refactor(skill): 统一并更正deV字段命名
- 将DbuffConf接口中的字段名称dev修正为deV - 修复HeroViewComp中所有对dev字段的引用为deV - 调整BattleMoveSystem中速度计算逻辑,使用正确的buff叠加值 - 统一代码注释中减少值的字段名称为deV - 保持功能逻辑不变,提升代码一致性和可读性
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@@ -289,9 +289,9 @@ export const HeroSkillList = [6001,6001,6001,6001,6001,6001]
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export interface DbuffConf {
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debuff: DBuff; // debuff类型
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BType:BType //buff是数值型还是百分比型
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dev: number; // 效果值 (原deV)
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deV: number; // 效果值
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deC: number; // 持续时间
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deR: number; // 触发概率 (原deR)
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deR: number; // 触发概率
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}
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export interface BuffConf {
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buff:Attrs;
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@@ -91,8 +91,10 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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// 如果不在目标位置,移动到目标位置
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if (Math.abs(currentX - finalTargetX) > 1) {
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// 确定移动方向
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let B_SPEED=view.R_BUFFS[Attrs.SPEED]?view.R_BUFFS[Attrs.SPEED]:0;
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let D_SPEED=view.R_DBUFFS[Attrs.SPEED]?view.R_DBUFFS[Attrs.SPEED]:0;
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const direction = currentX > finalTargetX ? -1 : 1;
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const delta = ((view.speed*(100+view.R_BUFFS.SPEED))/3) * this.dt * direction;
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const delta = ((view.speed*(100+B_SPEED+D_SPEED))/3) * this.dt * direction;
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const newX = view.node.position.x + delta;
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// 设置朝向
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@@ -40,7 +40,7 @@ const { ccclass, property } = _decorator;
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* const dbuffConf: DbuffConf = {
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* debuff: DBuff.STUN, // 眩晕
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* BType: BType.VALUE, // 数值型
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* dev: 20, // 减少值
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* deV: 20, // 减少值
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* deC: 3, // 持续3秒
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* deR: 100 // 触发概率(100%)
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* };
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@@ -279,7 +279,7 @@ export class HeroViewComp extends CCComp {
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if (dbuffConf.deC === 0) {
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// 持久型 - 如果已存在,累加数值
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if (this.V_DBUFF[debuffKey]) {
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this.V_DBUFF[debuffKey].dev += dbuffConf.dev;
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this.V_DBUFF[debuffKey].deV += dbuffConf.deV;
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} else {
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this.V_DBUFF[debuffKey] = {
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...dbuffConf,
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@@ -289,7 +289,7 @@ export class HeroViewComp extends CCComp {
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} else {
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// 临时型 - 如果已存在,累加数值并重置时间
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if (this.V_DBUFFS[debuffKey]) {
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this.V_DBUFFS[debuffKey].dev += dbuffConf.dev;
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this.V_DBUFFS[debuffKey].deV += dbuffConf.deV;
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this.V_DBUFFS[debuffKey].remainTime = Math.max(this.V_DBUFFS[debuffKey].remainTime, dbuffConf.deC);
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} else {
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this.V_DBUFFS[debuffKey] = {
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@@ -304,7 +304,7 @@ export class HeroViewComp extends CCComp {
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if (dbuffConf.deC === 0) {
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// 持久型 - 如果已存在,累加百分比
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if (this.R_DBUFF[debuffKey]) {
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this.R_DBUFF[debuffKey].dev += dbuffConf.dev;
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this.R_DBUFF[debuffKey].deV += dbuffConf.deV;
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} else {
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this.R_DBUFF[debuffKey] = {
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...dbuffConf,
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@@ -314,7 +314,7 @@ export class HeroViewComp extends CCComp {
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} else {
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// 临时型 - 如果已存在,累加百分比并重置时间
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if (this.R_DBUFFS[debuffKey]) {
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this.R_DBUFFS[debuffKey].dev += dbuffConf.dev;
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this.R_DBUFFS[debuffKey].deV += dbuffConf.deV;
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this.R_DBUFFS[debuffKey].remainTime = Math.max(this.R_DBUFFS[debuffKey].remainTime, dbuffConf.deC);
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} else {
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this.R_DBUFFS[debuffKey] = {
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@@ -431,7 +431,7 @@ export class HeroViewComp extends CCComp {
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const debuff = this.V_DBUFF[debuffKey];
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// 跳过状态类 debuff(attrField === -1)
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if (debuff.attrField !== undefined && debuff.attrField >= 0) {
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this.Attrs[debuff.attrField] -= debuff.dev;
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this.Attrs[debuff.attrField] -= debuff.deV;
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}
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}
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@@ -440,7 +440,7 @@ export class HeroViewComp extends CCComp {
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const debuff = this.V_DBUFFS[debuffKey];
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// 跳过状态类 debuff(attrField === -1)
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if (debuff.attrField !== undefined && debuff.attrField >= 0) {
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this.Attrs[debuff.attrField] -= debuff.dev;
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this.Attrs[debuff.attrField] -= debuff.deV;
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}
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}
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}
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@@ -464,7 +464,7 @@ export class HeroViewComp extends CCComp {
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// 跳过状态类 debuff(attrField === -1)
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if (debuff.attrField !== undefined && debuff.attrField >= 0) {
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const baseVal = baseValues[debuff.attrField] || this.Attrs[debuff.attrField];
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this.Attrs[debuff.attrField] -= Math.floor(baseVal * (debuff.dev / 100));
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this.Attrs[debuff.attrField] -= Math.floor(baseVal * (debuff.deV / 100));
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}
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}
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@@ -474,7 +474,7 @@ export class HeroViewComp extends CCComp {
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// 跳过状态类 debuff(attrField === -1)
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if (debuff.attrField !== undefined && debuff.attrField >= 0) {
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const baseVal = baseValues[debuff.attrField] || this.Attrs[debuff.attrField];
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this.Attrs[debuff.attrField] -= Math.floor(baseVal * (debuff.dev / 100));
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this.Attrs[debuff.attrField] -= Math.floor(baseVal * (debuff.deV / 100));
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}
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}
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}
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