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"_times": [
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@@ -146,9 +142,7 @@
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"__type__": "cc.RealKeyframeValue",
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@@ -160,9 +154,7 @@
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"leftTangent": 0,
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"leftTangentWeight": 1,
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"preExtrapolation": 1,
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@@ -178,7 +170,7 @@
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"__type__": "cc.RealCurve",
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"_times": [
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0.05000000074505806
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"_values": [
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@@ -191,9 +183,7 @@
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@@ -205,9 +195,7 @@
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@@ -279,8 +267,8 @@
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{
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"_values": [
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@@ -293,9 +281,7 @@
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@@ -307,9 +293,7 @@
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@@ -324,8 +308,8 @@
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"_times": [
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],
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"_values": [
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@@ -338,9 +322,7 @@
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@@ -352,9 +334,7 @@
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@@ -369,8 +349,8 @@
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],
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"_values": [
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@@ -383,9 +363,7 @@
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@@ -397,9 +375,7 @@
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@@ -414,8 +390,8 @@
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"_values": [
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@@ -428,9 +404,7 @@
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"leftTangent": 0,
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"__type__": "cc.RealKeyframeValue",
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@@ -442,9 +416,7 @@
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"leftTangent": 0,
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],
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"preExtrapolation": 1,
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||||
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||||
@@ -148,6 +148,8 @@ export enum Attrs {
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SHIELD_UP = 28, //护盾效果提升
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BURN = 29, //攻击带易伤
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DEBURN = 30, //被攻击易伤
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PUNCTURE=31, // 穿刺次数
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PUNCTURE_DMG=32, //穿刺伤害加成
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}
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@@ -191,6 +193,7 @@ export const AttrsType: Record<Attrs, BType> = {
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[Attrs.DIS]: BType.VALUE, // 攻击距离 - 数值型
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[Attrs.BURN]: BType.VALUE, // 易伤 - 数值型
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[Attrs.DEBURN]: BType.VALUE, // 被攻击易伤 - 数值型
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[Attrs.PUNCTURE]: BType.VALUE, // 穿刺次数 - 数值型
|
||||
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||||
// ========== 百分比型属性 ==========
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[Attrs.CRITICAL]: BType.RATIO, // 暴击率 - 百分比型
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@@ -214,6 +217,7 @@ export const AttrsType: Record<Attrs, BType> = {
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[Attrs.DBUFF_UP]: BType.RATIO, // debuff效果提升 - 百分比型
|
||||
[Attrs.SPEED]: BType.RATIO, // 移动速度加成 - 百分比型
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||||
[Attrs.SHIELD_UP]: BType.RATIO, // 护盾效果提升 - 百分比型
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||||
[Attrs.PUNCTURE_DMG]: BType.RATIO,
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||||
};
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||||
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||||
/**
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||||
@@ -384,7 +388,7 @@ export const SkillSet: Record<number, SkillConfig> = {
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||||
},
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||||
6005: {
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||||
