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03a8a41980
| Author | SHA1 | Date | |
|---|---|---|---|
| 03a8a41980 | |||
| 91c18004eb | |||
| 6df4abadd1 | |||
| 8d2ec76b01 |
@@ -9,28 +9,30 @@ export enum TriType {
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ATK = 2, //普通攻击触发
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DMG = 3, // 受伤触发
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SKILL = 4, // 技能触发
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HPL = 5, // 失去生命值触发
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HPA = 6, // 获得生命值触发
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INIT = 7, // 初始触发,如:多1个技能
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DEAD = 8 // 基于死亡触发
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MAX = 5, // 必杀触发
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HPL = 6, // 失去生命值触发
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HPA = 7, // 获得生命值触发
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INIT = 8, // 初始触发,如:多1个技能
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DEAD = 9, // 基于死亡触发
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}
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export enum TalEffet {
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DMG=1, // 伤害
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HP=2, // 回血 百分比
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MP=3, //回蓝 百分比
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BUFF = 4, // 暴击率,闪避率等,可叠加的触发后清零
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STATS=5, // 状态
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WFUNY=6, // 风怒
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SPLASH=7, // 溅射
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D_SKILL=8, //两次技能
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SHIELD=9, // 护盾
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LDMG=10, // 减伤
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C_ATK=11, // 普工必爆
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C_SKILL=12, // 一般技能必暴
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C_MSKILL=13, // 必杀技能必暴
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ATK_DMG=1, // 伤害
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SKILL_DMG=2, // 技能伤害
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HP=3, // 回血 百分比
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MP=4, //回蓝 百分比
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BUFF = 5, // 暴击率,闪避率等,可叠加的触发后清零
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STATS=6, // 状态
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WFUNY=7, // 风怒
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SPLASH=8, // 溅射
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D_SKILL=9, //两次技能
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SHIELD=10, // 护盾
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LDMG=11, // 减伤
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C_ATK=12, // 普工必爆
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C_SKILL=13, // 一般技能必暴
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C_MSKILL=14, // 必杀技能必暴
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}
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export enum TalTarget {
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@@ -107,7 +109,7 @@ export const talConf: Record<number, ItalConf> = {
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desc:"普通攻击10次后, 下次一般技能额外释放1次,伤害100%"},
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/*** 受伤触发 ***/
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7101:{uuid:7101,name:"反击",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.DMG,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
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7101:{uuid:7101,name:"反击",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.ATK_DMG,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
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desc:"被攻击3次后, 给于目标50%的伤害"},
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7102:{uuid:7102,name:"护盾",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.SHIELD,vType:BType.RATIO, value:20,attrs:TalAttrs.NON,
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desc:"被攻击3次后, 获得20%的生命值护盾"},
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@@ -158,7 +158,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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const isCrit = this.checkChance(damageEvent.Attrs[Attrs.CRITICAL]);
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if (isCrit) attackerModel?.useValueTalByAttr(Attrs.CRITICAL); // 清除施法者的暴击buff
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// 计算伤害
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let damage = this.dmgCount(damageEvent.Attrs,targetAttrs.Attrs,damageEvent.s_uuid);
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let damage = this.dmgCount(damageEvent,targetAttrs.Attrs);
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if (isCrit) {
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// 暴击伤害计算
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// 使用施法者的暴击伤害加成属性(damageEvent.Attrs 快照)
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@@ -228,16 +228,17 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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* - 所有除法和乘法计算后都进行取整操作,确保游戏中的伤害值为整数
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* - 元素伤害只应用于魔法伤害部分
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*/
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private dmgCount(CAttrs:any,TAttrs:any,s_uuid:number){
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private dmgCount(damageEvent:any,TAttrs:any){
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// 1. 获取技能配置 - 如果技能不存在,直接返回0伤害
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let sConf = SkillSet[s_uuid];
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const CAttrs=damageEvent.Attrs;
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let sConf = SkillSet[damageEvent.s_uuid];
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if (!sConf) return 0;
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// 2. 计算原始物理伤害和魔法伤害
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// 物理伤害基础值 = 技能物理倍率 * 施法者物理攻击力 / 100
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let apBase = (sConf.ap||0)*CAttrs[Attrs.AP]/100;
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// 魔法伤害基础值 = 技能魔法倍率 * 施法者魔法攻击力 / 100
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let mapBase = (sConf.map||0)*CAttrs[Attrs.MAP]/100;
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// 物理伤害基础值 = 技能物理倍率 * (施法者物理攻击力 + 额外物理伤害) / 100 * 伤害比例
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let apBase = (sConf.ap||0)*(CAttrs[Attrs.AP]+damageEvent.ext_dmg)/100*damageEvent.dmg_ratio;
