技能内存优化
This commit is contained in:
@@ -72,7 +72,7 @@ export enum FightSet {
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DOWN_TIME=5,//倒计时时间
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MORE_RC=10,//更多次数 广告获取的次数
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TAL_NUM=3,//天赋数量
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HEARTPOS=-240,//基地位置
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HEARTPOS=-320,//基地位置
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HERO_MAX_NUM=3,//英雄最大数量
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// ATK_TO_ATK_RATIO=0.1,
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// ATK_TO_HP_RATIO=0.2,
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@@ -57,7 +57,13 @@ export enum CdType {
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dod=4,
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power=5,
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}
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export enum AtkedType {
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atked = "atked",
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ice = "atked_ice",
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fire = "atked_fire",
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wind = "atked_wind",
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crit = "atked_crit",
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}
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//技能释放cd: 0:技能配置的cd,1:HeroViewComp.cd 值,2:HeroViewComp.pw:0值,当HeroViewComppw==HeroViewComp.pwm值是 释放
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export enum AType {
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@@ -194,7 +200,7 @@ export enum Quality{
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ORANGE=5,
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}
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/*
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path: 图片地址
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AtkedType:AtkedType.atked,path: 图片地址
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[debuff] : 0:无,1:冰,2:灼烧,3:眩晕,4:降低攻击,5:降低hp,6:降低防御,7:吸血,8:击退
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depb:触发比率
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debtime :持续时间
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@@ -230,101 +236,101 @@ export const getSkills=(quality:number)=>{
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return heroSkills;
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}
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export const SkillSet = {
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6001:{uuid:6001,name:"剑气",for_hero:false,sp_name:"atk_1",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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6001:{uuid:6001,name:"剑气",for_hero:false,sp_name:"atk_1",AtkedType:AtkedType.atked,path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
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debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit_num:1,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
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6002:{uuid:6002,name:"冰球",for_hero:false,sp_name:"greenball",path:"3034",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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6002:{uuid:6002,name:"冰球",for_hero:false,sp_name:"greenball",AtkedType:AtkedType.ice,path:"3034",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
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debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit_num:1,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"},
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6003:{uuid:6003,name:"射击",for_hero:false,sp_name:"arrow",path:"3037",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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6003:{uuid:6003,name:"射击",for_hero:false,sp_name:"arrow",AtkedType:AtkedType.atked,path:"3037",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
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debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit_num:1,hit:2,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人释放箭矢,造成100%攻击的伤害"},
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6004:{uuid:6004,name:"护盾",for_hero:true,sp_name:"shield",path:"3045",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
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6004:{uuid:6004,name:"护盾",for_hero:true,sp_name:"shield",AtkedType:AtkedType.atked,path:"3045",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Team,SType:SType.shield,act:"max",DTType:DTType.single,CdType:CdType.cd,AType:AType.fixedStart,EType:EType.animationEnd,fname:"max",flash:false,with:0,