uuid:6005,name:"火球术",sp_name:"atk_fires",AtkedType:AtkedType.fire,path:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:5,in:1,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:10,with:90,
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||||
ap:100,cd:5,in:1,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:20,with:90,
|
||||
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"
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||||
},
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||||
6006: {
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||||
|
||||
@@ -143,15 +143,15 @@ export const HeroInfo: Record<number, heroInfo> = {
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||||
|
||||
//怪物
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||||
5201:{uuid:5201,name:"兽人战士",path:"mo1", fac:FacSet.MON, kind:1,
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||||
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6005],
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||||
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6005],
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||||
buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5202:{uuid:5202,name:"兽人刺客",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.remote,lv:1,hp:20,mp:100,map:100,def:5,ap:5,dis:350,cd:1,speed:100,skills:[6001,6005],
|
||||
type:HType.remote,lv:1,hp:20,mp:100,map:100,def:5,ap:5,dis:350,cd:1,speed:100,skills:[6005],
|
||||
buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5203:{uuid:5203,name:"兽人护卫",path:"mo3", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6005],
|
||||
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6005],
|
||||
buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
|
||||
// 5204:{uuid:5204,name:"石卫", path:"mo1", fac:FacSet.MON, kind:1,
|
||||
|
||||
@@ -91,6 +91,12 @@ export class BuffComp extends Component {
|
||||
// this.node.getChildByName("top").getChildByName("hp").active = (hp == hp_max) ? false : true;
|
||||
}
|
||||
|
||||
mp_show(mp:number,mp_max:number){
|
||||
this.node.getChildByName("top").getChildByName("pow").getComponent(ProgressBar).progress = mp/mp_max;
|
||||
this.scheduleOnce(()=>{
|
||||
this.node.getChildByName("top").getChildByName("pow").getChildByName("mpb").getComponent(ProgressBar).progress = mp/mp_max;
|
||||
},0.15)
|
||||
}
|
||||
|
||||
update_info_lv(){
|
||||
|
||||
|
||||
@@ -120,7 +120,7 @@ export class HeroViewComp extends CCComp {
|
||||
}
|
||||
/* 显示角色血*/
|
||||
this.node.getChildByName("top").getChildByName("hp").active = true;
|
||||
this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
|
||||
this.node.getChildByName("top").getChildByName("pow").active = true;
|
||||
}
|
||||
|
||||
// ==================== BUFF系统初始====================
|
||||
@@ -494,12 +494,16 @@ export class HeroViewComp extends CCComp {
|
||||
this.processDamageQueue();
|
||||
// 更新临时 buff/debuff 时间
|
||||
this.updateTemporaryBuffsDebuffs(dt);
|
||||
this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX])
|
||||
this.BUFFCOMP.mp_show(this.mp,this.Attrs[Attrs.MP_MAX])
|
||||
this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
|
||||
}
|
||||
BaseUp(dt:number){
|
||||
this.mp += HeroUpSet.MP*dt
|
||||
this.hp += HeroUpSet.HP*dt
|
||||
if(this.mp > this.Attrs[Attrs.MP_MAX]) this.mp = this.Attrs[Attrs.MP_MAX]
|
||||
if(this.hp > this.Attrs[Attrs.HP_MAX]) this.hp = this.Attrs[Attrs.HP_MAX]
|
||||
|
||||
}
|
||||
do_fight_end(){
|
||||
this.as.do_buff()
|
||||
@@ -587,23 +591,15 @@ export class HeroViewComp extends CCComp {
|
||||
|
||||
}
|
||||
|
||||
do_atked(remainingDamage:number,
|
||||
crit:number=0,crit_d:number=0,
|
||||
burn_count:number=0,burn_value:number=0,
|
||||
stun_time:number=0,stun_ratio:number=0,
|
||||
frost_time:number=0,frost_ratio:number=0,
|
||||
atked_anm:string="atked"
|
||||
){
|
||||
do_atked(remainingDamage:number,CAttrs:any,s_uuid:number){
|
||||
let SConf=SkillSet[s_uuid]
|
||||
this.do_atked_trigger()
|
||||
|
||||
|
||||
if(this.check_dodge()) return
|
||||
let is_crit = this.check_crit(crit)
|
||||
|
||||
let is_crit = this.check_crit(CAttrs[Attrs.CRITICAL])
|
||||
if(this == null) return;
|
||||
let damage = this.count_damage(remainingDamage)
|
||||
if(is_crit) {
|
||||
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100))
|
||||
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+CAttrs[Attrs.CRITICAL_DMG])/100))
|
||||
}
|
||||
// console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX])
|
||||
damage=this.check_shield(damage)
|
||||
@@ -625,12 +621,9 @@ export class HeroViewComp extends CCComp {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// this.update_vm
|
||||
this.back()
|
||||
this.showDamage(damage, is_crit,atked_anm);
|
||||
|
||||
this.showDamage(damage, is_crit,SConf.AtkedType);
|
||||
}
|
||||
//后退
|
||||
back(){
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
import { _decorator, Animation, CCBoolean, Collider2D, Contact2DType, Tween, v3, Vec3 } from "cc";
