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
This commit is contained in:
2025-10-17 10:31:58 +08:00
parent 6386d6bd80
commit e36abeb380
3 changed files with 14 additions and 12 deletions

View File

@@ -289,9 +289,9 @@ export const HeroSkillList = [6001,6001,6001,6001,6001,6001]
export interface DbuffConf {
debuff: DBuff; // debuff类型
BType:BType //buff是数值型还是百分比型
dev: number; // 效果值 (原deV)
deV: number; // 效果值
deC: number; // 持续时间
deR: number; // 触发概率 (原deR)
deR: number; // 触发概率
}
export interface BuffConf {
buff:Attrs;

View File

@@ -91,8 +91,10 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
// 如果不在目标位置,移动到目标位置
if (Math.abs(currentX - finalTargetX) > 1) {
// 确定移动方向
let B_SPEED=view.R_BUFFS[Attrs.SPEED]?view.R_BUFFS[Attrs.SPEED]:0;
let D_SPEED=view.R_DBUFFS[Attrs.SPEED]?view.R_DBUFFS[Attrs.SPEED]:0;
const direction = currentX > finalTargetX ? -1 : 1;
const delta = ((view.speed*(100+view.R_BUFFS.SPEED))/3) * this.dt * direction;
const delta = ((view.speed*(100+B_SPEED+D_SPEED))/3) * this.dt * direction;
const newX = view.node.position.x + delta;
// 设置朝向

View File

@@ -40,7 +40,7 @@ const { ccclass, property } = _decorator;
* const dbuffConf: DbuffConf = {
* debuff: DBuff.STUN, // 眩晕
* BType: BType.VALUE, // 数值型
* dev: 20, // 减少值
* deV: 20, // 减少值
* deC: 3, // 持续3秒
* deR: 100 // 触发概率(100%)
* };
@@ -279,7 +279,7 @@ export class HeroViewComp extends CCComp {
if (dbuffConf.deC === 0) {
// 持久型 - 如果已存在,累加数值
if (this.V_DBUFF[debuffKey]) {
this.V_DBUFF[debuffKey].dev += dbuffConf.dev;
this.V_DBUFF[debuffKey].deV += dbuffConf.deV;
} else {
this.V_DBUFF[debuffKey] = {
...dbuffConf,
@@ -289,7 +289,7 @@ export class HeroViewComp extends CCComp {
} else {
// 临时型 - 如果已存在,累加数值并重置时间
if (this.V_DBUFFS[debuffKey]) {
this.V_DBUFFS[debuffKey].dev += dbuffConf.dev;
this.V_DBUFFS[debuffKey].deV += dbuffConf.deV;
this.V_DBUFFS[debuffKey].remainTime = Math.max(this.V_DBUFFS[debuffKey].remainTime, dbuffConf.deC);
} else {
this.V_DBUFFS[debuffKey] = {
@@ -304,7 +304,7 @@ export class HeroViewComp extends CCComp {
if (dbuffConf.deC === 0) {
// 持久型 - 如果已存在,累加百分比
if (this.R_DBUFF[debuffKey]) {
this.R_DBUFF[debuffKey].dev += dbuffConf.dev;
this.R_DBUFF[debuffKey].deV += dbuffConf.deV;
} else {
this.R_DBUFF[debuffKey] = {
...dbuffConf,
@@ -314,7 +314,7 @@ export class HeroViewComp extends CCComp {
} else {
// 临时型 - 如果已存在,累加百分比并重置时间
if (this.R_DBUFFS[debuffKey]) {
this.R_DBUFFS[debuffKey].dev += dbuffConf.dev;
this.R_DBUFFS[debuffKey].deV += dbuffConf.deV;
this.R_DBUFFS[debuffKey].remainTime = Math.max(this.R_DBUFFS[debuffKey].remainTime, dbuffConf.deC);
} else {
this.R_DBUFFS[debuffKey] = {
@@ -431,7 +431,7 @@ export class HeroViewComp extends CCComp {
const debuff = this.V_DBUFF[debuffKey];
// 跳过状态类 debuffattrField === -1
if (debuff.attrField !== undefined && debuff.attrField >= 0) {
this.Attrs[debuff.attrField] -= debuff.dev;
this.Attrs[debuff.attrField] -= debuff.deV;
}
}
@@ -440,7 +440,7 @@ export class HeroViewComp extends CCComp {
const debuff = this.V_DBUFFS[debuffKey];
// 跳过状态类 debuffattrField === -1
if (debuff.attrField !== undefined && debuff.attrField >= 0) {
this.Attrs[debuff.attrField] -= debuff.dev;
this.Attrs[debuff.attrField] -= debuff.deV;
}
}
}
@@ -464,7 +464,7 @@ export class HeroViewComp extends CCComp {
// 跳过状态类 debuffattrField === -1
if (debuff.attrField !== undefined && debuff.attrField >= 0) {
const baseVal = baseValues[debuff.attrField] || this.Attrs[debuff.attrField];
this.Attrs[debuff.attrField] -= Math.floor(baseVal * (debuff.dev / 100));
this.Attrs[debuff.attrField] -= Math.floor(baseVal * (debuff.deV / 100));
}
}
@@ -474,7 +474,7 @@ export class HeroViewComp extends CCComp {
// 跳过状态类 debuffattrField === -1
if (debuff.attrField !== undefined && debuff.attrField >= 0) {
const baseVal = baseValues[debuff.attrField] || this.Attrs[debuff.attrField];
this.Attrs[debuff.attrField] -= Math.floor(baseVal * (debuff.dev / 100));
this.Attrs[debuff.attrField] -= Math.floor(baseVal * (debuff.deV / 100));
}
}
}