diff --git a/assets/script/game/common/config/HeroAttrs.ts b/assets/script/game/common/config/HeroAttrs.ts index 798f73c4..eaeea701 100644 --- a/assets/script/game/common/config/HeroAttrs.ts +++ b/assets/script/game/common/config/HeroAttrs.ts @@ -27,7 +27,6 @@ export enum Attrs { // ==================== 特殊效果属性 ==================== freeze_chance = "freeze_chance", // 冰冻概率 revive_count = "revive_count", // 复活次数 - revive_time = "revive_time", // 复活时间 invincible_time = "invincible_time",// 无敌时间 puncture = "puncture", // 穿刺次数 wfuny = "wfuny", // 风怒 diff --git a/assets/script/game/hero/HeroAtkSystem.ts b/assets/script/game/hero/HeroAtkSystem.ts index e28933b4..feb0c683 100644 --- a/assets/script/game/hero/HeroAtkSystem.ts +++ b/assets/script/game/hero/HeroAtkSystem.ts @@ -194,8 +194,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd // 触发死亡动画(假死) if (targetView) { targetView.do_dead(); - // 延迟1秒复活 - targetView.scheduleRevive(1.0); + } mLogger.log(this.debugMode, 'HeroAtkSystem', ` Hero waiting to revive! Lives left: ${TAttrsComp.revive_count}`); return reDate; diff --git a/assets/script/game/hero/HeroAttrsComp.ts b/assets/script/game/hero/HeroAttrsComp.ts index e838e144..0e641e32 100644 --- a/assets/script/game/hero/HeroAttrsComp.ts +++ b/assets/script/game/hero/HeroAttrsComp.ts @@ -42,8 +42,6 @@ export class HeroAttrsComp extends ecs.Comp { wfuny: number = 0; // 风怒 revive_count: number = 0; // 总复活次数 - is_revived:number = 0; // 已复活次数 - revive_time: number = 0; // 复活时间 invincible_time: number = 0;// 无敌时间 @@ -249,7 +247,6 @@ export class HeroAttrsComp extends ecs.Comp { this.critical = 0; this.freeze_chance = 0; this.revive_count = 0; - this.revive_time = 0; this.invincible_time = 0; this.puncture = 0; this.wfuny = 0; diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts index b467d46c..1fcf04c1 100644 --- a/assets/script/game/hero/HeroViewComp.ts +++ b/assets/script/game/hero/HeroViewComp.ts @@ -389,28 +389,17 @@ export class HeroViewComp extends CCComp { alive(){ // 重置复活标记 - 必须最先重置,否则status_change会被拦截 this.model.is_reviving = false; - this.model.is_dead=false this.model.is_count_dead=false this.deadCD = 0; - this.as.do_buff(); - this.status_change("idle"); - this.top_node.active=true - this.setTopBarOpacity(false); - this.lastBarUpdateTime=0 + // this.status_change("idle"); + // this.top_node.active=true + // this.setTopBarOpacity(false); + // this.lastBarUpdateTime=0 } - /** - * 调度复活逻辑 - * @param delay 延迟时间(秒) - */ - scheduleRevive(s_uuid:number) { - const sConf=SkillSet[s_uuid] - this.playReady(sConf.readyAnm) - this.skill_name('',s_uuid) - this.alive(); - } + /** * 死亡视图表现