import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color, BoxCollider2D} from "cc"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { HeroSpine } from "./HeroSpine"; import { BoxSet, FacSet } from "../common/config/BoxSet"; import { smc } from "../common/SingletonModuleComp"; import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; import { Attrs, DBuff, SkillSet, BType, BuffConf, DbuffConf, TransformBuffs, AttrsType } from "../common/config/SkillSet"; import { BuffComp } from "./BuffComp"; import { oops } from "db://oops-framework/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { FightSet, TooltipTypes } from "../common/config/Mission"; import { RandomManager } from "db://oops-framework/core/common/random/RandomManager"; import { AttrSet, HeroInfo, HeroUpSet } from "../common/config/heroSet"; const { ccclass, property } = _decorator; /** * ==================== BUFF 系统使用说明 ==================== * * 1. 系统架构 * - BUFF_V/BUFFS_V: 数值型 buff(持临时 * - BUFF_R/BUFFS_R: 百分比型 buff(持临时 * - DBUFF_V/DBUFFS_V: 数值型 debuff(持临时 * - DBUFF_R/DBUFFS_R: 百分比型 debuff(持临时 * * 2. 智能覆盖规则 * - 值更小:不添加(弱效果不覆盖强效果) * - 值相同且临时:叠加时 * - 值更大:更新为新值(临时则更新值和时间 * * 3. 性能优化 * - 增量计算:添删除时只重算受影响的属 * - 批量计算:initBuffsDebuffs() 中使recalculateAttrs() 一次性计算所 */ /** 角色显示组件 */ @ccclass('HeroViewComp') // 定义Cocos Creator 组件 @ecs.register('HeroView', false) // 定义ECS 组件 export class HeroViewComp extends CCComp { BUFFCOMP:BuffComp=null! as: HeroSpine = null! status:String = "idle" hero_uuid:number = 1001; hero_name : string = "hero"; lv:number =1; scale: number = 1; /** 角色阵营 1:hero -1 :mon */ type: number = 0; /**角色类型 0近战-需要贴1远程-保持距离 2辅助 */ fac:number=0; //阵营 0:hero 1:monster box_group:number = BoxSet.HERO; is_dead:boolean = false; //是否摧毁 is_count_dead:boolean = false; //是否计数死亡 is_stop:boolean = false; is_atking:boolean = false; is_boss:boolean = false; is_big_boss:boolean = false; is_master:boolean =false; is_friend:boolean =false; is_kalami:boolean =false; skills:any=[] mp: number = 100; hp: number = 100; /** 血*/ shield:number=0; //当前护甲 /** 基础属有初始值的基础属后续Attrs 属性计算时用到*/ base_ap: number = 0; //基础攻击 base_map: number = 0; base_def: number = 5; base_hp: number = 100; base_mp: number = 100; base_speed: number = 100; /** 角色移动速度 */ base_dis: number = 100; Attrs:any=[] // Buff/Debuff 字典结构,通过属性索引直接访 // 结构: { [attrIndex: number]: { value: number, remainTime?: number } } DBUFF_V: Record = {} // 持久型数debuff DBUFF_R: Record = {} // 持久型百分比 debuff BUFF_V: Record = {} // 持久型数buff BUFF_R: Record = {} // 持久型百分比 buff DBUFFS_V: Record = {} // 临时型数debuff DBUFFS_R: Record = {} // 临时型百分比 debuff BUFFS_V: Record = {} // 临时型数buff BUFFS_R: Record = {} // 临时型百分比 buff atk_count: number = 0; atked_count: number = 0; speek_time:number = 0; private damageQueue: Array<{ damage: number, isCrit: boolean, delay: number, anm:string, }> = []; private isProcessingDamage: boolean = false; private damageInterval: number = 0.01; // 伤害数字显示间隔 onLoad() { this.as = this.getComponent(HeroSpine); //console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON) this.on(GameEvent.FightEnd,this.do_fight_end,this) const