技能内存优化
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@@ -86,37 +86,33 @@ export class Skill extends ecs.Entity {
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return;
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}
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// 获取计算后的属性数据
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let ap_data = this.get_ap(caster,dmg,uuid)
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SComp.ap = ap_data.ap
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SComp.caster_crit = ap_data.crit
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SComp.caster_crit_d = ap_data.crit_d
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SComp.puncture = ap_data.puncture
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SComp.puncture_damage = ap_data.puncture_damage
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SComp.buV = config.buV
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SComp.buC = config.buC
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SComp.buR = config.buR
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SComp.burn_count = ap_data.burn_count
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SComp.burn_value = ap_data.burn_value
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SComp.stun_time = ap_data.stun_time
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SComp.stun_ratto = ap_data.stun_ratto
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SComp.frost_time = ap_data.frost_time
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SComp.frost_ratto = ap_data.frost_ratto
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// 设置技能组件属性
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// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
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Object.assign(SComp, {
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// 核心标识
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s_uuid: uuid,
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dis:config.dis,
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AType: config.AType,
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speed: config.speed,
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atk_count: 0,
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hit_num:config.hit_num, //目前设定 根据技能不一样,几十
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// 位置和施法者信息
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startPos: startPos,
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targetPos: targetPos,
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caster: caster,
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prefabName: config.sp_name,
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group: caster.box_group,
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fac: caster.fac,
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scale: caster.scale,
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animName: config.animName,
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// 计算后的战斗数据
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ap: ap_data.ap,
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caster_crit: ap_data.crit,
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caster_crit_d: ap_data.crit_d,
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puncture: ap_data.puncture,
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puncture_damage: ap_data.puncture_damage,
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burn_count: ap_data.burn_count,
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burn_value: ap_data.burn_value,
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stun_time: ap_data.stun_time,
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stun_ratto: ap_data.stun_ratto,
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frost_time: ap_data.frost_time,
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frost_ratto: ap_data.frost_ratto,
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});
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this.add(SComp);
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