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3 Commits
oneHero101
...
4706a128f3
| Author | SHA1 | Date | |
|---|---|---|---|
| 4706a128f3 | |||
| 13874f3618 | |||
| d9282b7469 |
@@ -111,6 +111,7 @@ export enum DBuff {
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DODGE = 12, //-闪避 - 对应Attrs.DODGE (闪避), BType.RATIO
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DBUFFUP=13, //edbuff效果提升
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BUFF_DOWN = 14,// buff效果减弱
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SPEED = 15, //移动速度下降 - 对应Attrs.MOVE_SPEED (移动速度), BType.RATIO
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}
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@@ -142,10 +143,12 @@ export enum Attrs {
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BUFF_UP = 24, //buff效果提升
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DBUFF_UP=25, //debuff效果提升
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DIS=26, //攻击距离
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SPEED = 27, //移动速度加成,默认都是百分比
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}
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export const getAttrs=()=>{
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// 遍历枚举的数字值(枚举会生成双向映射)
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// 遍历枚举的数字值(枚举会生成双向映射)
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let reAttrs = {};
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Object.keys(Attrs).forEach(key => {
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if (!isNaN(Number(key))) {
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@@ -155,6 +158,74 @@ export const getAttrs=()=>{
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return reAttrs;
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}
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/**
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* Buff类型枚举
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* VALUE: 数值型 - 直接加减数值
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* RATIO: 百分比型 - 按百分比计算
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*/
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export enum BType {
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VALUE=0, //数值型
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RATIO=1 //百分比型
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}
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/**
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* 属性类型配置表
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* 用于区分每个属性是数值型还是百分比型
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* - VALUE: 数值型属性(如生命值、攻击力等绝对数值)
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* - RATIO: 百分比型属性(如暴击率、闪避率等百分比数值)
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*/
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export const AttrsType: Record<Attrs, BType> = {
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// ========== 数值型属性 ==========
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[Attrs.HP_MAX]: BType.VALUE, // 最大生命值 - 数值型
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[Attrs.MP_MAX]: BType.VALUE, // 最大魔法值 - 数值型
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[Attrs.SHIELD_MAX]: BType.VALUE, // 最大护盾值 - 数值型
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[Attrs.AP]: BType.VALUE, // 攻击力 - 数值型
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[Attrs.MAP]: BType.VALUE, // 魔法攻击力 - 数值型
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[Attrs.DEF]: BType.VALUE, // 防御 - 数值型
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[Attrs.MDEF]: BType.VALUE, // 魔法防御 - 数值型
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[Attrs.DIS]: BType.VALUE, // 攻击距离 - 数值型
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// ========== 百分比型属性 ==========
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[Attrs.CRITICAL]: BType.RATIO, // 暴击率 - 百分比型
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[Attrs.CRITICAL_DMG]: BType.RATIO, // 暴击伤害 - 百分比型
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[Attrs.DODGE]: BType.RATIO, // 闪避 - 百分比型
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[Attrs.HIT]: BType.RATIO, // 命中 - 百分比型
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[Attrs.WFUNY]: BType.RATIO, // 风怒 - 百分比型
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[Attrs.AS]: BType.RATIO, // 攻击速度 - 百分比型
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[Attrs.REFLICT]: BType.RATIO, // 反伤比率 - 百分比型
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[Attrs.LIFESTEAL]: BType.RATIO, // 吸血比率 - 百分比型
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[Attrs.KNOCKBACK]: BType.RATIO, // 击退概率 - 百分比型
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[Attrs.CON_RES]: BType.RATIO, // 控制抗性 - 百分比型
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[Attrs.ICE_RES]: BType.RATIO, // 冰冻抗性 - 百分比型
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[Attrs.FIRE_RES]: BType.RATIO, // 火抗性 - 百分比型
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[Attrs.WIND_RES]: BType.RATIO, // 风抗性 - 百分比型
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[Attrs.ICE_POWER]: BType.RATIO, // 冰冻伤害效果提升 - 百分比型
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[Attrs.FIRE_POWER]: BType.RATIO, // 火伤害效果提升 - 百分比型
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[Attrs.WIND_POWER]: BType.RATIO, // 风伤害效果提升 - 百分比型
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[Attrs.SHIELD_UP]: BType.RATIO, // 护盾效果提升 - 百分比型
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[Attrs.BUFF_UP]: BType.RATIO, // buff效果提升 - 百分比型
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[Attrs.DBUFF_UP]: BType.RATIO, // debuff效果提升 - 百分比型
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[Attrs.SPEED]: BType.RATIO, // 移动速度加成 - 百分比型
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};
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/**
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* 判断属性是否为百分比型
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* @param attrType 属性类型
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* @returns true: 百分比型, false: 数值型