collider = this.node.getComponent(BoxCollider2D); this.scheduleOnce(()=>{ if (collider) collider.enabled = true; // 先禁 },1) // let anm = this.node.getChildByName("anm") // anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8); } /** 视图层逻辑代码分离演示 */ start () { this.as.idle() this.BUFFCOMP=this.node.getComponent(BuffComp); // console.log("[HeroViewComp]:heroview"+this.hero_name,this.Attrs) /** 方向 */ this.node.setScale(this.scale,1); this.node.getChildByName("top").setScale(this.scale,1); if(this.is_boss){ this.node.getChildByName("top").position=v3(this.node.position.x,this.node.position.y+100,0) } /* 显示角色血*/ this.node.getChildByName("top").getChildByName("hp").active = true; this.node.getChildByName("top").getChildByName("pow").active = true; } // ==================== BUFF系统初始==================== /** * 初始化角色的 buff debuff * HeroInfo 读取初始配置,建立属性系 */ initAttrs() { // 清空现有 buff/debuff this.BUFF_V = {}; this.BUFFS_V = {}; this.BUFF_R = {}; this.BUFFS_R = {}; this.DBUFF_V = {}; this.DBUFFS_V = {}; this.DBUFF_R = {}; this.DBUFFS_R = {}; // 获取英雄配置 const heroInfo = HeroInfo[this.hero_uuid]; if (!heroInfo) return; // 1. 重置为基础 this.Attrs[Attrs.HP_MAX] = this.base_hp; this.Attrs[Attrs.MP_MAX] = this.base_mp; this.Attrs[Attrs.DEF] = this.base_def; this.Attrs[Attrs.AP] = this.base_ap; this.Attrs[Attrs.MAP] = this.base_map; this.Attrs[Attrs.SPEED] = this.base_speed; this.Attrs[Attrs.DIS] = this.base_dis; // 2. 初始化其他属性(无初始值的 for (const attrKey in this.Attrs) { const attrIndex = parseInt(attrKey); if( attrIndex !== Attrs.HP_MAX && attrIndex !== Attrs.MP_MAX&& attrIndex !== Attrs.DEF && attrIndex !== Attrs.AP && attrIndex !== Attrs.MAP && attrIndex !== Attrs.SPEED && attrIndex !== Attrs.DIS ) { this.Attrs[attrIndex] = 0; } } // 加载初始 buff if (heroInfo.buff && heroInfo.buff.length > 0) { for (const buffConf of heroInfo.buff) { this.addBuff(buffConf); } } // 加载初始 debuff if (heroInfo.debuff && heroInfo.debuff.length > 0) { for (const dbuffConf of heroInfo.debuff) { this.addDebuff(dbuffConf); } } } // ==================== BUFF管理 ==================== /** * 添加 buff 效果(智能覆盖) * @param buffConf buff 配置 (来自 SkillSet.BuffConf heroSet.buff) * * 智能覆盖规则 * 1. 值更小:不添 * 2. 值相同且都是临时:叠加时 * 3. 值更大:更新为新值(临时则更新值和时间 */ addBuff(buffConf: BuffConf) { const isValue = buffConf.BType === BType.VALUE; const isPermanent = buffConf.time === 0; const attrIndex = buffConf.buff; // 根据类型选择对应buff 字典 const permanentBuffs = isValue ? this.BUFF_V : this.BUFF_R; const temporaryBuffs = isValue ? this.BUFFS_V : this.BUFFS_R; if (isPermanent) { // 添加持久buff const existing = permanentBuffs[attrIndex]; if (existing) { // 值更小,不添 if (buffConf.value <= existing.value) { return; } // 值更大,更新 existing.value = buffConf.value; } else { // 没有同类型,直接添加 permanentBuffs[attrIndex] = { value: buffConf.value }; } } else { // 添加临时buff const existing = temporaryBuffs[attrIndex]; if (existing) { if (buffConf.value < existing.value) { // 值更小,不添 return; } else if (buffConf.value === existing.value) { // 值相同,叠加时间 existing.remainTime += buffConf.time; return; // 时间叠加不需要重算属 } else { // 值更大,更新值和时间 existing.value = buffConf.value; existing.remainTime = buffConf.time; } } else { // 没有同类型,直接添加 temporaryBuffs[attrIndex] = { value: buffConf.value, remainTime: buffConf.time }; } } this.recalculateSingleAttr(buffConf.buff); } // ==================== DEBUFF管理 ==================== /** * 添加 debuff 效果(智能覆盖) * @param dbuffConf debuff 配置 (来自 SkillSet.DbuffConf heroSet.debuff) * * 支持两种 debuff * 1. 