refactor(技能系统): 统一额外伤害参数命名从exr_dmg改为ext_dmg

修改Skill.ts和SACastSystem.ts中的参数命名,保持代码一致性
This commit is contained in:
2025-11-20 15:11:59 +08:00
parent 5a81704379
commit 8113ec671f
2 changed files with 3 additions and 4 deletions

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@@ -190,7 +190,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
/**
* 创建技能实体
*/
private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],exr_dmg:number=0) {
private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],ext_dmg:number=0) {
// 检查节点有效性
if (!caster.node || !caster.node.isValid) {
console.warn("[SACastSystem] 施法者节点无效");
@@ -215,8 +215,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
const targetPos = targets[0]; // 使用第一个目标位置
// console.log(`[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`);
// 加载技能实体(包括预制体、组件初始化等)
skill.load(startPos, parent, s_uuid, targetPos, caster,exr_dmg);
skill.load(startPos, parent, s_uuid, targetPos, caster,ext_dmg);
}
/**