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debuff:0,deV:0,deC:0,deR:100,in:1,ap:0,cd:5,hit_num:1,hit:1,hited:3,buV:2,buC:0,buR:100,speed:720,cost:10,info:"为最前排队友召唤一个可以抵御2次攻击的圣盾(最高叠加到6次)"},
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6005:{uuid:6005,name:"治疗", for_hero:true, sp_name:"heath_small",path:"3056",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
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6005:{uuid:6005,name:"治疗", for_hero:true, sp_name:"heath_small",AtkedType:AtkedType.atked,path:"3056",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Team,SType:SType.heal,act:"max",DTType:DTType.single,CdType:CdType.cd,AType:AType.StartEnd,EType:EType.timeEnd,fname:"max",flash:false,with:0,
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debuff:0,deV:0,deC:0,deR:100,in:1,ap:0,cd:5,hit_num:1,hit:0,hited:0,buV:20,buC:0,buR:100,speed:0,cost:10,info:"回复最前排队友10%最大生命值的生命"},
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6006:{uuid:6006,name:"铁斧打击",for_hero:false,sp_name:"base_ft",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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6006:{uuid:6006,name:"铁斧打击",for_hero:false,sp_name:"base_ft",AtkedType:AtkedType.atked,path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
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debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit_num:1,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
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6007:{uuid:6007,name:"木棍打击",for_hero:false,sp_name:"base_mg",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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6007:{uuid:6007,name:"木棍打击",for_hero:false,sp_name:"base_mg",AtkedType:AtkedType.atked,path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
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debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit_num:1,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出木棍,造成100%攻击的伤害"},
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6008:{uuid:6008,name:"飞刀打击",for_hero:false,sp_name:"base_sf",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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6008:{uuid:6008,name:"飞刀打击",for_hero:false,sp_name:"base_sf",AtkedType:AtkedType.atked,path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
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debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit_num:1,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"},
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6009:{uuid:6009,name:"石斧打击",for_hero:false,sp_name:"base_sf",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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6009:{uuid:6009,name:"石斧打击",for_hero:false,sp_name:"base_sf",AtkedType:AtkedType.atked,path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
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debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit_num:1,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
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6010:{uuid:6010,name:"攻击",for_hero:false,sp_name:"atk1",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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6010:{uuid:6010,name:"攻击",for_hero:false,sp_name:"atk1",AtkedType:AtkedType.atked,path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.fixedStart,EType:EType.animationEnd,fname:"max",flash:false,with:0,
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debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit_num:1,hit:1,hited:0.2,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
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6011:{uuid:6011,name:"攻击",for_hero:false,sp_name:"atk2",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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6011:{uuid:6011,name:"攻击",for_hero:false,sp_name:"atk2",AtkedType:AtkedType.atked,path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.fixedStart,EType:EType.animationEnd,fname:"max",flash:false,with:0,
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debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit_num:1,hit:1,hited:0.2,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
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6020:{uuid:6020,name:"烈焰斩击",for_hero:false,sp_name:"max_fireatk",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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6020:{uuid:6020,name:"烈焰斩击",for_hero:false,sp_name:"max_fireatk",AtkedType:AtkedType.atked,path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.fixedStart,EType:EType.animationEnd,fname:"max",flash:false,with:0,
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debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit_num:1,hit:1,hited:0.2,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