属性型 debuff:直接修改属性值(有对应的 Attrs * 2. 状态型 debuff:只缓存状态(无对应的 Attrs,用于状态检查) * * 智能覆盖规则 * 1. 值更小:不添 * 2. 值相同且都是临时:叠加时 * 3. 值更大:更新为新值(临时则更新值和时间 */ addDebuff(dbuffConf: DbuffConf) { // 获取 debuff 对应的属性字 const isValue = dbuffConf.BType === BType.VALUE; const isPermanent = dbuffConf.time === 0; // 根据类型选择对应debuff 字典 const permanentDebuffs = isValue ? this.DBUFF_V : this.DBUFF_R; const temporaryDebuffs = isValue ? this.DBUFFS_V : this.DBUFFS_R; // 状态类 debuff 使用 debuff 类型作为 key,属性类 debuff 使用 attrField 作为 key const key = dbuffConf.debuff; if (isPermanent) { // 添加持久debuff const existing = permanentDebuffs[key]; if (existing) { // 值更小,不添 if (dbuffConf.value <= existing.value) { return; } // 值更大,更新 existing.value = dbuffConf.value; } else { // 没有同类型,直接添加 permanentDebuffs[key] = { value: dbuffConf.value }; } } else { // 添加临时debuff const existing = temporaryDebuffs[key]; if (existing) { if (dbuffConf.value < existing.value) { // 值更小,不添 return; } else if (dbuffConf.value === existing.value) { // 值相同,叠加时间 existing.remainTime += dbuffConf.time; return; // 时间叠加不需要重算属 } else { // 值更大,更新值和时间 existing.value = dbuffConf.value; existing.remainTime = dbuffConf.time; } } else { // 没有同类型,直接添加 temporaryDebuffs[key] = { value: dbuffConf.value, remainTime: dbuffConf.time }; } } let attrField = TransformBuffs(dbuffConf.debuff,true); // 只重新计算受影响的属性(状态类 debuff 不需要计算) if (attrField > 0 ) { this.recalculateSingleAttr(attrField); } } // ==================== 属性计算系==================== /** * 重新计算单个属性 * @param attrIndex 属性索引 * * 计算公式: * - 数值型属性:最终值 = (基础值 + 数值型buff - 数值型debuff) × (1 + 百分比buff/100 - 百分比debuff/100) * - 百分比型属性:最终值 = 基础值 + 数值型buff - 数值型debuff + 百分比buff - 百分比debuff */ private recalculateSingleAttr(attrIndex: number) { // 1. 获取基础值 const baseValues: Record = { [Attrs.HP_MAX]: this.base_hp, [Attrs.MP_MAX]: this.base_mp, [Attrs.DEF]: this.base_def, [Attrs.AP]: this.base_ap, [Attrs.MAP]: this.base_map, [Attrs.SPEED]: this.base_speed, [Attrs.SHIELD_MAX]: 0 }; const baseVal = baseValues[attrIndex] !== undefined ? baseValues[attrIndex] : 0; // 2. 收集所有数值型 buff/debuff let totalValue = baseVal; // Buff:直接使用 Attrs 索引 if (this.BUFF_V[attrIndex]) { totalValue += this.BUFF_V[attrIndex].value; } if (this.BUFFS_V[attrIndex]) { totalValue += this.BUFFS_V[attrIndex].value; } // Debuff:需要通过 DBuff key 查找 const deKey = TransformBuffs(attrIndex, false); if (deKey !== -1) { if (this.DBUFF_V[deKey]) { totalValue -= this.DBUFF_V[deKey].value; } if (this.DBUFFS_V[deKey]) { totalValue -= this.DBUFFS_V[deKey].value; } } // 3. 收集所有百分比型 buff/debuff let totalRatio = 0; // 总百分比(可正可负) // Buff:直接使用 Attrs 索引 if (this.BUFF_R[attrIndex]) { totalRatio += this.BUFF_R[attrIndex].value; } if (this.BUFFS_R[attrIndex]) { totalRatio += this.BUFFS_R[attrIndex].value; } // Debuff:需要通过 DBuff key 查找 if (deKey !