去掉skillcom处理 buff skill只负责动画运行和碰撞伤害
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@@ -74,7 +74,6 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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view.status_change("idle");
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}
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}
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this.checkEnemiesInBase(e);
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return;
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}
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@@ -116,7 +115,6 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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move.direction = 1;
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view.node.setScale(1, 1, 1); // 面向右侧
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}
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this.checkEnemiesInBase(e);
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return;
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}
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@@ -139,7 +137,6 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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view.status_change("idle");
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// 因为敌人在面前而暂时停止,不设置moving为false,保持检查状态
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}
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this.checkEnemiesInBase(e)
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// console.log(`[${view.hero_name}] 类型:${view.type} 是否停止:${shouldStop} 方向:${move.direction} 位置:${view.node.position.x.toFixed(1)}`);
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}
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@@ -192,20 +189,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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const view = entity.get(HeroViewComp);
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return view.node.position.x === -1000 || view.node.position.x === 1000;
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}
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/**检测敌人是否进入我方基地 */
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private checkEnemiesInBase(entity: ecs.Entity) {
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const view = entity.get(HeroViewComp);
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if(view.fac==FacSet.MON){
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if(view.atk_heart) return
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if(view.node.position.x <= FightSet.HEARTPOS){
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oops.message.dispatchEvent(GameEvent.LifeChange,-1)
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view.atk_heart=true
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view.is_dead=true
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view.BUFFCOMP.dead()
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view.do_dead()
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}
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}
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}
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/** 检测攻击范围内敌人 */
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private checkEnemiesInRange(entity: ecs.Entity, range: number): boolean {
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const currentPos = entity.get(HeroViewComp).node.position;
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