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*/
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export const isRatioAttr = (attrType: Attrs): boolean => {
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return AttrsType[attrType] === BType.RATIO;
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};
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/**
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* 获取属性的类型
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* @param attrType 属性类型
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* @returns BType.VALUE 或 BType.RATIO
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*/
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export const getAttrType = (attrType: Attrs): BType => {
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return AttrsType[attrType];
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};
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/**
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* 获取 debuff 对应的属性字段
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* @param debuffType DBuff 类型
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@@ -172,9 +243,7 @@ export const getAttrFieldFromDebuff = (debuffType: DBuff): number => {
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// 状态类 debuff(只需缓存,不影响属性)
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const stateDebuffSet = new Set<DBuff>([
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DBuff.STUN,
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DBuff.SLOW,
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DBuff.FROST,
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DBuff.BURN,
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]);
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// 检查是否是状态类 debuff
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@@ -200,6 +269,8 @@ export const getAttrFieldFromDebuff = (debuffType: DBuff): number => {
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[DBuff.DODGE]: Attrs.DODGE, // -闪避 -> 闪避
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[DBuff.DBUFFUP]: Attrs.DBUFF_UP, // debuff提升 -> debuff提升
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[DBuff.BUFF_DOWN]: Attrs.BUFF_UP, // buff减弱 -> buff效果
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[DBuff.SPEED]: Attrs.SPEED, // 移动速度下降 -> 移动速度
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};
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const attrField = debuffAttrMap[debuffType];
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@@ -212,14 +283,6 @@ export const getAttrFieldFromDebuff = (debuffType: DBuff): number => {
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return attrField;
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};
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export enum BType {
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VALUE=0, //数值型
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RATIO=1 //百分比型
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}
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/*
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=== 技能配置系统使用说明 ===
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@@ -287,9 +350,9 @@ 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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@@ -29,9 +29,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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if (!shouldStop) { //在攻击范围内停止移动
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// if(view.fac==1){
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const hasStun = view.V_DBUFF.some(d => d.debuff === DBuff.STUN);
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const hasFrost = view.V_DBUFF.some(d => d.debuff === DBuff.FROST);
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if(view.is_stop||view.is_dead||hasStun||hasFrost) {
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if(view.is_stop||view.is_dead||view.isStun()||view.isFrost()) {
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view.status_change("idle");
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return; //停止移动或者死亡不移动
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}
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@@ -40,7 +38,6 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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view.status_change("idle");
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return;
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}
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// 英雄阵营特殊逻辑:根据职业区分行为
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if (view.fac == FacSet.HERO) {
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const hasEnemies = this.checkEnemiesExist(e);
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@@ -65,7 +62,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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}
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// 继续向敌人方向移动
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const delta = ((view.speed-view.DEBUFF_SLOW)/3) * this.dt * move.direction;
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const delta = (view.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
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const newX = view.node.position.x + delta;
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// 对于战士,允许更自由的移动范围
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@@ -92,7 +89,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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if (Math.abs(currentX - finalTargetX) > 1) {
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// 确定移动方向
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const direction = currentX > finalTargetX ? -1 : 1;
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const delta = ((view.speed-view.DEBUFF_SLOW)/3) * this.dt * direction;
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const delta = (view.Attrs[Attrs.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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@@ -124,7 +121,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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}