== -1) { if (this.DBUFF_R[deKey]) { totalRatio -= this.DBUFF_R[deKey].value; } if (this.DBUFFS_R[deKey]) { totalRatio -= this.DBUFFS_R[deKey].value; } } // 4. 根据属性类型计算最终值 const attrType = AttrsType[attrIndex]; const isRatioAttr = attrType === BType.RATIO; if (isRatioAttr) { // 百分比型属性:直接加减 this.Attrs[attrIndex] = totalValue + totalRatio; } else { // 数值型属性:(基础值+数值) × (1 + 百分比/100) this.Attrs[attrIndex] = Math.floor(totalValue * (1 + totalRatio / 100)); } // 5. 确保属性值合理 this.clampSingleAttr(attrIndex); } /** * 确保单个属性值合 */ private clampSingleAttr(attrIndex: number) { switch(attrIndex) { case Attrs.HP_MAX: case Attrs.MP_MAX: this.Attrs[attrIndex] = Math.max(1, this.Attrs[attrIndex]); break; case Attrs.DEF: case Attrs.AP: case Attrs.MAP: this.Attrs[attrIndex] = Math.max(1, this.Attrs[attrIndex]); break; case Attrs.CRITICAL: case Attrs.DODGE: case Attrs.HIT: this.Attrs[attrIndex] = Math.max(0, Math.min(AttrSet.ATTR_MAX, this.Attrs[attrIndex])); //AttrSet.ATTR_MAX =85 break; } } // ==================== 临时 BUFF/DEBUFF 更新 ==================== /** * 更新临时 buff/debuff 的剩余时 * 应在 update 中定期调 * @param dt 时间 */ updateTemporaryBuffsDebuffs(dt: number) { const affectedAttrs = new Set(); // 更新临时型数buff for (const attrIndex in this.BUFFS_V) { const buff = this.BUFFS_V[attrIndex]; buff.remainTime -= dt; if (buff.remainTime <= 0) { delete this.BUFFS_V[attrIndex]; affectedAttrs.add(parseInt(attrIndex)); } } // 更新临时型百分比 buff for (const attrIndex in this.BUFFS_R) { const buff = this.BUFFS_R[attrIndex]; buff.remainTime -= dt; if (buff.remainTime <= 0) { delete this.BUFFS_R[attrIndex]; affectedAttrs.add(parseInt(attrIndex)); } } // 更新临时型数debuff for (const key in this.DBUFFS_V) { const debuff = this.DBUFFS_V[key]; debuff.remainTime -= dt; if (debuff.remainTime <= 0) { delete this.DBUFFS_V[key]; const keyNum = parseInt(key); const attrField = TransformBuffs(keyNum,true) if(attrField > 0) affectedAttrs.add(attrField); } } // 更新临时型百分比 debuff for (const key in this.DBUFFS_R) { const debuff = this.DBUFFS_R[key]; debuff.remainTime -= dt; if (debuff.remainTime <= 0) { delete this.DBUFFS_R[key]; const keyNum = parseInt(key); const attrField = TransformBuffs(keyNum,true) if(attrField > 0) affectedAttrs.add(attrField); } } // 只重新计算受影响的属 affectedAttrs.forEach(attrIndex => { this.recalculateSingleAttr(attrIndex); }); } public isStun() { return this.DBUFFS_V[DBuff.STUN] !== undefined?true:false } public isFrost() { return this.DBUFFS_V[DBuff.FROST] !== undefined?true:false } update(dt: number){ if(!smc.mission.play||smc.mission.pause) return // if(this.is_dead) { // this.ent.destroy(); // return // } this.BaseUp(dt) // 更新所有按时间减少的buff和debuff this.in_stop(dt); // 处理伤害队列 this.processDamageQueue(); // 更新临时 buff/debuff 时间 this.updateTemporaryBuffsDebuffs(dt); this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX]) this.BUFFCOMP.mp_show(this.mp,this.Attrs[Attrs.MP_MAX]) this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX]) } BaseUp(dt:number){ this.mp += HeroUpSet.MP*dt this.hp += HeroUpSet.HP*dt if(this.mp > this.Attrs[Attrs.MP_MAX]) this.mp = this.Attrs[Attrs.MP_MAX] if(this.hp > this.Attrs[Attrs.HP_MAX]) this.hp = this.Attrs[Attrs.HP_MAX] } do_fight_end(){ this.as.do_buff() } get isActive() { return this.ent.has(HeroViewComp) && this.node?.isValid; } //状态切 status_change(type:string){ this.status=type if(type == "idle"){ this.as.idle() // this.as.change_default("idle") } if(type == "move"){ this.as.move() // this.as.change_default("move") } } add_shield(shield:number){ this.shield = this.Attrs[Attrs.SHIELD_MAX] +=shield if(this.shield>0) this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX]) } health(hp: number = 0,is_num:boolean=true) { this.BUFFCOMP.heathed(); let real_hp=0 let hp_max=this.Attrs[Attrs.HP_MAX] let lost_hp=hp_max-this.hp if(is_num){ if(lost_hp > hp){ real_hp=Math.floor(hp); }else{ real_hp=lost_hp; } }else{ if(lost_hp > hp/100*hp_max){ real_hp=Math.floor(hp/100*hp_max); }else{ real_hp=lost_hp; } } if(real_hp > 0){ this.hp+=real_hp; this.BUFFCOMP.tooltip(TooltipTypes.health,real_hp.toFixed(0)); } this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX]) // this.update_vm } /** 静止时间 */ in_stop (dt: number) { } count_atk_count(){ //主将攻击 if(this.fac==FacSet.MON) return this.atk_count+=1 } do_dead(){ this.do_dead_trigger() //console.log("[HeroViewComp]:角色死亡",this.hero_uuid) if(this.is_count_dead) return this.is_count_dead=true if(this.fac==FacSet.MON){ this.scheduleOnce(()=>{ this.do_drop() },0.1) } if(this.fac==FacSet.HERO){ this.scheduleOnce(()=>{ oops.message.dispatchEvent(GameEvent.HeroDead,{hero_uuid:this.hero_uuid}) },0.1) } if(this.fac==FacSet.HERO){ //console.log("[HeroViewComp]:英雄死亡") // oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false}) } } do_drop(){ } do_atked(remainingDamage:number,CAttrs:any,s_uuid:number){ let SConf=SkillSet[s_uuid] this.do_atked_trigger() if(this.check_dodge()) return let is_crit = this.check_crit(CAttrs[Attrs.CRITICAL]) if(this == null) return; let damage = this.count_damage(remainingDamage) if(is_crit) { damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+CAttrs[Attrs.CRITICAL_DMG])/100)) } // console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX]) damage=this.check_shield(damage) if(damage <= 0) return this.hp -= damage; if(this.hp <= 0) { if(this == null) return; this.is_dead=true if(this.BUFFCOMP){ this.BUFFCOMP.dead() } this.do_dead() //console.log("[HeroViewComp]:dead,fac => "+(this.fac==FacSet.HERO?"hero":"monster")) if(this.ent == null) return; if(this.fac ==FacSet.HERO){ this.to_grave() }else{ this.ent.destroy(); } } // this.update_vm this.back() this.showDamage(damage, is_crit,SConf.AtkedType); } //后退 back(){ if(this.fac==FacSet.MON) { let tx=this.node.position.x+5 if(tx > 320) tx=320 tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start() } if(this.fac==FacSet.HERO) { let tx=this.node.position.x-5 if(tx < -320) tx=-320 tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start() } } //伤害计算 debuff 易伤 count_damage(remainingDamage:number){ return remainingDamage } check_shield(damage:number){ if(this.shield <= 