fix: 调整英雄刘邦属性和技能范围,优化移动边界逻辑
- 将刘邦的攻击距离从100增加到120 - 调整战士移动边界从±420到±280 - 修改怪物移动逻辑,x>280时允许移动攻击 - 关闭部分prefab的_active状态 - 增加技能5000和6001-6002的攻击距离
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@@ -274,7 +274,7 @@
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"__id__": 10
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"__id__": 10
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}
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}
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],
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],
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"_active": true,
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"_active": false,
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"_components": [
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"_components": [
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{
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{
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"__id__": 18
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"__id__": 18
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@@ -1150,7 +1150,7 @@
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"__id__": 50
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"__id__": 50
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}
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}
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],
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],
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"_active": true,
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"_active": false,
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"_components": [
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"_components": [
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{
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{
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"__id__": 58
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"__id__": 58
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@@ -2029,7 +2029,7 @@
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"__id__": 90
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"__id__": 90
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}
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}
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],
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],
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"_active": true,
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"_active": false,
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"_components": [
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"_components": [
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{
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{
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"__id__": 98
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"__id__": 98
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@@ -2533,6 +2533,8 @@
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"__id__": 0
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"__id__": 0
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},
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},
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"fileId": "2cGho1ykJKfpUTHn50V/AJ",
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"fileId": "2cGho1ykJKfpUTHn50V/AJ",
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"instance": null,
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"targetOverrides": null,
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"nestedPrefabInstanceRoots": null
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"nestedPrefabInstanceRoots": null
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},
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},
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{
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{
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@@ -182,20 +182,20 @@ export interface SkillConfig {
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export const SkillSet: Record<number, SkillConfig> = {
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export const SkillSet: Record<number, SkillConfig> = {
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5000:{uuid:5000,name:"反伤",sp_name:"thorns",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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5000:{uuid:5000,name:"反伤",sp_name:"thorns",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:0,cd:60,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:80,
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ap:0,cd:60,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:800,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],neAttrs:[],info:"反伤",
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buffs:[],neAttrs:[],info:"反伤",
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},
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},
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// ========== 基础攻击 ========== 6001-6099
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// ========== 基础攻击 ========== 6001-6099
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6001: {
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6001: {
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uuid:6001,name:"挥击",sp_name:"atk_s1",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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uuid:6001,name:"挥击",sp_name:"atk_s1",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:80,
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ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:120,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害",
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buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害",
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},
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},
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6002: {
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6002: {
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uuid:6002,name:"挥砍",sp_name:"atk_s4",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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uuid:6002,name:"挥砍",sp_name:"atk_s4",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:80,
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ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:120,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害",
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buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害",
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},
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},
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@@ -126,7 +126,7 @@ export const HeroInfo: Record<number, heroInfo> = {
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// 刘邦 - 领导型战士(善于用人,知人善任)
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// 刘邦 - 领导型战士(善于用人,知人善任)
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5001:{uuid:5001,name:"刘邦",path:"hk1", fac:FacSet.HERO, kind:1,as:1.5,
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5001:{uuid:5001,name:"刘邦",path:"hk1", fac:FacSet.HERO, kind:1,as:1.5,
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type:HType.warrior,lv:1,hp:200,mp:200,def:0,ap:15,dis:100,speed:120,skills:[6001,6002],
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type:HType.warrior,lv:1,hp:200,mp:200,def:0,ap:15,dis:120,speed:120,skills:[6001,6002],
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buff:[],tal:[],info:"楚汉争霸领袖,领导统御型战士"},
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buff:[],tal:[],info:"楚汉争霸领袖,领导统御型战士"},
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// 荆轲 - 刺客(敏捷型,高速度和暴击率)
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// 荆轲 - 刺客(敏捷型,高速度和暴击率)
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@@ -82,7 +82,7 @@ export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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const newX = view.node.position.x + delta;
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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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// 对于战士,允许更自由的移动范围
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if (newX >= -420 && newX <= 420) { // 使用地图边界
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if (newX >= -280 && newX <= 280) { // 使用地图边界
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view.status_change("move");
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view.status_change("move");
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view.node.setPosition(newX, view.node.position.y, 0);
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view.node.setPosition(newX, view.node.position.y, 0);
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} else {
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} else {
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@@ -60,8 +60,13 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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const shouldStopInFace = this.checkEnemiesInFace(e);
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const shouldStopInFace = this.checkEnemiesInFace(e);
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const shouldStopAtMinRange = this.shouldStopAtMinSkillRange(e);
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const shouldStopAtMinRange = this.shouldStopAtMinSkillRange(e);
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const shouldStop = shouldStopInFace || shouldStopAtMinRange;
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let shouldStop = shouldStopInFace || shouldStopAtMinRange;
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model.is_atking = this.checkEnemiesInSkillRange(e);
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model.is_atking = this.checkEnemiesInSkillRange(e);
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// x > 280 强制移动,允许攻击
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if (view.node.position.x > 280) {
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shouldStop = false;
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}
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// 🔥 移除渲染层级更新:各线路固定,后召唤的天然层级更高,无需动态调整
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// 🔥 移除渲染层级更新:各线路固定,后召唤的天然层级更高,无需动态调整
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