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// 魔法伤害基础值 = 技能魔法倍率 * (施法者魔法攻击力 + 额外魔法伤害) / 100 * 伤害比例
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let mapBase = (sConf.map||0)*(CAttrs[Attrs.MAP]+damageEvent.ext_dmg)/100*damageEvent.dmg_ratio;
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// 3. 获取目标防御属性
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const def = (TAttrs[Attrs.DEF]||0); // 目标物理防御
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@@ -433,6 +433,12 @@ export class HeroAttrsComp extends ecs.Comp {
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t.count -= 1;
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return true;
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}
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useCountValTal(eff: number): number {
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const t = this.Talents[eff];
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if (!t || t.value <= 0) return 0;
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t.count -= 1;
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return t.value;
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}
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useValueTalByUuid(t_uuid: number) {
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const buff = this.BUFFS_TAL[t_uuid];
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if (!buff) return;
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@@ -143,11 +143,12 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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// 1. 播放施法动画
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heroView.playSkillEffect(s_uuid);
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/**********************天赋处理*************************************************************************/
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// 2. 更新攻击类型的天赋触发值
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// 2. 更新攻击类型的天赋触发值,技能和必杀级
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if(casterEntity.has(TalComp)){
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const talComp = casterEntity.get(TalComp);
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if (hset === HSSet.atk) talComp.updateCur(TriType.ATK);
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if (hset != HSSet.atk) talComp.updateCur(TriType.SKILL);
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if (hset === HSSet.skill) talComp.updateCur(TriType.SKILL);
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if (hset === HSSet.max) talComp.updateCur(TriType.MAX);
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}
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/**********************天赋处理*************************************************************************/
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// 获取目标位置
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@@ -156,33 +157,56 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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console.warn("[SACastSystem] 没有找到有效目标");
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return false;
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}
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// 2. 延迟创建技能实体(等待动画)
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const delay = 0.3
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// 2.1 普通攻击逻辑
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if (hset === HSSet.atk){
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let delay = 0.3
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let ext_dmg = heroAttrs.useCountValTal(TalEffet.ATK_DMG);
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let splash = heroAttrs.useCountValTal(TalEffet.SPLASH);
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets);
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this.createSkill(s_uuid, heroView,targets,ext_dmg,splash);
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}, delay);
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//风怒wfuny 只针对 普通攻击起效
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if (hset === HSSet.atk && heroAttrs.useCountTal(TalEffet.WFUNY)){
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if (heroAttrs.useCountTal(TalEffet.WFUNY)){
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let ext2_dmg = heroAttrs.useCountValTal(TalEffet.ATK_DMG);
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let splash2 = heroAttrs.useCountValTal(TalEffet.SPLASH);
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let delay = 0.3
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heroView.playSkillEffect(s_uuid);
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//需要再添加 风怒动画
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this.createSkill(s_uuid, heroView,targets);
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets,ext2_dmg,splash2);
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},delay);
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}
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}
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// 2.2 技能攻击逻辑
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if(hset === HSSet.skill){
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let delay = 0.3
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let ext_dmg = heroAttrs.useCountValTal(TalEffet.SKILL_DMG);
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets,ext_dmg);
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}, delay);
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// 双技能 只针对 技能起效
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if(hset === HSSet.skill && heroAttrs.useCountTal(TalEffet.D_SKILL)){
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targets = this.sTargets(heroView, s_uuid);
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if (targets.length === 0) {
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console.warn("[SACastSystem] 没有找到有效目标");
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return false;
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}
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if(heroAttrs.useCountTal(TalEffet.D_SKILL)){
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let ext2_dmg = heroAttrs.useCountValTal(TalEffet.SKILL_DMG);
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let delay = 0.3
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heroView.playSkillEffect(s_uuid);
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//需要再添加 双技能动画
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets,ext2_dmg);
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},delay);
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}
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}
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// 2.3 必杀技能逻辑
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if(hset === HSSet.max){
