refactor(game): 重构天赋系统配置和组件逻辑
重构天赋系统配置,包括: 1. 调整天赋类型枚举和效果枚举 2. 移除旧的天赋配置数据 3. 简化天赋组件实现 4. 更新设计文档中的天赋描述 同时修正地图组件中的英雄位置坐标和缩放值
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@@ -3,6 +3,7 @@
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* 支持定义英雄的特殊能力或特性
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*/
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import * as exp from "constants";
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import { Attrs, BType } from "./HeroAttrs";
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import { SkillSet } from "./SkillSet";
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@@ -12,30 +13,53 @@ import { SkillSet } from "./SkillSet";
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* 天赋类型枚举,也是触发条件
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*/
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export enum TalType {
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LEVEL = 1, // 基于特定等级触发
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LEVEL_UP = 2, // 基于等级升级触发
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ACTION_COUNT = 3, // 基于普通攻击触发, skills[0]计数触发
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SKILL_COUNT = 4, // 基于技能触发, > skills[0]计数触发
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DAMAGE_COUNT = 5, // 基于受伤次数触发
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INIT = 6, // 初始触发,如:多1个技能
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DEAD = 7 // 基于死亡触发
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LUP_1 = 1, // 等级升级1级触发
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LUP_5 = 2, // 等级升级5级触发
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LUP_10 = 3, // 等级升级10级触发
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ATK_1 = 4, //普通攻击1次触发
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ATK_3 = 5, // 普通攻击3次触发
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ATK_5 = 6, // 普通攻击5次触发
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DMG_1 = 7, // 受伤1次触发
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DMG_3 = 8, // 受伤3次触发
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DMG_5 = 9, // 受伤5次触发
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SKILL_1 = 10, // 技能1次触发
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SKILL_3 = 11, // 技能3次触发
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SKILL_5 = 12, // 技能5次触发
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LHP_50 = 13, // 失去生命值50%触发
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LHP_30 = 14, // 失去生命值30%触发
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AHP_100 = 15, // 获得生命值100%触发
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AHP_200 = 16, // 获得生命值200%触发
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INIT = 17, // 初始触发,如:多1个技能
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DEAD = 18 // 基于死亡触发
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}
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/**
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* 触发效果
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*/
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export enum TalEType {
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ATTRS = 1, // 属性修改
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SKILL = 2, // 技能触发
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SKILL_MORE = 3, // 天生多1个技能
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export enum TalETag {
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Wfuny = 1, // 风怒
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}
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export enum TalEffet {
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DMG=1, // 伤害
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ATTR=2, // 属性hp,mp数值,持久添加
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BUFF = 3, // 暴击率,闪避率等,可叠加的触发后清零
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STATS=3, // 状态
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N_ATK = 4, // 下n次普通攻击 需要特殊处理
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N_SKILL=5, // 下n次技能攻击 需要特殊处理
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}
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export enum TalTager {
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SELF = 1, // 自己触发
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ENEMY = 2, // 敌人触发
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}
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/**
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* 天赋配置接口
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* 定义一个完整的天赋效果
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*/
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export interface ItalConf {
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uuid: number; // 天赋ID
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name: string; // 天赋名称
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@@ -70,44 +94,7 @@ export interface ItalConf {
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* 4. 技能触发类:当特定条件满足时自动触发指定技能
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*/
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export const talConf: Record<number, ItalConf> = {
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// ========== 等级类天赋 ==========
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// 剑意提升 - 刘邦专属 | 每5级 | 攻击力+10%
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7001: {uuid: 7001, name: "剑意提升", desc: "每升5级,攻击力增加10%", type: TalType.LEVEL_UP, triggerType: TalEType.ATTRS,
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chance: 100, t_value: 5, e_value: 0.10, e_name: Attrs.AP, e_type: BType.RATIO, e_scaling: 1, e_count: 1, stackable: true, maxStack: 10},
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// 胡服骑射 - 赵武灵王专属 | 每3级 | 攻击速度+5%
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7002: {uuid: 7002, name: "胡服骑射", desc: "每升3级,攻击速度增加5%", type: TalType.LEVEL_UP, triggerType: TalEType.ATTRS,
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chance: 100, t_value: 3, e_value: 0.05, e_name: Attrs.AS, e_type: BType.RATIO, e_scaling: 1.2, e_count: 1, stackable: true, maxStack: 15},
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// 运筹帷幄 - 张良专属 | 每4级 | 魔法攻击力+8%
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7004: {uuid: 7004, name: "运筹帷幄", desc: "每升4级,魔法攻击力增加8%", type: TalType.LEVEL_UP, triggerType: TalEType.ATTRS,
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chance: 100, t_value: 4, e_value: 0.08, e_name: Attrs.MAP, e_type: BType.RATIO, e_scaling: 1.3, e_count: 1, stackable: true, maxStack: 12},
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// 后勤保障 - 萧何专属 | 每6级 | 生命回复+3点
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7006: {uuid: 7006, name: "后勤保障", desc: "每升6级,生命回复增加3点", type: TalType.LEVEL_UP, triggerType: TalEType.ATTRS,
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chance: 100, t_value: 6, e_value: 3, e_name: Attrs.HP_REGEN, e_type: BType.VALUE, e_scaling: 1, e_count: 1, stackable: true, maxStack: 8},
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// 离骚诗韵 - 屈原专属 | 每8次攻击 | 火焰伤害+2%
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7101: {uuid: 7101, name: "离骚诗韵", desc: "每攻击8次,触发火焰buff,火焰山航海加成增加2%,持续10秒", type: TalType.ACTION_COUNT, triggerType: TalEType.SKILL,
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chance: 100, t_value: 8, e_value: SkillSet[6005].uuid, e_name: 0, e_type: BType.VALUE, e_scaling: 1, e_count: 1, stackable: true, maxStack: 15},
