伤害系统有问题,打算放弃
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@@ -1,3 +1,4 @@
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import { Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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export enum DamageType {
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@@ -15,6 +16,7 @@ export class DamageRequest extends ecs.Comp {
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damageType: number = 1; // 伤害类型
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canCrit: boolean = true; // 是否可暴击
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ignoreDefense: boolean = false; // 是否忽略防御
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delay: number = 0; // 新增延迟时间属性
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reset() {
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this.source = null!;
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@@ -23,19 +25,24 @@ export class DamageRequest extends ecs.Comp {
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this.damageType = 1;
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this.canCrit = true;
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this.ignoreDefense = false;
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this.delay = 0;
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}
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}
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/** 伤害结果组件 */
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/** 伤害结果组件 */
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@ecs.register('DamageResult')
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export class DamageResult extends ecs.Comp {
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finalDamage: number = 0;
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isCrit: boolean = false;
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isDodged: boolean = false;
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value: number = 0; // 伤害数值
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isCrit: boolean = false; // 是否暴击
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isDodged: boolean = false; // 是否闪避
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delay: number = 0; // 显示延迟(秒)
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position: Vec3 = new Vec3();// 显示位置
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reset(finalDamage: number = 0, isCrit: boolean = false, isDodged: boolean = false) {
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this.finalDamage = finalDamage;
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this.isCrit = isCrit;
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this.isDodged = isDodged;
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reset() {
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this.value = 0;
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this.isCrit = false;
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this.isDodged = false;
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this.delay = 0;
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this.position.set(0, 0, 0);
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}
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}
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@@ -1,21 +1,96 @@
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import { _decorator, NodePool, Node, Label, Color, tween, Vec3, instantiate, Prefab, resources } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { DamageResult } from "./DamageComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { DamageText } from "./DamageText";
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@ecs.register('DamageShowSystem')
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export class DamageShowSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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export class DamageShowSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate{
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private _pool: NodePool = new NodePool();
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private _timers: Set<number> = new Set();
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private _prefab: Prefab | null = null;
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init() {
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// 使用原生资源加载
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resources.load("game/skills/damageText", Prefab, (err, prefab) => {
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if (err) {
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console.error("预制体加载失败:", err);
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return;
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}
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this._prefab = prefab;
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console.log("预制体加载成功:", this._prefab);
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// 初始化对象池
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for (let i = 0; i < 10; i++) {
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const node = instantiate(this._prefab!);
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this._pool.put(node);
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}
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});
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}
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filter(): ecs.IMatcher {
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return ecs.allOf(DamageResult, HeroViewComp);
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return ecs.allOf(DamageResult);
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}
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update(e: ecs.Entity) {
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const res = e.get(DamageResult);
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const view = e.get(HeroViewComp);
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// 显示伤害数字
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view.showDamage(res.finalDamage, res.isCrit);
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// 移除已处理的伤害结果组件
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this.scheduleShow(res);
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e.remove(DamageResult);
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}
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private scheduleShow(res: DamageResult) {
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const timer = setTimeout(() => {
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let node = this._pool.get();
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if (!node || !node.isValid) {
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node = instantiate(this._prefab);
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}
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const damageText = node.getComponent(DamageText);
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if (!damageText) {
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console.error("Damage text prefab must have DamageText component!");
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return;
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}
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this.setupText(node, res);
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this.playAnimation(node, res.position);
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this._timers.delete(timer);
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}, res.delay * 1000);
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this._timers.add(timer);
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}
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private setupText(node: Node, res: DamageResult) {
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const damageText = node.getComponent(DamageText)!;
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const label = damageText.label;
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if (res.isDodged) {
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label.string = "Miss";
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label.color = Color.GRAY;
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return;
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}
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label.string = Math.round(res.value).toString();
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label.color = res.isCrit ? Color.RED : Color.WHITE;
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damageText.playEffect(res.isCrit);
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}
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private playAnimation(node: Node, position: Vec3) {
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node.setPosition(position);
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tween(node)
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.by(0.5, { position: new Vec3(0, 100, 0) })
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.call(() => {
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if (this._pool.size() < 20) { // 控制最大缓存数量
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this._pool.put(node);
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} else {
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node.destroy();
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}
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})
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.start();
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}
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onDestroy() {
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this._timers.forEach(clearTimeout);
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this._pool.clear();
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}
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}
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@@ -2,7 +2,7 @@
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "a9a6c37c-d5c7-4811-bc7a-471c8ed7b022",
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"uuid": "9c86e3d7-f8da-4e74-b180-76fe3f1fda90",
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"files": [],
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"subMetas": {},
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"userData": {}
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@@ -5,15 +5,17 @@ import { DamageRequest, DamageResult } from "./DamageComp";
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@ecs.register('DamageSystem')
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export class DamageSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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private _timers: { [key: string]: number } = {};
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filter(): ecs.IMatcher {
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return ecs.allOf(DamageRequest);
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}
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update(entity: ecs.Entity) {
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const req = entity.get(DamageRequest);
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update(e: ecs.Entity) {
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const req = e.get(DamageRequest);
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const result = this.calculateDamage(req);
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this.applyDamage(req.target, result);
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entity.remove(DamageRequest);
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e.remove(DamageRequest);
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}
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private calculateDamage(req: DamageRequest): DamageResult {
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@@ -24,7 +26,6 @@ export class DamageSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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// 闪避判定
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if (Math.random() < targetView.dodge) {
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const result = new DamageResult();
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result.finalDamage = 0;
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result.isDodged = true;
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return result;
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}
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@@ -45,25 +46,28 @@ export class DamageSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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}
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const result = new DamageResult();
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result.finalDamage = Math.max(0, final);
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result.value = Math.max(0, final);
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result.isCrit = isCrit;
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result.position = req.target.get(HeroViewComp).node.position;
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result.delay = req.delay;
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return result;
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}
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private applyDamage(target: ecs.Entity, result: DamageResult) {
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const view = target.get(HeroViewComp);
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view.hp -= result.finalDamage;
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view.hp -= result.value;
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// 添加伤害结果组件
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const comp = target.add(DamageResult);
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comp.finalDamage = result.finalDamage;
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comp.value = result.value;
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comp.isCrit = result.isCrit;
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comp.position = result.position;
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comp.delay = result.delay;
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comp.isDodged = result.isDodged;
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// 触发伤害事件
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oops.message.dispatchEvent("OnDamage", {
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target,
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damage: result.finalDamage,
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damage: result.value,
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isCrit: result.isCrit
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});
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}
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17
assets/script/game/damage/DamageText.ts
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17
assets/script/game/damage/DamageText.ts
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@@ -0,0 +1,17 @@
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import { _decorator, Component, Label, ParticleSystem } from "cc";
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const { ccclass, property } = _decorator;
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@ccclass('DamageText')
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export class DamageText extends Component {
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@property(Label)
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label: Label = null!;
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@property(ParticleSystem)
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critEffect: ParticleSystem = null!;
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playEffect(isCrit: boolean) {
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if (isCrit && this.critEffect) {
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this.critEffect.play();
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}
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}
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}
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9
assets/script/game/damage/DamageText.ts.meta
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9
assets/script/game/damage/DamageText.ts.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "96d1637a-2dfb-4c34-b60c-44144656c616",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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