feat(hero&skill): 新增击晕控制相关技能与属性支持
1. 新增击晕率属性计算与驻场加成逻辑 2. 重构冰冻相关英雄为击晕控制英雄 3. 完善技能描述显示与配置参数 4. 更新UI预制体 sprite 配置(仅为资源变更)
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@@ -206,13 +206,14 @@ export class Skill extends ecs.Entity {
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const SUp=SkillUpList[s_uuid] ? SkillUpList[s_uuid]:SkillUpList[1001];
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const sCrt = (config.crt ?? 0)+(SUp.crt*skill_lv);
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const sFrz = (config.frz ?? 0)+(SUp.frz*skill_lv);
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const sStun = (config.stun ?? 0)+(SUp.stun*skill_lv);
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const sAp =config.ap+(SUp.ap*skill_lv);
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const sHit=config.hit_count+(SUp.hit_count*skill_lv);
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sDataCom.Attrs[Attrs.ap] = Math.floor(cAttrsComp.ap*sAp/100); //技能的ap是百分值 需要/100 而且需要再最终计算总ap时再/100,不然会出现ap为90%变0
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sDataCom.Attrs[Attrs.critical] = cAttrsComp.getRuntimeCritical() + sCrt;
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sDataCom.Attrs[Attrs.critical_damage] = cAttrsComp.getRuntimeCritDamageBonus();
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sDataCom.Attrs[Attrs.freeze_chance] = cAttrsComp.getRuntimeFreezeChance() + sFrz;
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sDataCom.Attrs[Attrs.stun_chance] = cAttrsComp.stun_chance || 0;
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sDataCom.Attrs[Attrs.stun_chance] = cAttrsComp.getRuntimeStunChance() + sStun;
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sDataCom.Attrs[Attrs.knockback_chance] = cAttrsComp.knockback_chance || 0;
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sDataCom.Attrs[Attrs.knockback_distance] = cAttrsComp.knockback_distance || 0;
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sDataCom.Attrs[Attrs.puncture_chance] = cAttrsComp.getRuntimePunctureChance(); // 初始化携带施法者的穿透概率
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