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let delay = 0.3
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heroView.playSkillEffect(s_uuid);
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//需要再添加 最大伤害动画
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets);
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},delay);
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}
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return true;
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}
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@@ -190,7 +214,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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/**
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* 创建技能实体
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*/
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private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],ext_dmg:number=0) {
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private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],ext_dmg:number=0,splash:number=0) {
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// 检查节点有效性
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if (!caster.node || !caster.node.isValid) {
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console.warn("[SACastSystem] 施法者节点无效");
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@@ -215,7 +239,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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const targetPos = targets[0]; // 使用第一个目标位置
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// console.log(`[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`);
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// 加载技能实体(包括预制体、组件初始化等)
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skill.load(startPos, parent, s_uuid, targetPos, caster,ext_dmg);
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skill.load(startPos, parent, s_uuid, targetPos, caster,ext_dmg,splash);
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}
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/**
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@@ -202,6 +202,21 @@ export class TalComp extends ecs.Comp {
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const talent = this.Tals[uuid];
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const heroAttrs=this.ent.get(HeroAttrsComp);
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switch(talent.effet){
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case TalEffet.ATK_DMG:
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heroAttrs.addCountTal(TalEffet.ATK_DMG, talent.value + talent.value_add);
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break;
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case TalEffet.SKILL_DMG:
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heroAttrs.addCountTal(TalEffet.SKILL_DMG, talent.value + talent.value_add);
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break;
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case TalEffet.LDMG:
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heroAttrs.addCountTal(TalEffet.LDMG, talent.value + talent.value_add);
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break;
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// case TalEffet.HP:
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// heroAttrs.addCountTal(TalEffet.HP, talent.value + talent.value_add);
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// break;
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// case TalEffet.MP:
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// heroAttrs.addCountTal(TalEffet.MP, talent.value + talent.value_add);
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// break;
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case TalEffet.WFUNY:
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heroAttrs.addCountTal(TalEffet.WFUNY, talent.value + talent.value_add);
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break;
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@@ -12,6 +12,9 @@ export class SDataCom extends ecs.Comp {
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group:BoxSet=BoxSet.HERO
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fac: number = 0; // 0:hero 1:monster
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s_uuid:number=0
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ext_dmg:number=0 //额外伤害
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splash:number=0 //溅射伤害
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dmg_ratio:number=1 //伤害比例
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hit_count:number=0 //击中数量
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reset() {
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this.Attrs=null
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@@ -20,6 +23,9 @@ export class SDataCom extends ecs.Comp {
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this.s_uuid=0
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this.caster=null
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this.hit_count=0
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this.ext_dmg=0
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this.splash=0
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this.dmg_ratio=1
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}
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}
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@@ -29,7 +29,7 @@ export class Skill extends ecs.Entity {
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this.addComponents<SMoveDataComp>(SMoveDataComp);
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}
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load(startPos: Vec3, parent: Node, s_uuid: number, targetPos: Vec3,
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caster:HeroViewComp,ext_dmg:number=0) {
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caster:HeroViewComp,ext_dmg:number=0,splash:number=0) {
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const config = SkillSet[s_uuid];
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if (!config) {
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@@ -93,6 +93,8 @@ export class Skill extends ecs.Entity {
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sDataCom.Attrs={...cAttrsComp.Attrs}
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sDataCom.s_uuid=s_uuid
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sDataCom.fac=cAttrsComp.fac
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sDataCom.ext_dmg=ext_dmg
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sDataCom.splash=splash
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}
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/** 模块资源释放 */
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