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// 计算移动量
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const delta = ((view.speed-view.DEBUFF_SLOW)/3) * this.dt * move.direction;
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const delta =(view.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
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const newX = view.node.position.x + delta;
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// 限制移动范围
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@@ -18,10 +18,10 @@ const { ccclass, property } = _decorator;
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* ==================== BUFF 系统使用说明 ====================
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*
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* 1. 系统架构:
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* - V_BUFF/V_BUFFS: 数值型 buff(持久/临时)
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* - R_BUFF/R_BUFFS: 百分比型 buff(持久/临时)
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* - V_DBUFF/V_DBUFFS: 数值型 debuff(持久/临时)
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* - R_DBUFF/R_DBUFFS: 百分比型 debuff(持久/临时)
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* - BUFF_V/BUFFS_V: 数值型 buff(持久/临时)
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* - BUFF_R/BUFFS_R: 百分比型 buff(持久/临时)
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* - DBUFF_V/DBUFFS_V: 数值型 debuff(持久/临时)
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* - DBUFF_R/DBUFFS_R: 百分比型 debuff(持久/临时)
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*
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* 2. 初始化(在英雄加载时自动调用):
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* - initBuffsDebuffs(): 从 HeroInfo 读取初始配置
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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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@@ -95,7 +95,6 @@ export class HeroViewComp extends CCComp {
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is_friend:boolean =false;
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is_kalami:boolean =false;
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speed: number = 100; /** 角色移动速度 */
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mp: number = 100;
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hp: number = 100; /** 血量 */
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shield:number=0; //当前护甲值
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@@ -105,20 +104,19 @@ export class HeroViewComp extends CCComp {
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base_def: number = 5;
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base_hp: number = 100;
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base_mp: number = 100;
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base_speed: number = 100; /** 角色移动速度 */
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Attrs:any=[]
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//数值型debuff
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V_DBUFF:any[]=[] //持久
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V_DBUFFS:any[]=[] //临时 带时间
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//百分比型debuff
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R_DBUFF:any[]=[] //持久
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R_DBUFFS:any[]=[] //临时 带时间
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//数值型buff
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V_BUFF:any[]=[] //持久
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V_BUFFS:any[]=[] //临时 带时间
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//百分比型buff
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R_BUFF:any[]=[] //持久
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R_BUFFS:any[]=[] //临时 带时间
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DBUFF_V:any[]=[] //持久
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DBUFF_R:any[]=[] //持久
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BUFF_V:any[]=[] //持久
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BUFF_R:any[]=[] //持久
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DBUFFS_V:any[]=[] //临时 带时间
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DBUFFS_R:any[]=[] //临时 带时间
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BUFFS_V:any[]=[] //临时 带时间
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BUFFS_R:any[]=[] //临时 带时间
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atk_count: number = 0;
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atked_count: number = 0;
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@@ -173,14 +171,14 @@ export class HeroViewComp extends CCComp {
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if (!heroInfo) return;
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// 清空现有 buff/debuff
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this.V_BUFF = [];
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this.V_BUFFS = [];
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this.R_BUFF = [];
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this.R_BUFFS = [];
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this.V_DBUFF = [];
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this.V_DBUFFS = [];
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this.R_DBUFF = [];
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this.R_DBUFFS = [];
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this.BUFF_V = [];
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this.BUFFS_V = [];
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this.BUFF_R = [];
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this.BUFFS_R = [];
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this.DBUFF_V = [];
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this.DBUFFS_V = [];
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this.DBUFF_R = [];
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this.DBUFFS_R = [];
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// 加载初始 buff
