refactor(英雄): 移除复活时间相关逻辑
- 从 HeroAttrs 枚举中删除 revive_time 属性 - 移除 HeroAtkSystem 中的 scheduleRevive 调用 - 清理 HeroAttrsComp 中与复活时间相关的字段和重置逻辑 - 简化 HeroViewComp 的 alive 方法并删除 scheduleRevive 方法
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@@ -27,7 +27,6 @@ export enum Attrs {
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// ==================== 特殊效果属性 ====================
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// ==================== 特殊效果属性 ====================
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freeze_chance = "freeze_chance", // 冰冻概率
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freeze_chance = "freeze_chance", // 冰冻概率
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revive_count = "revive_count", // 复活次数
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revive_count = "revive_count", // 复活次数
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revive_time = "revive_time", // 复活时间
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invincible_time = "invincible_time",// 无敌时间
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invincible_time = "invincible_time",// 无敌时间
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puncture = "puncture", // 穿刺次数
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puncture = "puncture", // 穿刺次数
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wfuny = "wfuny", // 风怒
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wfuny = "wfuny", // 风怒
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@@ -194,8 +194,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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// 触发死亡动画(假死)
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// 触发死亡动画(假死)
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if (targetView) {
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if (targetView) {
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targetView.do_dead();
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targetView.do_dead();
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// 延迟1秒复活
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targetView.scheduleRevive(1.0);
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}
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}
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mLogger.log(this.debugMode, 'HeroAtkSystem', ` Hero waiting to revive! Lives left: ${TAttrsComp.revive_count}`);
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mLogger.log(this.debugMode, 'HeroAtkSystem', ` Hero waiting to revive! Lives left: ${TAttrsComp.revive_count}`);
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return reDate;
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return reDate;
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@@ -42,8 +42,6 @@ export class HeroAttrsComp extends ecs.Comp {
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wfuny: number = 0; // 风怒
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wfuny: number = 0; // 风怒
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revive_count: number = 0; // 总复活次数
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revive_count: number = 0; // 总复活次数
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is_revived:number = 0; // 已复活次数
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revive_time: number = 0; // 复活时间
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invincible_time: number = 0;// 无敌时间
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invincible_time: number = 0;// 无敌时间
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@@ -249,7 +247,6 @@ export class HeroAttrsComp extends ecs.Comp {
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this.critical = 0;
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this.critical = 0;
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this.freeze_chance = 0;
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this.freeze_chance = 0;
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this.revive_count = 0;
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this.revive_count = 0;
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this.revive_time = 0;
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this.invincible_time = 0;
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this.invincible_time = 0;
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this.puncture = 0;
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this.puncture = 0;
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this.wfuny = 0;
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this.wfuny = 0;
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@@ -389,28 +389,17 @@ export class HeroViewComp extends CCComp {
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alive(){
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alive(){
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// 重置复活标记 - 必须最先重置,否则status_change会被拦截
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// 重置复活标记 - 必须最先重置,否则status_change会被拦截
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this.model.is_reviving = false;
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this.model.is_reviving = false;
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this.model.is_dead=false
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this.model.is_dead=false
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this.model.is_count_dead=false
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this.model.is_count_dead=false
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this.deadCD = 0;
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this.deadCD = 0;
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this.as.do_buff();
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// this.status_change("idle");
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this.status_change("idle");
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// this.top_node.active=true
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this.top_node.active=true
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// this.setTopBarOpacity(false);
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this.setTopBarOpacity(false);
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// this.lastBarUpdateTime=0
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this.lastBarUpdateTime=0
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}
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}
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/**
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* 调度复活逻辑
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* @param delay 延迟时间(秒)
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*/
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scheduleRevive(s_uuid:number) {
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const sConf=SkillSet[s_uuid]
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this.playReady(sConf.readyAnm)
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this.skill_name('',s_uuid)
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this.alive();
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}
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/**
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/**
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* 死亡视图表现
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* 死亡视图表现
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