|
||||
import { _decorator, Animation, CCBoolean, Collider2D, Contact2DType, Tween, UITransform, v3, Vec3 } from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { BezierMove } from "../BezierMove/BezierMove";
|
||||
import { DTType, EType, SkillSet, SType } from "../common/config/SkillSet";
|
||||
import { Attrs, DTType, EType, SkillSet, SType } from "../common/config/SkillSet";
|
||||
import { BoxSet, FacSet } from "../common/config/BoxSet";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
@@ -28,6 +28,7 @@ export class AtkConCom extends CCComp {
|
||||
run_time:number = 0;
|
||||
// 战斗相关运行时数据
|
||||
Attrs:any=null
|
||||
hit_count:number = 0;
|
||||
// 组件引用
|
||||
anim:Animation=null;
|
||||
tweenInstance:Tween<any> = null;
|
||||
@@ -133,29 +134,16 @@ export class AtkConCom extends CCComp {
|
||||
// if(this.hit_count > 0&&!is_range) this.ap=this.ap*(50+this.puncture_damage)/100 // 穿刺后 伤害减半,过滤范围伤害
|
||||
if(target == null) return;
|
||||
if (!this.Config) return;
|
||||
// let ap=this.ap
|
||||
// if(this.hit_count > 0 &&!is_range ){
|
||||
// ap=ap*(50+this.puncture_damage)/100
|
||||
// }
|
||||
// target.do_atked(ap,this.caster_crit,this.caster_crit_d,
|
||||
// this.burn_count,this.burn_value,
|
||||
// this.stun_time,this.stun_ratio,
|
||||
// this.frost_time,this.frost_ratio,
|
||||
// this.Config.AtkedType
|
||||
// ) // ap 及暴击 属性已经在skill.ts 处理
|
||||
// // console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
|
||||
// if(this.Config.debuff>0){
|
||||
// let debuff=this.Config
|
||||
// let dev=debuff.deV*(100+this.debuff_value)/100
|
||||
// let deR=debuff.deR+this.debuff_up
|
||||
// dev=Math.round(dev*100)/100
|
||||
// let deC=debuff.deC+this.debuff_count //dec只作为次数叠加
|
||||
// // //console.log("[SkillCom]:debuff",this.Config.name,debuff.debuff,deUP.deV,deUP.deC)
|
||||
// target.add_debuff(debuff.debuff,dev,deC,deR)
|
||||
// }
|
||||
// this.hit_count++
|
||||
// // console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture)
|
||||
// if(this.hit_count>=(this.Config.hit+this.puncture)&&(this.Config.DTType!=DTType.range)&&(this.Config.EType!=EType.animationEnd)&&(this.Config.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
|
||||
let damage=Math.floor(this.Attrs[Attrs.AP]*(SkillSet[this.s_uuid].ap/100))
|
||||
if(this.hit_count > 0 &&!is_range ){
|
||||
let Percentage=Math.pow((50+this.Attrs[Attrs.PUNCTURE_DMG])/100, this.hit_count)
|
||||
damage=damage*Percentage
|
||||
}
|
||||
target.do_atked(damage,this.Attrs,this.s_uuid) // ap 及暴击 属性已经在skill.ts 处理
|
||||
// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
|
||||
this.hit_count++
|
||||
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture)
|
||||
if(this.hit_count>=(this.Config.hit+this.Attrs[Attrs.PUNCTURE])&&(this.Config.DTType!=DTType.range)&&(this.Config.EType!=EType.animationEnd)&&(this.Config.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
|
||||
}
|
||||
update(deltaTime: number) {
|
||||
// 确保配置已初始化(处理 update 可能先于 start 执行的情况)
|
||||
@@ -181,7 +169,50 @@ export class AtkConCom extends CCComp {
|
||||
|
||||
this.toDestroy();
|
||||
}
|
||||
public atk(args:any){
|
||||
let dis=this.node.getComponent(UITransform).width/2
|
||||
let targetsInRange: HeroViewComp[] = []
|
||||
|
||||
// 收集范围内所有敌方目标
|
||||
ecs.query(ecs.allOf(HeroViewComp)).some(e => {
|
||||
const view = e.get(HeroViewComp);
|
||||
if(view.fac!=this.fac) {
|
||||
const distance = Math.abs(this.node.position.x - view.node.position.x);
|
||||
if(distance <= dis) {
|
||||
targetsInRange.push(view);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 根据配置的hit_num决定攻击模式
|
||||
const hitNum = SkillSet[this.s_uuid].hit_num || 0;
|
||||
if(hitNum > 0) {
|
||||
// 限制目标数量:按距离排序,选择最近的N个目标
|
||||
if(targetsInRange.length > 0) {
|
||||
// 按距离排序(从近到远)
|
||||
targetsInRange.sort((a, b) => {
|
||||
const distanceA = Math.abs(this.node.position.x - a.node.position.x);
|
||||
const distanceB = Math.abs(this.node.position.x - b.node.position.x);
|
||||
return distanceA - distanceB;
|
||||
});
|
||||
|
||||
// 限制目标数量
|
||||
const maxTargets = Math.min(hitNum, targetsInRange.length);
|
||||
const selectedTargets = targetsInRange.slice(0, maxTargets);
|
||||
|
||||
selectedTargets.forEach(target => {
|
||||
this.single_damage(target, false);
|
||||
});
|
||||
}
|
||||
} else {
|
||||
// 范围伤害:对所有范围内目标造成伤害
|
||||
if(targetsInRange.length > 0) {
|
||||
targetsInRange.forEach(target => {
|
||||
this.single_damage(target, false);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
toDestroy() {
|
||||
if(this.is_destroy){
|
||||
if (this.ent) {
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { _decorator, CCBoolean, CCInteger, instantiate, Node, Prefab, v3, Vec3 } from "cc";
|
||||
import { _decorator, CCBoolean, CCFloat, CCInteger, instantiate, Node, Prefab, v3, Vec3 } from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
@@ -17,23 +17,29 @@ export class SkillViewCom extends CCComp {
|
||||
atkPrefab: Prefab = null!