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if (heroInfo.buff && heroInfo.buff.length > 0) {
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@@ -211,10 +209,10 @@ export class HeroViewComp extends CCComp {
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// 数值型 buff
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if (buffConf.buC === 0) {
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// 持久型
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this.V_BUFF.push({...buffConf});
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this.BUFF_V.push({...buffConf});
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} else {
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// 临时型 - 添加剩余时间属性
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this.V_BUFFS.push({
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this.BUFFS_V.push({
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...buffConf,
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remainTime: buffConf.buC
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});
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@@ -223,10 +221,10 @@ export class HeroViewComp extends CCComp {
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// 百分比型 buff
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if (buffConf.buC === 0) {
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// 持久型
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this.R_BUFF.push({...buffConf});
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this.BUFF_R.push({...buffConf});
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} else {
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// 临时型 - 添加剩余时间属性
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this.R_BUFFS.push({
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this.BUFFS_R.push({
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...buffConf,
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remainTime: buffConf.buC
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});
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@@ -256,13 +254,13 @@ export class HeroViewComp extends CCComp {
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// 数值型 debuff
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if (dbuffConf.deC === 0) {
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// 持久型
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this.V_DBUFF.push({
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this.DBUFF_V.push({
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...dbuffConf,
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attrField: attrField
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});
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} else {
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// 临时型 - 添加剩余时间属性
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this.V_DBUFFS.push({
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this.DBUFFS_V.push({
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...dbuffConf,
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attrField: attrField,
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remainTime: dbuffConf.deC
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@@ -272,13 +270,13 @@ export class HeroViewComp extends CCComp {
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// 百分比型 debuff
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if (dbuffConf.deC === 0) {
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// 持久型
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this.R_DBUFF.push({
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this.DBUFF_R.push({
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...dbuffConf,
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attrField: attrField
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});
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} else {
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// 临时型 - 添加剩余时间属性
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this.R_DBUFFS.push({
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this.DBUFFS_R.push({
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...dbuffConf,
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attrField: attrField,
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remainTime: dbuffConf.deC
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@@ -302,13 +300,15 @@ export class HeroViewComp extends CCComp {
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this.Attrs[Attrs.DEF] = this.base_def;
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this.Attrs[Attrs.AP] = this.base_ap;
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this.Attrs[Attrs.MAP] = this.base_map;
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this.Attrs[Attrs.SPEED] = this.base_speed;
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this.Attrs[Attrs.SHIELD_MAX] = 0; // 护盾默认为 0
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// 2. 初始化其他属性(无初始值的)
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for (let i = 0; i <= 26; i++) {
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let length = Object.keys(this.Attrs).length;
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for (let i = 0; i < length; i++) {
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if (!(i in this.Attrs) ||
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(i !== Attrs.HP_MAX && i !== Attrs.MP_MAX && i !== Attrs.DEF &&
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i !== Attrs.AP && i !== Attrs.MAP && i !== Attrs.SHIELD_MAX)) {
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i !== Attrs.AP && i !== Attrs.MAP && i !== Attrs.SHIELD_MAX&&13 && i !== Attrs.SPEED)) {
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this.Attrs[i] = 0;
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}
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}
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@@ -334,14 +334,14 @@ export class HeroViewComp extends CCComp {
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*/
