feat(英雄系统): 添加英雄复活机制并调整死亡处理逻辑
初始化英雄时添加复活次数属性 修改英雄死亡事件触发条件为复活次数耗尽 移除HeroViewComp中重复的死亡事件触发
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@@ -8,6 +8,8 @@ import { HeroViewComp } from "./HeroViewComp";
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import { DamageQueueComp, DamageEvent } from "./DamageQueueComp";
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import { smc } from "../common/SingletonModuleComp";
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import { TalAttrs } from "../common/config/TalSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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/** 最终伤害数据接口
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@@ -226,9 +228,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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if (caster) CAttrsComp.Attrs.killed_count++;
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// 玩家英雄死亡后,怪物停止刷新和移动
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if (TAttrsComp.is_master) {
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if (TAttrsComp.is_master&&TAttrsComp.Attrs[Attrs.REVIVE_COUNT] <= 0) {
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smc.mission.stop_mon_action = true;
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console.log("[HeroAtkSystem] Hero died, stopping monster action (spawn/move)");
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oops.message.dispatchEvent(GameEvent.HeroDead, { hero_uuid: TAttrsComp.hero_uuid});
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console.log("[HeroAtkSystem] Hero died, stopping monster action (spawn/move)"+TAttrsComp.Attrs[Attrs.REVIVE_COUNT]);
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}
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this.doDead(target);
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@@ -277,8 +280,9 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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}
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// 玩家英雄死亡后,怪物停止刷新和移动
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if (CAttrs.is_master) {
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if (CAttrs.is_master&&CAttrs.Attrs[Attrs.REVIVE_COUNT] <= 0) {
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smc.mission.stop_mon_action = true;
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oops.message.dispatchEvent(GameEvent.HeroDead, { hero_uuid: CAttrs.hero_uuid});
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console.log("[HeroAtkSystem] Hero died from thorns, stopping monster action (spawn/move)");
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}
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