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6021:{uuid:6021,name:"烈火护盾",for_hero:true,sp_name:"max_firedun",path:"3061",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
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6021:{uuid:6021,name:"烈火护盾",for_hero:true,sp_name:"max_firedun",AtkedType:AtkedType.atked,path:"3061",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedStart,EType:EType.timeEnd,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:10,ap:100,cd:5,hit_num:1,hit:1,hited:1,buV:0,buC:0,buR:100,speed:80,cost:10,info:"召唤烈焰保护英雄,持续10秒,每秒对范围内的敌人造成100%伤害"},
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6022:{uuid:6022,name:"火球术" ,for_hero:true,sp_name:"fire",path:"3039",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
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6022:{uuid:6022,name:"火球术" ,for_hero:true,sp_name:"fire",AtkedType:AtkedType.fire,path:"3039",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:DebuffAttr.STUN,deV:0,deC:1,deR:50,in:1,ap:100,cd:5,hit_num:1,hit:2,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,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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6023:{uuid:6023,name:"龙卷风",for_hero:true, sp_name:"bwind",path:"3065",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
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6023:{uuid:6023,name:"龙卷风",for_hero:true, sp_name:"bwind",AtkedType:AtkedType.wind,path:"3065",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.power,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:3,ap:100,cd:5,hit_num:1,hit:1,hited:1,buV:0,buC:0,buR:100,speed:360,cost:10,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"},
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6024:{uuid:6024,name:"寒冰箭",for_hero:true, sp_name:"arrow_blue",path:"3060",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
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6024:{uuid:6024,name:"寒冰箭",for_hero:true, sp_name:"arrow_blue",AtkedType:AtkedType.ice,path:"3060",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:DebuffAttr.FROST,deV:1,deC:0,deR:100,in:1,ap:100,cd:1,hit_num:1,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
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6025:{uuid:6025,name:"烈焰射击",for_hero:false,sp_name:"arrow_yellow",path:"3014",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
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6025:{uuid:6025,name:"烈焰射击",for_hero:false,sp_name:"arrow_yellow",AtkedType:AtkedType.atked,path:"3014",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.power,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
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debuff:DebuffAttr.STUN,deV:0.5,deC:0,deR:50,in:1,ap:100,cd:5,hit_num:1,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"},
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6026:{uuid:6026,name:"火墙", for_hero:true, sp_name:"firewall",path:"3040",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
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6026:{uuid:6026,name:"火墙", for_hero:true, sp_name:"firewall",AtkedType:AtkedType.atked,path:"3040",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.cd,AType:AType.fixedEnd,EType:EType.timeEnd,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:10,ap:50,cd:5,hit_num:1,hit:1,hited:1,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"},
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6027:{uuid:6027,name:"冰刺",for_hero:true,sp_name:"icez",path:"3049",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
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6027:{uuid:6027,name:"冰刺",for_hero:true,sp_name:"icez",AtkedType:AtkedType.atked,path:"3049",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,EType:EType.animationEnd,fname:"max",flash:false,with:90,
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debuff:DebuffAttr.FROST,deV:0,deC:0,deR:100,in:1,ap:300,cd:5,hit_num:1,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
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6028:{uuid:6028,name:"潮汐", for_hero:true, sp_name:"watert",path:"3070",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
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6028:{uuid:6028,name:"潮汐", for_hero:true, sp_name:"watert",AtkedType:AtkedType.atked,path:"3070",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,EType:EType.animationEnd,fname:"max",flash:false,with:90,
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debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:3,ap:100,cd:5,hit_num:1,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"},
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6029:{uuid:6029,name:"陨石术",for_hero:true, sp_name:"max_yunshi",path:"3123",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