|
||||
@property
|
||||
hasReady: boolean = false;
|
||||
@property
|
||||
ReadyLoop: boolean = false // 预备是否循环
|
||||
@property({ type: CCFloat })
|
||||
SkillTime: number = 0 // 技能控制存续时间时间
|
||||
@property({ type: CCFloat })
|
||||
ReadyTime: number = 0 // 技能前摇时间
|
||||
@property({ type: CCInteger })
|
||||
ReadyTime: number = 0
|
||||
@property({ type: CCInteger })
|
||||
runType: number = 0
|
||||
runType: number = 0 //技能运行类型 0-线性 1-贝塞尔 2-开始位置固定 3-目标位置固定
|
||||
@property({ type: CCInteger })
|
||||
ready_y: number = 0
|
||||
@property({ type: CCInteger })
|
||||
atk_x: number = 0
|
||||
@property({ type: CCInteger })
|
||||
atk_y: number = 0
|
||||
@property({ type: CCInteger })
|
||||
s_count:number=1;
|
||||
@property({ type: CCFloat })
|
||||
s_interval:number=0.2;
|
||||
|
||||
endTime: number = 0;
|
||||
readyFinish: boolean = false;
|
||||
caster:HeroViewComp=null!;
|
||||
s_uuid:number=0;
|
||||
s_count:number=1;
|
||||
s_interval:number=0.2;
|
||||
s_cd:number=0;
|
||||
scale: number = 0;
|
||||
cName:string="";
|
||||
@@ -60,7 +66,7 @@ export class SkillViewCom extends CCComp {
|
||||
}
|
||||
doEnd(dt: number) {
|
||||
this.endTime += dt
|
||||
if(this.endTime >= SkillSet[this.s_uuid].in) {
|
||||
if(this.endTime >= this.SkillTime) {
|
||||
this.ent.destroy()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,6 +4,7 @@ import { CCComp } from "../../../../../extensions/oops-plugin-framework/assets/m
|
||||
import { HeroViewComp } from "../../hero/HeroViewComp";
|
||||
import { SkillCom } from "../SkillCom";
|
||||
import { AtkConCom } from "../../skill/AtkConCom";
|
||||
import { SkillSet } from "../../common/config/SkillSet";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@@ -17,53 +18,7 @@ export class AtkComComp extends CCComp {
|
||||
// this.on(ModuleEvent.Cmd, this.onHandler, this);
|
||||
}
|
||||
|
||||
public atk(args:any){
|
||||
let scom=this.node.getComponent(SkillCom)
|
||||
let acom=this.node.getComponent(AtkConCom)
|
||||
let skill=scom?scom:acom
|
||||
let dis=this.node.getComponent(UITransform).width/2
|
||||
let targetsInRange: HeroViewComp[] = []
|
||||
|
||||
// 收集范围内所有敌方目标
|
||||
ecs.query(ecs.allOf(HeroViewComp)).some(e => {
|
||||
const view = e.get(HeroViewComp);
|
||||
if(view.fac!=skill.fac) {
|
||||
const distance = Math.abs(skill.node.position.x - view.node.position.x);
|
||||
if(distance <= dis) {
|
||||
targetsInRange.push(view);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 根据配置的hit_num决定攻击模式
|
||||
const hitNum = skill.skillConfig?.hit_num || 0;
|
||||
if(hitNum > 0) {
|
||||
// 限制目标数量:按距离排序,选择最近的N个目标
|
||||
if(targetsInRange.length > 0) {
|
||||
// 按距离排序(从近到远)
|
||||
targetsInRange.sort((a, b) => {
|
||||
const distanceA = Math.abs(skill.node.position.x - a.node.position.x);
|
||||
const distanceB = Math.abs(skill.node.position.x - b.node.position.x);
|
||||
return distanceA - distanceB;
|
||||
});
|
||||
|
||||
// 限制目标数量
|
||||
const maxTargets = Math.min(hitNum, targetsInRange.length);
|
||||
const selectedTargets = targetsInRange.slice(0, maxTargets);
|
||||
|
||||
selectedTargets.forEach(target => {
|
||||
skill.single_damage(target, false);
|
||||
});
|
||||
}
|
||||
} else {
|
||||
// 范围伤害:对所有范围内目标造成伤害
|
||||
if(targetsInRange.length > 0) {
|
||||
targetsInRange.forEach(target => {
|
||||
skill.single_damage(target, false);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
/** 全局消息逻辑处理 */
|
||||
// private onHandler(event: string, args: any) {
|
||||
// switch (event) {
|
||||
|
||||
Reference in New Issue
Block a user