refactor(hero): 移除怒气值相关属性和逻辑,修改hp显示逻辑
移除英雄属性组件中的怒气值(pow)属性及相关配置 删除英雄视图组件中怒气值显示和使用的逻辑 简化资源管理,移除不再使用的代码
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@@ -31,8 +31,6 @@ export class HeroViewComp extends CCComp {
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status:String = "idle"
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scale: number = 1; // 显示方向
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box_group:number = BoxSet.HERO; // 碰撞组
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usePower:boolean = false;
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useMp:boolean = false;
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realDeadTime:number=10
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deadCD:number=0
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// 血条显示相关
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@@ -89,10 +87,7 @@ export class HeroViewComp extends CCComp {
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// }
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/* 显示角色血*/
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this.top_node.getChildByName("hp").active = true;
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this.usePower=HeroInfo[this.model.hero_uuid].type==HType.warrior||HeroInfo[this.model.hero_uuid].type==HType.assassin;
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this.useMp=HeroInfo[this.model.hero_uuid].type==HType.mage||HeroInfo[this.model.hero_uuid].type==HType.remote||HeroInfo[this.model.hero_uuid].type==HType.support;
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this.top_node.getChildByName("pow").active = this.usePower;
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this.top_node.getChildByName("mp").active = this.useMp;
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this.top_node.getChildByName("mp").active = true;
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// 初始隐藏血条(被攻击后才显示)
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this.top_node.active = false;
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}
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@@ -140,9 +135,9 @@ export class HeroViewComp extends CCComp {
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this.processDamageQueue(); // 伤害数字显示队列
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// ✅ 更新 UI 显示(数据由 HeroAttrSystem 更新)
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// 移除了每帧调用的 hp_show,改为仅在需要时调用
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this.hp_show(this.model.hp, this.model.Attrs[Attrs.HP_MAX]);
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if(this.useMp) this.mp_show(this.model.mp, this.model.Attrs[Attrs.MP_MAX]);
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if(this.usePower) this.pow_show(this.model.pow, this.model.Attrs[Attrs.POW_MAX]);
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this.mp_show(this.model.mp, this.model.Attrs[Attrs.MP_MAX]);
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this.show_shield(this.model.shield, this.model.Attrs[Attrs.SHIELD_MAX]);
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}
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@@ -297,9 +292,10 @@ export class HeroViewComp extends CCComp {
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health(hp: number = 0, is_num:boolean=true) {
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// 生命值更新由 Model 层处理,这里只负责视图表现
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this.heathed();
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if(this.model) {
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this.hp_show(hp, this.model.Attrs[Attrs.HP_MAX]);
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}
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this.hp_tip(TooltipTypes.health, hp.toFixed(0));
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this.top_node.active=true
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this.hp_show(this.model.hp, this.model.Attrs[Attrs.HP_MAX]);
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}
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alive(){
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@@ -390,19 +386,8 @@ export class HeroViewComp extends CCComp {
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}
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// 伤害计算和战斗逻辑已迁移到 HeroBattleSystem
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/** 死亡触发器(预留,用于天赋/特殊效果) */
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do_dead_trigger(){
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if(!this.model || this.model.is_dead || this.model.fac === FacSet.MON) return;
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// 预留:天赋触发、复活检查等
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}
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/** 受击触发器(预留,用于天赋/特殊效果) */
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do_atked_trigger(){
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if(!this.model || this.model.is_dead || this.model.fac === FacSet.MON) return;
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// 预留:反击、护盾触发等
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}
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/** 调试日志(已禁用) */
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to_console(value:any, value2:any=null, value3:any=null){
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@@ -415,7 +400,7 @@ export class HeroViewComp extends CCComp {
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switch(skill.act){
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case "max":
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this.as.max()
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this.tooltip(TooltipTypes.skill, skill.name, skill_id)
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this.tooltip(TooltipTypes.skill, skill.name)
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break
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case "atk":
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this.as.atk()
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@@ -458,9 +443,9 @@ export class HeroViewComp extends CCComp {
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this.hp_show(this.model.hp, this.model.Attrs[Attrs.HP_MAX]);
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this.in_atked(anm, this.model.fac==FacSet.HERO?1:-1);
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if (isCrit) {
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this.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage);
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this.hp_tip(TooltipTypes.crit, damage.toFixed(0));
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} else {
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this.hp_tip(TooltipTypes.life, damage.toFixed(0), damage);
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this.hp_tip(TooltipTypes.life, damage.toFixed(0));
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}
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}
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reset() {
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