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6029:{uuid:6029,name:"陨石术",for_hero:true, sp_name:"max_yunshi",AtkedType:AtkedType.atked,path:"3123",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
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TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,EType:EType.animationEnd,fname:"max",flash:false,with:90,
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debuff:0,deV:0,deC:0,deR:100,in:3,ap:500,cd:5,hit_num:1,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"},
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6030:{uuid:6030,name:"冰墙", for_hero:false, sp_name:"icet",path:"3050",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
||||
6030:{uuid:6030,name:"冰墙", for_hero:false, sp_name:"icet",AtkedType:AtkedType.atked,path:"3050",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.cd,AType:AType.linear,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
||||
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:1,ap:400,cd:5,hit_num:1,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
||||
//召唤取消
|
||||
// 6031:{uuid:6031,name:"召唤骷髅",for_hero:true,sp_name:"zhaohuan",path:"3018",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
||||
// 6031:{uuid:6031,name:"召唤骷髅",for_hero:true,sp_name:"zhaohuan",AtkedType:AtkedType.atked,path:"3018",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
||||
// TGroup:TGroup.Self,SType:SType.zhaohuan,act:"max",DTType:DTType.single,CdType:CdType.power,AType:AType.fixedStart,EType:EType.animationEnd,fname:"max_blue",flash:true,with:90,
|
||||
// debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:70,cd:60,hit_num:1,hit:1,hited:1,buV:0,buC:0,buR:100,speed:720,hero:5221,cost:10,info:"召唤一个骷髅战士为我方而战"},
|
||||
|
||||
6032:{uuid:6032,name:"陨石风暴",for_hero:true, sp_name:"fireys",path:"3101",quality:Quality.PURPLE, TType:TType.Frontline,maxC:5,
|
||||
6032:{uuid:6032,name:"陨石风暴",for_hero:true, sp_name:"fireys",AtkedType:AtkedType.atked,path:"3101",quality:Quality.PURPLE, TType:TType.Frontline,maxC:5,
|
||||
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
||||
debuff:0,deV:0,deC:0,deR:50,in:3,ap:500,cd:5,hit_num:1,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"},
|
||||
|
||||
6033:{uuid:6033,name:"龙卷风爆",for_hero:true, sp_name:"bwind",path:"3069",quality:Quality.PURPLE, TType:TType.Frontline,maxC:5,
|
||||
6033:{uuid:6033,name:"龙卷风爆",for_hero:true, sp_name:"bwind",AtkedType:AtkedType.atked,path:"3069",quality:Quality.PURPLE, TType:TType.Frontline,maxC:5,
|
||||
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
|
||||
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:50,in:3,ap:100,cd:5,hit_num:1,hit:1,hited:1,buV:0,buC:0,buR:100,speed:360,cost:10,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
||||
6034:{uuid:6034,name:"大潮汐", for_hero:true, sp_name:"watert",path:"3070",quality:Quality.PURPLE, TType:TType.Frontline,maxC:5,
|
||||
6034:{uuid:6034,name:"大潮汐", for_hero:true, sp_name:"watert",AtkedType:AtkedType.atked,path:"3070",quality:Quality.PURPLE, TType:TType.Frontline,maxC:5,
|
||||
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
||||
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:50,in:3,ap:100,cd:5,hit_num:1,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"},
|
||||
|
||||
|
||||
@@ -256,109 +256,109 @@ export const HeroInfo = {
|
||||
|
||||
//主将
|
||||
5001:{uuid:5001,name:"火焰骑士",path:"k2", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.warrior,hp:100,ap:15,dis:100,cd:1.5,speed:50,skills:[6011,6020],
|
||||
type:HType.warrior,hp:100,ap:15,dis:100,cd:1,speed:150,skills:[6011,6020],
|
||||
buff:[],info:"剑类专精,穿刺伤害额外+10%"},
|
||||
|
||||
5002:{uuid:5002,name:"圣盾骑士",path:"k3", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.warrior,hp:100,ap:15,dis:100,cd:1.5,speed:50,skills:[6011,6004],
|
||||
type:HType.warrior,hp:100,ap:15,dis:100,cd:1,speed:150,skills:[6011,6004],
|
||||
buff:[],info:"斧类专精,风怒概率增加10%"},
|
||||
|
||||
// 5003:{uuid:5003,name:"碎颅.赫克托",path:"k4", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
// type:HType.warrior,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6010,6021,6001],
|
||||
// type:HType.warrior,hp:100,ap:15,dis:400,cd:1,speed:100,skills:[6010,6021,6001],
|
||||
// buff:[],info:"锤类专精,暴击概率增加10%"},
|
||||
|
||||
// 5004:{uuid:5004,name:"裂伤.塔米拉",path:"k3", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
// type:HType.warrior,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6010,6021,6001],
|
||||
// type:HType.warrior,hp:100,ap:15,dis:400,cd:1,speed:100,skills:[6010,6021,6001],
|
||||
// buff:[],info:"刀类专精,易伤效果额外持续1次"},
|
||||
|
||||
5005:{uuid:5005,name:"幽灵射手",path:"a4", quality:HQuality.BLUE,lv:1,kind:2,
|
||||
type:HType.remote,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6003,6003],
|
||||
type:HType.remote,hp:100,ap:15,dis:400,cd:1,speed:100,skills:[6003,6003],
|
||||
buff:[],info:"说明"},
|
||||
|
||||
|
||||
5007:{uuid:5007,name:"混沌法师",path:"zh1", quality:HQuality.BLUE,lv:1,kind:2,
|
||||
