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 { SkillSet,BuffConf,} 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"; import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs"; const { ccclass, property } = _decorator; /** * ==================== BUFF 系统使用说明 ==================== * * 1. 系统架构 - 支持多次叠加(简化设计) * - BUFFS: 持久型buff数组(持久存在,直到主动移除) * - BUFFS_TEMP: 临时型buff数组(持续指定时间,时间到自动移除) * - 每个buff实例内包含BType字段,区分数值型(VALUE)和百分比型(RATIO) * * 2. 叠加规则 - 核心特性 * - 同一属性允许多个buff实例同时存在(数值型和百分比型混合) * - 每个buff实例保持独立的数据(value、BType、remainTime) * - 所有buff实例在属性计算时都被纳入求和计算 * - 示例:若添加两个+10 AP的buff,最终会累加 +20 AP * * 3. 数据结构 - 统一数组设计 * - BUFFS: Record> * - BUFFS_TEMP: Record> * - 每个属性对应一个buff数组,可混合存储数值型和百分比型buff * * 4. 属性计算公式 - 按BType区分 * - 数值型: (基础值 + 所有数值型buff之和) × (1 + 所有百分比buff之和/100) * - 百分比: 基础值 + 所有数值型buff之和 + 所有百分比buff之和 * * 5. API 使用示例 * // 添加buff(自动根据time判断持久或临时) * const buffConf: BuffConf = { * buff: Attrs.AP, * BType: BType.VALUE, * value: 10, * time: 5, // 0表示持久,>0表示临时 * chance: 100 * }; * hero.addBuff(buffConf); * * // 移除特定buff * hero.removeBuff(Attrs.AP, 10, true); // 移除临时的+10 AP * * // 清空属性所有buff * hero.clearBuffs(Attrs.AP); * * // 查询激活的buff数量 * const count = hero.getActiveBuffCount(Attrs.AP); * * 6. 临时buff自动更新 * - 每帧update中自动调用updateTemporaryBuffsDebuffs(dt) * - 递减所有临时buff的remainTime * - 当remainTime <= 0时自动移除buff并重新计算属性 */ /** 角色显示组件 */ export interface BuffInfo { attr: Attrs; value: number; remainTime?: number; } @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=[] NeAttrs:any=[] // Buff debuff 统一管理 // 每个buff实例内包含BType,用于区分数值型(VALUE)和百分比型(RATIO) // [attrIndex: number]: Array - 允许多个buff实例独立存在 /** 持久型buff数组 - 不会自动过期 */ BUFFS: Record> = {} /** 临时型buff数组 - 按时间自动过期 */ BUFFS_TEMP: Record> = {} atk_count: number = 0; atked_count: 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.BUFFS = { }; this.BUFFS_TEMP = { }; // 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); } } } // ==================== BUFF管理 ==================== /** * 添加 buff 效果(支持多次叠加) * @param buffConf buff 配置 (来自 SkillSet.BuffConf heroSet.buff) * * 叠加规则 * 1. 持久型buff:直接添加到数组中,与现有buff独立存在 * 2. 临时型buff:直接添加到数组中,保持独立的剩余时间计算 * 3. 所有buff实例在属性计算时都被纳入求和计算 */ addBuff(buffConf: BuffConf) { const isPermanent = buffConf.time === 0; const attrIndex = buffConf.buff; if (isPermanent) { // 添加持久buff到BUFFS - 直接追加到数组 if (!this.BUFFS[attrIndex]) { this.BUFFS[attrIndex] = []; } this.BUFFS[attrIndex].push({ value: buffConf.value, BType: buffConf.BType }); } else { // 添加临时buff到BUFFS_TEMP - 直接追加到数组 if (!this.BUFFS_TEMP[attrIndex]) { this.BUFFS_TEMP[attrIndex] = []; } this.BUFFS_TEMP[attrIndex].push({ value: buffConf.value, BType: buffConf.BType, remainTime: buffConf.time }); } // 重新计算受影响的属性 this.recalculateSingleAttr(attrIndex); } // ==================== 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 + 所有数值型buff之和 - 所有数值型debuff之和) × (1 + 所有百分比buff之和/100 - 所有百分比debuff之和/100) * - 百分比型属性:最终值 = 基础值 + 所有数值型buff之和 - 所有数值型debuff之和 + 所有百分比buff之和 - 所有百分比debuff之和 */ 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 - 遍历所有buff数组并按BType筛选求和 let totalValue = baseVal; // 遍历持久buff数组 if (this.BUFFS[attrIndex] && this.BUFFS[attrIndex].length > 0) { for (const buff of this.BUFFS[attrIndex]) { if (buff.BType === BType.VALUE) { totalValue += buff.value; } } } // 遍历临时buff数组 if (this.BUFFS_TEMP[attrIndex] && this.BUFFS_TEMP[attrIndex].length > 0) { for (const buff of this.BUFFS_TEMP[attrIndex]) { if (buff.BType === BType.VALUE) { totalValue += buff.value; } } } // 3. 