fix: 修复技能冷却时间初始化和治疗特效调用错误
- 将技能初始化时的冷却时间设为0,避免首次使用时需要等待完整冷却 - 修正HeroViewComp中health方法错误调用heathed属性而非方法的问题
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@@ -84,7 +84,7 @@ export class Hero extends ecs.Entity {
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const skill = hero.skills[key];
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const skill = hero.skills[key];
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if (!skill) continue;
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if (!skill) continue;
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//用于增量 计算最终技能等级:英雄等级与技能初始等级均从1开始,需各减1抵消,故-2,最低等级时0
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//用于增量 计算最终技能等级:英雄等级与技能初始等级均从1开始,需各减1抵消,故-2,最低等级时0
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model.skills[skill.uuid] = { ...skill, lv: Math.max(0,skill.lv + hero_lv - 2), ccd: skill.cd };
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model.skills[skill.uuid] = { ...skill, lv: Math.max(0,skill.lv + hero_lv - 2), ccd: 0 };
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}
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}
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model.updateSkillDistanceCache();
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model.updateSkillDistanceCache();
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@@ -368,7 +368,7 @@ export class HeroViewComp extends CCComp {
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health(hp: number = 0) {
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health(hp: number = 0) {
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// ✅ 仅显示特效和提示,不调用 hp_show()
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// ✅ 仅显示特效和提示,不调用 hp_show()
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if(hp<=20) return;
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if(hp<=20) return;
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this.heathed();
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this.heathed
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this.hp_tip(TooltipTypes.health, hp.toFixed(0));
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this.hp_tip(TooltipTypes.health, hp.toFixed(0));
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this.lastBarUpdateTime = Date.now() / 1000;
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this.lastBarUpdateTime = Date.now() / 1000;
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}
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}
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@@ -145,7 +145,7 @@ export class Monster extends ecs.Entity {
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for (const key in hero.skills) {
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for (const key in hero.skills) {
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const skill = hero.skills[key];
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const skill = hero.skills[key];
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if (!skill) continue;
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if (!skill) continue;
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model.skills[skill.uuid] = { ...skill, ccd: skill.cd };
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model.skills[skill.uuid] = { ...skill, ccd: 0 };
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}
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}
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model.updateSkillDistanceCache();
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model.updateSkillDistanceCache();
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//根据刷怪控制脚本对ap和hp进行加强
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//根据刷怪控制脚本对ap和hp进行加强
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