type:HType.mage,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6002,6002],
|
||||
type:HType.mage,hp:100,ap:15,dis:400,cd:1,speed:100,skills:[6002,6002],
|
||||
buff:[],info:"说明"},
|
||||
|
||||
5008:{uuid:5008,name:"火焰法师",path:"zh2", quality:HQuality.BLUE,lv:1,kind:2,
|
||||
type:HType.mage,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6022,6002],
|
||||
type:HType.mage,hp:100,ap:15,dis:400,cd:1.5,speed:100,skills:[6022,6002],
|
||||
buff:[],info:"说明"},
|
||||
|
||||
5009:{uuid:5009,name:"风暴精灵",path:"d1", quality:HQuality.BLUE,lv:1,kind:2,
|
||||
type:HType.mage,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6002,6002],
|
||||
type:HType.mage,hp:100,ap:15,dis:400,cd:1.5,speed:100,skills:[6002,6002],
|
||||
buff:[],info:"说明"},
|
||||
|
||||
5010:{uuid:5010,name:"战争祭祀",path:"d2", quality:HQuality.BLUE,lv:1,kind:2,
|
||||
type:HType.mage,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6024,6002],
|
||||
type:HType.mage,hp:100,ap:15,dis:400,cd:1.5,speed:100,skills:[6024,6002],
|
||||
buff:[],info:"说明"},
|
||||
|
||||
5011:{uuid:5011,name:"暴风射手",path:"a5", quality:HQuality.BLUE,lv:1,kind:2,
|
||||
type:HType.remote,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6003,6003],
|
||||
type:HType.remote,hp:100,ap:15,dis:400,cd:1,speed:100,skills:[6003,6003],
|
||||
buff:[],info:"说明"},
|
||||
|
||||
|
||||
|
||||
//怪物
|
||||
5201:{uuid:5201,name:"兽人战士",path:"mor1", quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:45,skills:[6010],
|
||||
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:100,skills:[6010],
|
||||
buff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5202:{uuid:5202,name:"兽人刺客",path:"mor2", quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.remote,hp:20,ap:5,dis:350,cd:1.5,speed:45,skills:[6008],
|
||||
type:HType.remote,hp:20,ap:5,dis:350,cd:1,speed:100,skills:[6008],
|
||||
buff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5203:{uuid:5203,name:"兽人护卫",path:"mor3", quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:45,skills:[6010],
|
||||
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:100,skills:[6010],
|
||||
buff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5204:{uuid:5204,name:"石卫", path:"mgem1",quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.mage,hp:18,ap:5,dis:90,cd:2.5,speed:45,skills:[6010],
|
||||
type:HType.mage,hp:18,ap:5,dis:90,cd:2.5,speed:100,skills:[6010],
|
||||
buff:[],info:"法师怪物-高伤害脆弱"},
|
||||
|
||||
5205:{uuid:5205,name:"土卫", path:"mgem2",quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.mage,hp:18,ap:5,dis:90,cd:2.5,speed:45,skills:[6010],
|
||||
type:HType.mage,hp:18,ap:5,dis:90,cd:2.5,speed:100,skills:[6010],
|
||||
buff:[],info:"法师怪物-高伤害脆弱"},
|
||||
|
||||
5206:{uuid:5206,name:"树卫", path:"mgem3",quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.mage,hp:18,ap:5,dis:90,cd:2.5,speed:45,skills:[6010],
|
||||
type:HType.mage,hp:18,ap:5,dis:90,cd:2.5,speed:100,skills:[6010],
|
||||
buff:[],info:"法师怪物-高伤害脆弱"},
|
||||
|
||||
|
||||
|
||||
5219:{uuid:5219,name:"牛头战士",path:"mn1", quality:HQuality.GREEN,lv:2,kind:1,
|
||||
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:45,skills:[6010],
|
||||
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:100,skills:[6010],
|
||||
buff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5220:{uuid:5220,name:"牛头战士",path:"mn2", quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:45,skills:[6010],
|
||||
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:100,skills:[6010],
|
||||
buff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5221:{uuid:5221,name:"牛头战士",path:"mn3", quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.remote,hp:20,ap:5,dis:350,cd:1.5,speed:45,skills:[6008],
|
||||
type:HType.remote,hp:20,ap:5,dis:350,cd:1.5,speed:100,skills:[6008],
|
||||
buff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5222:{uuid:5222,name:"独眼巨人",path:"md1", quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:45,skills:[6010],
|
||||
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:100,skills:[6010],
|
||||
buff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5223:{uuid:5223,name:"独眼巨人",path:"md2", quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:45,skills:[6010],
|
||||
type:HType.warrior,hp:25,ap:5,dis:90,cd:2,speed:100,skills:[6010],
|
||||
buff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5224:{uuid:5224,name:"独眼巨人",path:"md3", quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.remote,hp:20,ap:5,dis:350,cd:1.5,speed:45,skills:[6010],
|
||||
type:HType.remote,hp:20,ap:5,dis:350,cd:1.5,speed:100,skills:[6010],
|
||||
buff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5225:{uuid:5225,name:"精英独眼",path:"md4", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.warrior,hp:45,ap:12,dis:300,cd:2,speed:25,skills:[6006],
|
||||
type:HType.warrior,hp:45,ap:12,dis:300,cd:2,speed:100,skills:[6006],
|
||||
buff:[],info:"精英怪物-战士型"},