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// ========== 初始触发类天赋 ==========
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// 霸王之威 - 项羽专属 | 初始 | 生命值+100
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7201: {uuid: 7201, name: "霸王之威", desc: "初始获得额外100点生命值", type: TalType.INIT, triggerType: TalEType.ATTRS,
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chance: 100, t_value: 1, e_value: 100, e_name: Attrs.HP_MAX, e_type: BType.VALUE, e_scaling: 1, e_count: 1, stackable: false},
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// 兵圣之道 - 孙武专属 | 初始 | 额外技能
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7202: {uuid: 7202, name: "兵圣之道", desc: "初始获得额外一个技能", type: TalType.INIT, triggerType: TalEType.SKILL_MORE,
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chance: 100, t_value: 1, e_value: SkillSet[6005].uuid, e_name: 0, e_type: BType.VALUE, e_scaling: 1, e_count: 1, stackable: false},
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// ========== 受伤触发类天赋 ==========
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// 坚韧意志 - 通用 | 每3次受伤 | 防御力+2点
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7301: {uuid: 7301, name: "坚韧意志", desc: "每受伤3次,50%纪律,触发[坚韧意志],防御力增加2点,持续10秒", type: TalType.DAMAGE_COUNT, triggerType: TalEType.SKILL,
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chance: 50, t_value: 3, e_value: SkillSet[6005].uuid, e_name: 0, e_type: BType.VALUE, e_scaling: 1, e_count: 1, stackable: true, maxStack: 12},
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// ========== 特定等级触发类天赋 ==========
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// 坚韧意志 - 通用 | 每3次受伤 | 防御力+2点
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7401: {uuid: 7401, name: "坚韧意志", desc: "20级是获得[坚韧意志]技能,防御力增加2点,持续10秒", type: TalType.LEVEL, triggerType: TalEType.SKILL_MORE,
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chance: 100, t_value: 20, e_value: SkillSet[6005].uuid, e_name: 0, e_type: BType.VALUE, e_scaling: 1, e_count: 1, stackable: true, maxStack: 12},
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};
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@@ -1,33 +1,13 @@
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import { _decorator } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { ItalConf, TalType, TalEType, talConf } from "../common/config/TalSet";
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import { BuffConf, SkillSet } from "../common/config/SkillSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { HeroViewComp } from "./HeroViewComp";
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const { ccclass } = _decorator;
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/**
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* 天赋触发统计接口
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* 记录各种触发条件的计数器,用于判断天赋是否满足触发条件
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*/
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interface FightStats {
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aCount: number; // 普通攻击计数 - 用于 ACTION_COUNT 类型天赋
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sCount: number; // 技能使用计数 - 用于 SKILL_COUNT 类型天赋
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dCount: number; // 受伤次数计数 - 用于 DAMAGE_COUNT 类型天赋
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level: number; // 当前等级 - 用于 LEVEL/LEVEL_UP 类型天赋
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}
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/**
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* 天赋效果实例接口
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* 记录已激活天赋的当前状态,包括堆叠层数和最后触发时间
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*/
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interface TalEffect {
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uuid: number; // 天赋uuid
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stack: number; // 当前堆叠层数,用于可堆叠天赋
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lTTime: number; // 上次触发时间戳,可用于时效判断
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}
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/**
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* 天赋系统组件类
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@@ -43,127 +23,16 @@ export class TalComp extends ecs.Comp {
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/** 英雄唯一标识符,用于从配置中获取英雄信息 */
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private heroUuid: number = 0;
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/** 天赋触发统计,记录各种触发条件的当前状态 */
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private FStats: FightStats = { aCount: 0, sCount: 0, dCount: 0, level: 1 };
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/** 活跃天赋效果映射,存储已激活的天赋实例 */
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private activeTals: TalEffect[] = [];
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private talEffects: ItalConf[] = [];
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/** 初始化标志,防止重复初始化 */
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private isInitialized: boolean = false;
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/**
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* 组件生命周期函数 - 启动时调用
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* 获取英雄视图组件并初始化天赋系统
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*/
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start() {
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// 运行时获取组件,避免编译时循环引用
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this.heroView = this.ent.get(HeroViewComp);
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if (this.heroView) {
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this.heroUuid = this.heroView.hero_uuid;
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this.initializeTalents();
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}
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}
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private initializeTalents(): void {
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if (this.isInitialized || !this.heroView) return;
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this.FStats.level = this.heroView.lv || 1;
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this.getHeroTalents()
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this.isInitialized = true;
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}
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private getHeroTalents(): ItalConf[] {
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this.activeTals = [];
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this.talEffects = [];
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if (!this.heroView) return [];
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const heroInfo = HeroInfo[this.heroUuid];
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if (!heroInfo?.tal) return [];
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for(let id of heroInfo.tal){
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let conf = talConf[id];
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if(conf){
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this.talEffects.push(conf)
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}
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}
