refactor: 移除眩晕机制并简化buff系统
- 删除眩晕相关属性、状态检查及动画触发 - 移除BType枚举,简化BuffConf结构,所有buff改为固定值类型 - 清理未使用的导入和配置项,包括debuffs数组和多个英雄属性 - 简化暴击伤害计算,移除施法者暴击伤害加成 - 重构冰冻状态检查逻辑,添加frost_end_time字段
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@@ -209,17 +209,11 @@ export class Skill extends ecs.Entity {
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sDataCom.Attrs = {};
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const addCrt = config.crt ?? 0;
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const addFrz = config.frz ?? 0;
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const addStn = config.stn ?? 0;
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const addBck = config.bck ?? 0;
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const addSlw = config.slw ?? 0;
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sDataCom.Attrs[Attrs.ap] = cAttrsComp.ap;
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sDataCom.Attrs[Attrs.critical] = cAttrsComp.critical + addCrt;
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sDataCom.Attrs[Attrs.critical_dmg] = cAttrsComp.critical_dmg;
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sDataCom.Attrs[Attrs.freeze_chance] = cAttrsComp.freeze_chance + addFrz;
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sDataCom.Attrs[Attrs.stun_chance] = cAttrsComp.stun_chance + addStn;
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sDataCom.Attrs[Attrs.back_chance] = cAttrsComp.back_chance + addBck;
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sDataCom.Attrs[Attrs.slow_chance] = cAttrsComp.slow_chance + addSlw;
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sDataCom.Attrs[Attrs.puncture_dmg] = cAttrsComp.puncture_dmg;
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sDataCom.s_uuid=s_uuid
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sDataCom.fac=cAttrsComp.fac
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