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private applyValueBuffs() {
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// 持久型 buff
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for (const buff of this.V_BUFF) {
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for (const buff of this.BUFF_V) {
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if (buff.buff !== undefined) {
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this.Attrs[buff.buff] += buff.buV;
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}
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}
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// 临时型 buff
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for (const buff of this.V_BUFFS) {
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for (const buff of this.BUFFS_V) {
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if (buff.buff !== undefined) {
|
||||
this.Attrs[buff.buff] += buff.buV;
|
||||
}
|
||||
@@ -360,9 +360,10 @@ export class HeroViewComp extends CCComp {
|
||||
baseValues[Attrs.DEF] = this.base_def;
|
||||
baseValues[Attrs.AP] = this.base_ap;
|
||||
baseValues[Attrs.MAP] = this.base_map;
|
||||
baseValues[Attrs.SPEED] = this.base_speed;
|
||||
|
||||
// 持久型 buff
|
||||
for (const buff of this.R_BUFF) {
|
||||
for (const buff of this.BUFF_R) {
|
||||
if (buff.buff !== undefined) {
|
||||
const baseVal = baseValues[buff.buff] || this.Attrs[buff.buff];
|
||||
this.Attrs[buff.buff] += Math.floor(baseVal * (buff.buV / 100));
|
||||
@@ -370,7 +371,7 @@ export class HeroViewComp extends CCComp {
|
||||
}
|
||||
|
||||
// 临时型 buff
|
||||
for (const buff of this.R_BUFFS) {
|
||||
for (const buff of this.BUFFS_R) {
|
||||
if (buff.buff !== undefined) {
|
||||
const baseVal = baseValues[buff.buff] || this.Attrs[buff.buff];
|
||||
this.Attrs[buff.buff] += Math.floor(baseVal * (buff.buV / 100));
|
||||
@@ -383,18 +384,18 @@ export class HeroViewComp extends CCComp {
|
||||
*/
|
||||
private applyValueDebuffs() {
|
||||
// 持久型 debuff
|
||||
for (const debuff of this.V_DBUFF) {
|
||||
for (const debuff of this.DBUFF_V) {
|
||||
// 跳过状态类 debuff(attrField === -1)
|
||||
if (debuff.attrField !== undefined && debuff.attrField >= 0) {
|
||||
this.Attrs[debuff.attrField] -= debuff.dev;
|
||||
this.Attrs[debuff.attrField] -= debuff.deV;
|
||||
}
|
||||
}
|
||||
|
||||
// 临时型 debuff
|
||||
for (const debuff of this.V_DBUFFS) {
|
||||
for (const debuff of this.DBUFFS_V) {
|
||||
// 跳过状态类 debuff(attrField === -1)
|
||||
if (debuff.attrField !== undefined && debuff.attrField >= 0) {
|
||||
this.Attrs[debuff.attrField] -= debuff.dev;
|
||||
this.Attrs[debuff.attrField] -= debuff.deV;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -411,22 +412,23 @@ export class HeroViewComp extends CCComp {
|
||||
baseValues[Attrs.DEF] = this.base_def;
|
||||
baseValues[Attrs.AP] = this.base_ap;
|
||||
baseValues[Attrs.MAP] = this.base_map;
|
||||
this.Attrs[Attrs.SPEED] = this.base_speed;
|
||||
|
||||
// 持久型 debuff
|
||||
for (const debuff of this.R_DBUFF) {
|
||||
for (const debuff of this.DBUFF_R) {
|
||||
// 跳过状态类 debuff(attrField === -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));
|
||||
}
|
||||
}
|
||||
|
||||
// 临时型 debuff
|
||||
for (const debuff of this.R_DBUFFS) {
|
||||
for (const debuff of this.DBUFFS_R) {
|
||||
// 跳过状态类 debuff(attrField === -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));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -461,37 +463,37 @@ export class HeroViewComp extends CCComp {
|
||||
let needRecalculate = false;
|
||||
|
||||
// 更新临时型数值 buff
|
||||
for (let i = this.V_BUFFS.length - 1; i >= 0; i--) {
|
||||
this.V_BUFFS[i].remainTime -= dt;
|
||||
if (this.V_BUFFS[i].remainTime <= 0) {
|
||||
this.V_BUFFS.splice(i, 1);
|
||||
for (let i = this.BUFFS_V.length - 1; i >= 0; i--) {
|
||||
this.BUFFS_V[i].remainTime -= dt;
|
||||
if (this.BUFFS_V[i].remainTime <= 0) {
|
||||
this.BUFFS_V.splice(i, 1);
|
||||
needRecalculate = true;
|
||||
}
|
||||
}
|
||||
|
||||
// 更新临时型百分比 buff
|
||||
for (let i = this.R_BUFFS.length - 1; i >= 0; i--) {
|
||||
this.R_BUFFS[i].remainTime -= dt;
|
||||
if (this.R_BUFFS[i].remainTime <= 0) {
|
||||
this.R_BUFFS.splice(i, 1);
|
||||
for (let i = this.BUFFS_R.length - 1; i >= 0; i--) {
|
||||
this.BUFFS_R[i].remainTime -= dt;
|
||||
if (this.BUFFS_R[i].remainTime <= 0) {
|
||||
this.BUFFS_R.splice(i, 1);
|
||||
needRecalculate = true;
|
||||
}
|
||||
}
|
||||
|
||||
// 更新临时型数值 debuff
|
||||
for (let i = this.V_DBUFFS.length - 1; i >= 0; i--) {
|
||||
this.V_DBUFFS[i].remainTime -= dt;
|
||||
if (this.V_DBUFFS[i].remainTime <= 0) {
|
||||
this.V_DBUFFS.splice(i, 1);
|
||||
for (let i = this.DBUFFS_V.length - 1; i >= 0; i--) {
|
||||
this.DBUFFS_V[i].remainTime -= dt;
|
||||
if (this.DBUFFS_V[i].remainTime <= 0) {
|
||||
this.DBUFFS_V.splice(i, 1);
|
||||
needRecalculate = true;
|
||||
}
|
||||
}
|
||||
|
||||
// 更新临时型百分比 debuff
|
||||
for (let i = this.R_DBUFFS.length - 1; i >= 0; i--) {
|
||||
this.R_DBUFFS[i].remainTime -= dt;
|
||||
if (this.R_DBUFFS[i].remainTime <= 0) {
|
||||
this.R_DBUFFS.splice(i, 1);
|
||||
for (let i = this.DBUFFS_R.length - 1; i >= 0; i--) {
|
||||
this.DBUFFS_R[i].remainTime -= dt;
|
||||
if (this.DBUFFS_R[i].remainTime <= 0) {
|
||||
this.DBUFFS_R.splice(i, 1);
|
||||
needRecalculate = true;
|
||||
}
|
||||
}
|
||||
@@ -502,6 +504,12 @@ export class HeroViewComp extends CCComp {
|
||||
}
|
||||
}
|
||||
|
||||
public isStun() {
|
||||
return this.DBUFF_V.some(d => d.debuff === DBuff.STUN)
|
||||
}
|
||||
public isFrost() {
|
||||
return this.DBUFF_V.some(d => d.debuff === DBuff.FROST)
|
||||
}
|
||||
|
||||
update(dt: number){
|
||||
if(!smc.mission.play||smc.mission.pause) return
|
||||
|
||||
@@ -3,7 +3,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { AType, BuffAttr, DTType, EType, SkillSet, SType, TGroup } from "../common/config/SkillSet";
|
||||
import { AType, DTType, EType, SkillSet, SType, TGroup } from "../common/config/SkillSet";
|
||||
import { BoxSet, FacSet } from "../common/config/BoxSet";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
import { BezierMove } from "../BezierMove/BezierMove";
|
||||
|
||||
Reference in New Issue
Block a user