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}
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private doTalEffect(tal:ItalConf){
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console.log("doTalEffect",tal)
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if(tal.triggerType == TalEType.ATTRS){
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console.log("doTalEffect ATTRS",tal)
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let buff:BuffConf = {
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buff:tal.e_name,
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BType:tal.e_type,
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value:tal.e_value,
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time:0,
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chance:tal.chance,
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}
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this.heroView.addBuff(buff)
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}
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if(tal.triggerType == TalEType.SKILL){
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console.log("doTalEffect SKILL",tal)
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let skill = SkillSet[tal.e_value];
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if(this.skillCon){
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this.skillCon.doSkill(skill,false,0)
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}
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}
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if(tal.triggerType == TalEType.SKILL_MORE){
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console.log("doTalEffect SKILL_MORE",tal)
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this.heroView.skills.push(tal.e_value)
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}
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}
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private checkTrigger(tal:ItalConf) {
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let stats = this.FStats;
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switch (tal.type) {
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case TalType.LEVEL: return stats.level >= tal.t_value;
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case TalType.LEVEL_UP: return stats.level % tal.t_value === 0;
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case TalType.ACTION_COUNT: return stats.aCount >= tal.t_value;
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case TalType.SKILL_COUNT: return stats.sCount >= tal.t_value;
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case TalType.DAMAGE_COUNT: return stats.dCount >= tal.t_value;
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case TalType.INIT: return true;
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case TalType.DEAD: return false; // 单独处理
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default: return false;
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}
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}
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private checkHasTal(TalType:TalType) {
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for(let tal of this.talEffects){
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if(TalType == tal.type){
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if (this.checkTrigger(tal)){
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this.doTalEffect(tal)
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}
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}
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}
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}
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public onAction(): void {
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this.FStats.aCount++;
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this.checkHasTal(TalType.ACTION_COUNT);
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}
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public onSkillUse(): void {
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this.FStats.sCount++;
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this.checkHasTal(TalType.SKILL_COUNT);
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}
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public onDamageTaken(): void {
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this.FStats.dCount++;
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this.checkHasTal(TalType.DAMAGE_COUNT);
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}
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public onLevelUp(newLevel: number): void {
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this.FStats.level = newLevel;
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this.checkHasTal(TalType.LEVEL);
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this.checkHasTal(TalType.LEVEL_UP);
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}
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public onDeath(): void {
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this.checkHasTal(TalType.DEAD);
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}
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reset() {
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this.isInitialized = false;
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}
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}
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@@ -27,9 +27,9 @@ export class HInfoComp extends CCComp {
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hero_pos:any={
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0:v3(420,-30,0), // 不在屏幕内
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1:v3(280,-30,0),
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2:v3(160,-33,0),
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2:v3(160,-30,0),
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3:v3(0,-40,0),
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4:v3(-160,-33,0),
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4:v3(-160,-30,0),
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5:v3(-280,-30,0),
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6:v3(-420,-30,0), // 不在屏幕内
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}
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@@ -53,11 +53,11 @@ export class HInfoComp extends CCComp {
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switch(posIndex) {
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case 2:
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case 4:
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return v3(-1.6, 1.6, 1); // 2、4位置:1.2倍缩放
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return v3(-1.5, 1.5, 1); // 2、4位置:1.5倍缩放
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case 3:
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return v3(-1.8, 1.8, 1); // 3位置(中心):1.5倍缩放
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default:
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return v3(-1.4, 1.4, 1); // 其他位置:1倍缩放
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return v3(-1.5, 1.5, 1); // 其他位置:1.5倍缩放
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}
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}
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