收集所有百分比型 buff/debuff - 遍历所有buff数组并按BType筛选求和 let totalRatio = 0; // 总百分比(可正可负) // 遍历持久buff数组 if (this.BUFFS[attrIndex] && this.BUFFS[attrIndex].length > 0) { for (const buff of this.BUFFS[attrIndex]) { if (buff.BType === BType.RATIO) { totalRatio += buff.value; } } } // 遍历临时buff数组 if (this.BUFFS_TEMP[attrIndex] && this.BUFFS_TEMP[attrIndex].length > 0) { for (const buff of this.BUFFS_TEMP[attrIndex]) { if (buff.BType === BType.RATIO) { totalRatio += buff.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_TEMP) { const buffs = this.BUFFS_TEMP[attrIndex]; buffs.forEach(buff => { buff.remainTime -= dt; if (buff.remainTime <= 0) { // 从数组中移除 const index = buffs.indexOf(buff); if (index > -1) { buffs.splice(index, 1); } } }); if (buffs.length === 0) { delete this.BUFFS_TEMP[attrIndex]; affectedAttrs.add(parseInt(attrIndex)); } } // 更新临时型百分比 buff for (const attrIndex in this.BUFFS_TEMP) { const buffs = this.BUFFS_TEMP[attrIndex]; buffs.forEach(buff => { buff.remainTime -= dt; if (buff.remainTime <= 0) { // 从数组中移除 const index = buffs.indexOf(buff); if (index > -1) { buffs.splice(index, 1); } } }); if (buffs.length === 0) { delete this.BUFFS_TEMP[attrIndex]; affectedAttrs.add(parseInt(attrIndex)); } } // 负面状态更新 for (const key in this.NeAttrs) { const debuff = this.NeAttrs[key]; debuff.remainTime -= dt; if (debuff.remainTime <= 0) { debuff.remainTime = 0; } } // 只重新计算受影响的属 affectedAttrs.forEach(attrIndex => { this.recalculateSingleAttr(attrIndex); }); } // ==================== BUFF 辅助方法 ==================== /** * 清空buff * @param attrIndex 属性索引,如果为空则清理所有buff(包括临时和持久) * @param isBuff true时清理value>0的增益buff,false时清理value<0的减益buff */ clearBuffs(attrIndex?: number, isBuff: boolean = true): void { if (attrIndex === undefined) { // 清理所有buff,根据isBuff过滤 for (const attrIndex in this.BUFFS_TEMP) { this.clearBuffsForAttr(parseInt(attrIndex), isBuff); } } else { // 清理指定属性的buff,根据isBuff过滤 this.clearBuffsForAttr(attrIndex, isBuff); } } /** * 清理指定属性的buff,根据增益/减益类型过滤 * @param attrIndex 属性索引 * @param isBuff true清理增益buff,false清理减益buff */ private clearBuffsForAttr(attrIndex: number, isBuff: boolean): void { const buffContainer = this.BUFFS_TEMP; if (!buffContainer[attrIndex]) return; // 过滤buff数组,保留不符合清理条件的buff buffContainer[attrIndex] = buffContainer[attrIndex].filter(buff => { const shouldClear = isBuff ? buff.value > 0 : buff.value < 0; return !shouldClear; }); // 如果数组为空,删除该属性条目 if (buffContainer[attrIndex].length === 0) { delete buffContainer[attrIndex]; } // 重新计算该属性 this.recalculateSingleAttr(attrIndex); } // ==================== NeAttrs(负面状态)管理 ==================== /** * 清理单个NeAttr(负面状态) * @param neAttrIndex NeAttrs索引(如NeAttrs.IN_STUN、NeAttrs.IN_FROST等) * 清理即将该状态的value和time都设为0 */ clearNeAttr(neAttrIndex: number): void { if (this.NeAttrs[neAttrIndex]) { this.NeAttrs[neAttrIndex].value = 0; this.NeAttrs[neAttrIndex].time = 0; } } /** * 清理所有NeAttrs(负面状态) * 清理即将所有状态的value和time都设为0 */ clearAllNeAttrs(): void { for (const key in this.NeAttrs) { this.NeAttrs[key].value = 0; this.NeAttrs[key].time = 0; } } public isStun() { return this.NeAttrs[NeAttrs.IN_STUN].time > 0; } public isFrost() { return this.NeAttrs[NeAttrs.IN_FROST].time > 0; } 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.AtkedName); } //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 }); } /** 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.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); } } }