0 ) return damage if(this.shield >= damage){ this.shield -= damage this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*吸收*"); if(this.shield <= 0){ this.shield=this.Attrs[Attrs.SHIELD_MAX]=0 } damage = 0 } if(this.shield < damage){ damage=damage-this.shield this.shield=0 this.Attrs[Attrs.SHIELD_MAX]=0 } this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX]) return damage } check_dodge(){ if(this.Attrs[Attrs.DODGE] > 0){ let random = Math.random()*100 if(random < this.Attrs[Attrs.DODGE]) { this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*闪避*"); return true } } return false } check_crit(crit:number=0){ if(crit > 0){ let random = Math.random()*100 if(random < crit) { //console.log("[HeroViewComp]:crit",crit,random) return true } } //console.log("[HeroViewComp]:crit",crit) return false } do_dead_trigger(){ //死亡特殊处理 if(this.is_dead||this.fac==FacSet.MON) return } do_atked_trigger(){ //受伤特殊处理 if(this.is_dead||this.fac==FacSet.MON) return } to_grave(){ tween(this.node).to(0.5, { position:v3(-900,this.node.position.y+300,0)},{ onComplete: (target?: object) => { this.node.setPosition(-900,this.node.position.y-300,0) } }).start() } // to_alive(){ // this.is_dead=false // this.currentHp=this.currentHpMax*(100+this.hp_buff)/100 // this.BUFFCOMP.vmdata_update(true) // this.node.setPosition(HeroPos[this.fight_pos].pos) // this.BUFFCOMP.heathed() // } to_console(value:any,value2:any=null,value3:any=null){ //console.log("["+this.scale+this.hero_name+']'+value,value2,value3) } reset() { this.is_dead = false; const collider = this.getComponent(Collider2D); if (collider) { collider.off(Contact2DType.BEGIN_CONTACT); } this.scheduleOnce(() => { this.node.destroy(); }, 0.1); } playSkillEffect(skill_id:number) { let skill = SkillSet[skill_id] switch(skill.act){ case "max": this.as.max() this.BUFFCOMP.tooltip(TooltipTypes.skill,skill.name,skill_id) break case "atk": this.as.atk() break } } /** 显示伤害数字 */ showDamage(damage: number, isCrit: boolean,anm:string="atked") { this.damageQueue.push({ damage, isCrit, delay: this.damageInterval, anm }); } ex_show(text:string){ switch(text){ case "blue": this.BUFFCOMP.max_show("mr_blue") break case "red": this.BUFFCOMP.max_show("mr_red") break } } /** 处理伤害队列 */ private processDamageQueue() { if (this.isProcessingDamage || this.damageQueue.length === 0) return; this.isProcessingDamage = true; const damageInfo = this.damageQueue.shift()!; this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit,damageInfo.anm); // 设置延时处理下一个伤 this.scheduleOnce(() => { this.isProcessingDamage = false; }, this.damageInterval); } /** 立即显示伤害效果 */ private showDamageImmediate(damage: number, isCrit: boolean,anm:string="atked") { // this.as.atked() this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX]) this.BUFFCOMP.in_atked(anm,this.fac==FacSet.HERO?1:-1) this.atked_count++; if (isCrit) { this.BUFFCOMP.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage); // //console.log("暴击伤害 + damage); } else { this.BUFFCOMP.hp_tip(TooltipTypes.life, damage.toFixed(0), damage); // //console.log("普通伤害:" + damage); } } }