feat(战斗系统): 实现攻击和技能伤害加成天赋效果
添加ATK_DMG和SKILL_DMG天赋类型,支持在普通攻击和技能释放时应用额外伤害 修改SACastSystem以处理不同类型的伤害加成 重构TalEffet枚举并更新相关配置
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@@ -18,19 +18,20 @@ export enum TriType {
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export enum TalEffet {
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DMG=1, // 伤害
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HP=2, // 回血 百分比
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MP=3, //回蓝 百分比
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BUFF = 4, // 暴击率,闪避率等,可叠加的触发后清零
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STATS=5, // 状态
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WFUNY=6, // 风怒
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SPLASH=7, // 溅射
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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_ATK=11, // 普工必爆
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C_SKILL=12, // 一般技能必暴
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C_MSKILL=13, // 必杀技能必暴
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ATK_DMG=1, // 伤害
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SKILL_DMG=2, // 技能伤害
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HP=3, // 回血 百分比
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MP=4, //回蓝 百分比
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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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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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@@ -107,7 +108,7 @@ export const talConf: Record<number, ItalConf> = {
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desc:"普通攻击10次后, 下次一般技能额外释放1次,伤害100%"},
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/*** 受伤触发 ***/
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7101:{uuid:7101,name:"反击",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.DMG,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
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7101:{uuid:7101,name:"反击",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.ATK_DMG,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
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desc:"被攻击3次后, 给于目标50%的伤害"},
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7102:{uuid:7102,name:"护盾",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.SHIELD,vType:BType.RATIO, value:20,attrs:TalAttrs.NON,
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desc:"被攻击3次后, 获得20%的生命值护盾"},
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@@ -433,6 +433,12 @@ export class HeroAttrsComp extends ecs.Comp {
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t.count -= 1;
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return true;
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}
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useCountValTal(eff: number): number {
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const t = this.Talents[eff];
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if (!t || t.value <= 0) return 0;
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t.count -= 1;
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return t.value;
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}
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useValueTalByUuid(t_uuid: number) {
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const buff = this.BUFFS_TAL[t_uuid];
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if (!buff) return;
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@@ -157,29 +157,39 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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return false;
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}
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// 2. 延迟创建技能实体(等待动画)
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const delay = 0.3
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets);
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}, delay);
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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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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets,ext_dmg);
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}, delay);
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}
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if(hset === HSSet.skill){
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let delay = 0.3
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let ext_dmg = heroAttrs.useCountValTal(TalEffet.SKILL_DMG);
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets,ext_dmg);
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}, delay);
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}
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//风怒wfuny 只针对 普通攻击起效
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if (hset === HSSet.atk && heroAttrs.useCountTal(TalEffet.WFUNY)){
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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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this.createSkill(s_uuid, heroView,targets);
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets);
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},delay);
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}
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// 双技能 只针对 技能起效
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if(hset === HSSet.skill && heroAttrs.useCountTal(TalEffet.D_SKILL)){
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targets = this.sTargets(heroView, s_uuid);
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if (targets.length === 0) {
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console.warn("[SACastSystem] 没有找到有效目标");
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return false;
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}
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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 双技能动画
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets);
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}, delay);
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},delay);
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}
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@@ -202,6 +202,21 @@ export class TalComp extends ecs.Comp {
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const talent = this.Tals[uuid];
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const heroAttrs=this.ent.get(HeroAttrsComp);
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switch(talent.effet){
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case TalEffet.ATK_DMG:
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heroAttrs.addCountTal(TalEffet.ATK_DMG, talent.value + talent.value_add);
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break;
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case TalEffet.SKILL_DMG:
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heroAttrs.addCountTal(TalEffet.SKILL_DMG, talent.value + talent.value_add);
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break;
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case TalEffet.LDMG:
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heroAttrs.addCountTal(TalEffet.LDMG, talent.value + talent.value_add);
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break;
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// case TalEffet.HP:
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// heroAttrs.addCountTal(TalEffet.HP, talent.value + talent.value_add);
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// break;
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// case TalEffet.MP:
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// heroAttrs.addCountTal(TalEffet.MP, talent.value + talent.value_add);
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// break;
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case TalEffet.WFUNY:
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heroAttrs.addCountTal(TalEffet.WFUNY, talent.value + talent.value_add);
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break;
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