|
||||
|
||||
5226:{uuid:5226,name:"精英牛头",path:"mn4", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.warrior,hp:45,ap:12,dis:300,cd:2,speed:25,skills:[6007],
|
||||
type:HType.warrior,hp:45,ap:12,dis:300,cd:2,speed:100,skills:[6007],
|
||||
buff:[],info:"精英怪物-战士型"},
|
||||
|
||||
5227:{uuid:5227,name:"精英兽人",path:"mor4", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.warrior,hp:45,ap:12,dis:300,cd:2,speed:25,skills:[6008],
|
||||
type:HType.warrior,hp:45,ap:12,dis:300,cd:2,speed:100,skills:[6008],
|
||||
buff:[],info:"精英怪物-战士型"},
|
||||
|
||||
};
|
||||
|
||||
@@ -175,8 +175,8 @@ export class BuffComp extends Component {
|
||||
node.parent = this.node.parent;
|
||||
node.setPosition(pos);
|
||||
}
|
||||
in_atked() {
|
||||
var path = "game/skills/atked";
|
||||
in_atked(anm:string="atked") {
|
||||
var path = "game/skills/"+anm;
|
||||
var prefab: Prefab = oops.res.get(path, Prefab)!;
|
||||
var node = instantiate(prefab);
|
||||
let pos =v3(15,30);
|
||||
|
||||
@@ -188,7 +188,8 @@ export class HeroViewComp extends CCComp {
|
||||
private damageQueue: Array<{
|
||||
damage: number,
|
||||
isCrit: boolean,
|
||||
delay: number
|
||||
delay: number,
|
||||
anm:string,
|
||||
}> = [];
|
||||
private isProcessingDamage: boolean = false;
|
||||
private damageInterval: number = 0.01; // 伤害数字显示间隔
|
||||
@@ -635,6 +636,7 @@ export class HeroViewComp extends CCComp {
|
||||
burn_count:number=0,burn_value:number=0,
|
||||
stun_time:number=0,stun_ratto:number=0,
|
||||
frost_time:number=0,frost_ratto:number=0,
|
||||
atked_anm:string="atked"
|
||||
){
|
||||
this.do_atked_trigger()
|
||||
if(burn_count>0){
|
||||
@@ -660,7 +662,9 @@ export class HeroViewComp extends CCComp {
|
||||
if(this.currentHp <= 0) {
|
||||
if(this == null) return;
|
||||
this.is_dead=true
|
||||
this.BUFFCOMP.dead()
|
||||
if(this.BUFFCOMP){
|
||||
this.BUFFCOMP.dead()
|
||||
}
|
||||
this.do_dead()
|
||||
//console.log("[HeroViewComp]:dead,fac => "+(this.fac==FacSet.HERO?"hero":"monster"))
|
||||
if(this.ent == null) return;
|
||||
@@ -670,8 +674,10 @@ export class HeroViewComp extends CCComp {
|
||||
this.ent.destroy();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// this.update_vm
|
||||
this.showDamage(damage, is_crit);
|
||||
this.showDamage(damage, is_crit,atked_anm);
|
||||
|
||||
}
|
||||
//伤害计算 debuff 易伤
|
||||
@@ -835,11 +841,12 @@ export class HeroViewComp extends CCComp {
|
||||
}
|
||||
/** 显示伤害数字 */
|
||||
|
||||
showDamage(damage: number, isCrit: boolean) {
|
||||
showDamage(damage: number, isCrit: boolean,anm:string="atked") {
|
||||
this.damageQueue.push({
|
||||
damage,
|
||||
isCrit,
|
||||
delay: this.damageInterval
|
||||
delay: this.damageInterval,
|
||||
anm
|
||||
});
|
||||
}
|
||||
ex_show(text:string){
|
||||
@@ -859,7 +866,7 @@ export class HeroViewComp extends CCComp {
|
||||
this.isProcessingDamage = true;
|
||||
const damageInfo = this.damageQueue.shift()!;
|
||||
|
||||
this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit);
|
||||
this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit,damageInfo.anm);
|
||||
|
||||
// 设置延时处理下一个伤害
|
||||
this.scheduleOnce(() => {
|
||||
@@ -868,9 +875,9 @@ export class HeroViewComp extends CCComp {
|
||||
}
|
||||
|
||||
/** 立即显示伤害效果 */
|
||||
private showDamageImmediate(damage: number, isCrit: boolean) {
|
||||
this.as.atked()
|
||||
// this.BUFFCOMP.in_atked()
|
||||
private showDamageImmediate(damage: number, isCrit: boolean,anm:string="atked") {
|
||||
// this.as.atked()
|
||||
this.BUFFCOMP.in_atked(anm)
|
||||
this.atked_count++;
|
||||
if (isCrit) {
|
||||
this.BUFFCOMP.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage);
|
||||
|
||||
@@ -11,7 +11,6 @@ export class LifeComp extends Component {
|
||||
oops.message.on(GameEvent.LifeChange,this.onLifeChange,this)
|
||||
}
|
||||
start() {
|
||||
this.node.setSiblingIndex(100)
|
||||
}
|
||||
|
||||
update(deltaTime: number) {
|
||||
@@ -27,6 +26,7 @@ export class LifeComp extends Component {
|
||||
}
|
||||
onLifeChange(args: any) {
|
||||
console.log("[LifeComp]:onLifeChange loss_life:",this.loss_life)
|
||||
if(this.loss_life >= 3) return
|
||||
let nodes=this.node.children
|
||||
nodes[this.loss_life].active=false
|
||||
this.loss_life++
|
||||
|
||||
@@ -86,37 +86,33 @@ export class Skill extends ecs.Entity {
|
||||
return;
|
||||
}
|
||||
|
||||
// 获取计算后的属性数据
|
||||
let ap_data = this.get_ap(caster,dmg,uuid)
|
||||
SComp.ap = ap_data.ap
|
||||
SComp.caster_crit = ap_data.crit
|
||||
SComp.caster_crit_d = ap_data.crit_d
|
||||
SComp.puncture = ap_data.puncture
|
||||
SComp.puncture_damage = ap_data.puncture_damage
|
||||
SComp.buV = config.buV
|
||||
SComp.buC = config.buC
|
||||
SComp.buR = config.buR
|
||||
SComp.burn_count = ap_data.burn_count
|
||||
SComp.burn_value = ap_data.burn_value
|
||||
SComp.stun_time = ap_data.stun_time
|
||||
SComp.stun_ratto = ap_data.stun_ratto
|
||||
