buff 重设 英雄和伙伴 改为公用debuff
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@@ -28,7 +28,8 @@ export class Skill extends ecs.Entity {
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uuid: number, // 技能ID
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targetPos: Vec3, // 目标位置
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caster:any=null, // 施法者
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angle:number=0
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angle:number=0,
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dmg:number=0
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) {
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let FIGHTCON=parent.getComponent(FightConComp);
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const config = SkillSet[uuid];
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@@ -42,10 +43,11 @@ export class Skill extends ecs.Entity {
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// 设置节点属性
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node.parent = parent;
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node.setPosition(startPos);
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node.angle+=angle
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// console.log("加载预制体:",startPos,targetPos)
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// 添加技能组件
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const skillComp = node.getComponent(SkillCom); // 初始化技能参数
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skillComp.ap = caster.ap;
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skillComp.ap = caster.ap+dmg;
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if(caster.fac==0){
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if(caster.is_master){
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skillComp.ap=Math.floor(skillComp.ap*(100+FIGHTCON.hero.ATK+FIGHTCON.ally.ATK)/100);
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@@ -10,6 +10,7 @@ import { BoxSet } from "../common/config/BoxSet";
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import { HeroFac, HeroSet } from "../common/config/heroSet";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { BezierMove } from "../BezierMove/BezierMove";
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import { FightConComp } from "../map/FightConComp";
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const { ccclass, property } = _decorator;
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@@ -41,10 +42,11 @@ export class SkillCom extends CCComp {
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distance_x:number=0;
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distance_y:number=0;
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ap:number=0;
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FIGHTCON:FightConComp=null;
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private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向
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protected onLoad(): void {
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this.FIGHTCON=this.node.parent.getComponent(FightConComp)
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}
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@@ -115,6 +117,9 @@ export class SkillCom extends CCComp {
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if(oCol.group!=this.group){
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if(target == null) return;
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let remainingDamage = this.ap;
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if(target.fac == BoxSet.HERO ){
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remainingDamage=remainingDamage*(100-this.FIGHTCON.hero.DEF+this.FIGHTCON.hero_debuff.BURN)/100
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}
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target.do_atked(remainingDamage)
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this.ent.destroy()
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}
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