SComp.frost_time = ap_data.frost_time
|
||||
SComp.frost_ratto = ap_data.frost_ratto
|
||||
// 设置技能组件属性
|
||||
|
||||
// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
|
||||
Object.assign(SComp, {
|
||||
// 核心标识
|
||||
s_uuid: uuid,
|
||||
dis:config.dis,
|
||||
AType: config.AType,
|
||||
speed: config.speed,
|
||||
atk_count: 0,
|
||||
hit_num:config.hit_num, //目前设定 根据技能不一样,几十
|
||||
|
||||
// 位置和施法者信息
|
||||
startPos: startPos,
|
||||
targetPos: targetPos,
|
||||
caster: caster,
|
||||
prefabName: config.sp_name,
|
||||
group: caster.box_group,
|
||||
fac: caster.fac,
|
||||
scale: caster.scale,
|
||||
animName: config.animName,
|
||||
|
||||
// 计算后的战斗数据
|
||||
ap: ap_data.ap,
|
||||
caster_crit: ap_data.crit,
|
||||
caster_crit_d: ap_data.crit_d,
|
||||
puncture: ap_data.puncture,
|
||||
puncture_damage: ap_data.puncture_damage,
|
||||
burn_count: ap_data.burn_count,
|
||||
burn_value: ap_data.burn_value,
|
||||
stun_time: ap_data.stun_time,
|
||||
stun_ratto: ap_data.stun_ratto,
|
||||
frost_time: ap_data.frost_time,
|
||||
frost_ratto: ap_data.frost_ratto,
|
||||
});
|
||||
|
||||
this.add(SComp);
|
||||
|
||||
@@ -20,32 +20,19 @@ const { ccclass, property } = _decorator;
|
||||
@ccclass('SkillCom')
|
||||
@ecs.register('SkillCom')
|
||||
export class SkillCom extends CCComp {
|
||||
// 核心标识和配置
|
||||
s_uuid:number = 0;
|
||||
s_name:string = "";
|
||||
hero:number = 0;
|
||||
speed:number = 200;
|
||||
scale:number = 1;
|
||||
angle:number = 0;
|
||||
atk_count:number = 0;
|
||||
hit_num:number=0; // 范围攻击的 伤害个数
|
||||
|
||||
// 运行时状态(必须缓存的)
|
||||
is_destroy:boolean = false;
|
||||
enemys:any = [];
|
||||
AType: number = 0; // 运动类型
|
||||
startPos: Vec3 = v3(); // 起始位置
|
||||
targetPos: Vec3 = v3(); // 目标位置
|
||||
duration: number = 0; // 技能持续时间
|
||||
prefabName: string = ""; // 预制体名称
|
||||
animName: string = "";
|
||||
group:number = 0; //阵营
|
||||
fac:number=0; //阵营
|
||||
caster:any=null;
|
||||
distance_x:number=0;
|
||||
distance_y:number=0;
|
||||
dis:number=0;
|
||||
|
||||
// 战斗相关运行时数据
|
||||
ap:number=0;
|
||||
buV:number=0;
|
||||
buC:number=0;
|
||||
buR:number=0;
|
||||
burn_count:number=0;
|
||||
burn_value:number=0;
|
||||
stun_time:number=0;
|
||||
@@ -55,23 +42,42 @@ export class SkillCom extends CCComp {
|
||||
run_time:number=0;
|
||||
hited_time:number=0;
|
||||
hit_count:number=0;
|
||||
spine:sp.Skeleton=null;
|
||||
anim:Animation=null;
|
||||
tweenInstance:Tween<any> = null;
|
||||
t_end_x:number=0;
|
||||
caster_crit:number=0;
|
||||
caster_crit_d:number=0;
|
||||
puncture:number=0;
|
||||
puncture_damage:number=0;
|
||||
EType:any=null
|
||||
|
||||
// 组件引用
|
||||
spine:sp.Skeleton=null;
|
||||
anim:Animation=null;
|
||||
tweenInstance:Tween<any> = null;
|
||||
private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向
|
||||
|
||||
// 缓存的配置对象(避免重复查找)
|
||||
public skillConfig: any = null;
|
||||
private isInitialized: boolean = false;
|
||||
|
||||
protected onLoad(): void {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private initializeSkillConfig() {
|
||||
if (this.isInitialized) return;
|
||||
|
||||
// 缓存技能配置,避免重复查找
|
||||
this.skillConfig = SkillSet[this.s_uuid];
|
||||
if (!this.skillConfig) {
|
||||
console.error("[SkillCom] 技能配置不存在:", this.s_uuid);
|
||||
return;
|
||||
}
|
||||
|
||||
this.isInitialized = true;
|
||||
console.log("[SkillCom] 技能配置初始化完成:", this.s_uuid, this.skillConfig.name);
|
||||
}
|
||||
|
||||
start() {
|
||||
this.EType=SkillSet[this.s_uuid].EType
|
||||
this.initializeSkillConfig();
|
||||
if (!this.skillConfig) return;
|
||||
this.node.setPosition(this.startPos.x,this.startPos.y,0)
|
||||
if(this.node.getChildByName('anm')){
|
||||
this.spine=this.node.getChildByName('anm').getComponent('sp.Skeleton') as sp.Skeleton;
|
||||
@@ -90,7 +96,7 @@ export class SkillCom extends CCComp {
|
||||
}
|
||||
let bm=this.node.getComponent(BezierMove)
|
||||
// //console.log(this.group +"技能 collider ",collider);
|
||||
switch(SkillSet[this.s_uuid].AType){
|
||||
switch(this.skillConfig.AType){
|
||||
case AType.parabolic:
|
||||
this.node.angle +=10
|
||||
// bm.speed=700
|
||||
@@ -152,17 +158,21 @@ export class SkillCom extends CCComp {
|
||||
}
|
||||
onAnimationFinished(){
|
||||
console.log("[SkillCom]:onAnimationFinished",this.s_uuid)
|
||||
if(SkillSet[this.s_uuid].EType==EType.timeEnd) return
|
||||
if(SkillSet[this.s_uuid].SType!=SType.damage){
|
||||
if (!this.skillConfig) return;
|
||||
|
||||
if(this.skillConfig.EType==EType.timeEnd) return
|
||||
if(this.skillConfig.SType!=SType.damage){
|
||||
this.to_do_buff()
|
||||
}
|
||||
|
||||
this.is_destroy=true
|
||||
}
|
||||
to_do_buff(){
|
||||
switch(SkillSet[this.s_uuid].SType){
|
||||
if (!this.skillConfig) return;
|
||||
|
||||
switch(this.skillConfig.SType){
|
||||
case SType.shield:
|
||||
this.caster.add_shield(SkillSet[this.s_uuid].buV)
|
||||
this.caster.add_shield(this.skillConfig.buV)
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -171,6 +181,7 @@ export class SkillCom extends CCComp {
|
||||
// //console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit)
|
||||
// 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.skillConfig) return;
|
||||
let ap=this.ap
|
||||
if(this.hit_count > 0 &&!is_range ){
|
||||
ap=ap*(50+this.puncture_damage)/100
|
||||
@@ -178,20 +189,22 @@ export class SkillCom extends CCComp {
|
||||
target.do_atked(ap,this.caster_crit,this.caster_crit_d,
|
||||
this.burn_count,this.burn_value,
|
||||
this.stun_time,this.stun_ratto,
|
||||
this.frost_time,this.frost_ratto) // ap 及暴击 属性已经在skill.ts 处理
|
||||
this.frost_time,this.frost_ratto,
|
||||
this.skillConfig.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(SkillSet[this.s_uuid].debuff>0){
|
||||
let debuff=SkillSet[this.s_uuid]
|
||||
if(this.skillConfig.debuff>0){
|
||||
let debuff=this.skillConfig
|
||||
let dev=debuff.deV*(100+this.caster.DEBUFF_VALUE)/100
|
||||
let deR=debuff.deR+this.caster.DEBUFF_UP
|
||||
dev=Math.round(dev*100)/100
|
||||
let deC=debuff.deC+this.caster.DEBUFF_COUNT //dec只作为次数叠加
|
||||
// //console.log("[SkillCom]:debuff",SkillSet[this.s_uuid].name,debuff.debuff,deUP.deV,deUP.deC)
|
||||
// //console.log("[SkillCom]:debuff",this.skillConfig.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,SkillSet[this.s_uuid].hit,this.puncture)
|
||||
if(this.hit_count>=(SkillSet[this.s_uuid].hit+this.puncture)&&(SkillSet[this.s_uuid].DTType!=DTType.range)&&(SkillSet[this.s_uuid].EType!=EType.animationEnd)&&(SkillSet[this.s_uuid].EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
|
||||
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.skillConfig.hit,this.puncture)
|
||||
if(this.hit_count>=(this.skillConfig.hit+this.puncture)&&(this.skillConfig.DTType!=DTType.range)&&(this.skillConfig.EType!=EType.animationEnd)&&(this.skillConfig.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
|
||||
}
|
||||
|
||||
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
|
||||
@@ -200,8 +213,9 @@ export class SkillCom extends CCComp {
|
||||
let target = oCol.getComponent(HeroViewComp)
|
||||
if(oCol.group!=this.group){
|
||||
if(target == null) return;
|
||||
if (!this.skillConfig) return;
|
||||
// console.log("[SkillCom]:onBeginContact oCol||seCol",oCol.node.position,seCol.node.position)
|
||||
this.single_damage(target,SkillSet[this.s_uuid].DTType==DTType.range?true:false)
|
||||
this.single_damage(target,this.skillConfig.DTType==DTType.range?true:false)
|
||||
// this.ent.destroy()
|
||||
}
|
||||
}
|
||||
@@ -209,7 +223,12 @@ export class SkillCom extends CCComp {
|
||||
|
||||
|
||||
update(deltaTime: number) {
|
||||
let config=SkillSet[this.s_uuid]
|
||||
// 确保配置已初始化(处理 update 可能先于 start 执行的情况)
|
||||
if (!this.isInitialized) {
|
||||
this.initializeSkillConfig();
|
||||
if (!this.skillConfig) return;
|
||||
}
|
||||
|
||||
if(smc.mission.pause) {
|
||||
if(this.spine) this.spine.paused=true
|
||||
if(this.anim) this.anim.pause()
|
||||
@@ -218,16 +237,17 @@ export class SkillCom extends CCComp {
|
||||
if(this.anim) this.anim.resume()
|
||||
if(this.spine) this.spine.paused=false
|
||||
if (!this.node || !this.node.isValid) return;
|
||||
if(config.EType==EType.timeEnd){
|
||||
|
||||
if(this.skillConfig.EType==EType.timeEnd){
|
||||
this.run_time+=deltaTime
|
||||
if(this.run_time>config.in){
|
||||
if(this.run_time>this.skillConfig.in){
|
||||
// //console.log("[SkillCom]: timeEnd destroy",this.s_uuid,this.run_time)
|
||||
this.is_destroy=true
|
||||
}
|
||||
}
|
||||
|
||||
//直线移动
|
||||
// if(this.AType == AType.linear) this.startLinearMove(deltaTime);
|
||||
// if(this.skillConfig.AType == AType.linear) this.startLinearMove(deltaTime);
|
||||
this.toDestroy();
|
||||
}
|
||||
|
||||
@@ -254,11 +274,11 @@ export class SkillCom extends CCComp {
|
||||
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
|
||||
reset() {
|
||||
this.is_destroy = false;
|
||||
this.AType = 0;
|
||||
this.speed = 0;
|
||||
this.startPos.set();
|
||||
this.targetPos.set();
|
||||
this.moveDirection = null; // 重置移动方向
|
||||
this.skillConfig = null; // 清除配置缓存
|
||||
this.isInitialized = false; // 重置初始化状态
|
||||
// 先移除所有碰撞回调
|
||||
const collider = this.getComponent(Collider2D);
|
||||
if (collider) {
|
||||
|
||||
@@ -32,8 +32,9 @@ export class AtkComComp extends CCComp {
|
||||
}
|
||||
});
|
||||
|
||||
// 根据skill.hit_num决定攻击模式
|
||||
if(skill.hit_num > 0) {
|
||||
// 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)
|
||||
@@ -44,7 +45,7 @@ export class AtkComComp extends CCComp {
|
||||
});
|
||||
|
||||
// 限制目标数量
|
||||
const maxTargets = Math.min(skill.hit_num, targetsInRange.length);
|
||||
const maxTargets = Math.min(hitNum, targetsInRange.length);
|
||||
const selectedTargets = targetsInRange.slice(0, maxTargets);
|
||||
|
||||
selectedTargets.forEach(target => {
|
||||
|
||||
Reference in New Issue
Block a user