fix(战斗): 调整技能攻击参数和冰冻逻辑
- 提高部分技能攻击的Y轴偏移量,优化命中判定 - 将冰冻基础时间从1秒调整为3秒,增强控制效果 - 修复冰冻时间叠加逻辑,改为取最大值避免重复叠加 - 修复冰冻触发条件,避免对已冰冻目标重复触发 - 调整英雄进度条总长度,优化UI显示
This commit is contained in:
@@ -150,13 +150,16 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
|
||||
|
||||
// 击退和冰冻判定
|
||||
const isBack = this.checkChance((damageEvent.Attrs[Attrs.back_chance] || 0));
|
||||
const isFrost = this.checkChance(damageEvent.Attrs[Attrs.freeze_chance]);
|
||||
const freezeChance = damageEvent.Attrs[Attrs.freeze_chance] || 0;
|
||||
const isFrost = !TAttrsComp.isFrost() && this.checkChance(freezeChance);
|
||||
// ✅ 触发视图层表现(伤害数字、受击动画、后退,冰冻)
|
||||
if (targetView) {
|
||||
targetView.do_atked(damage, isCrit, damageEvent.s_uuid, isBack);
|
||||
targetView.playEnd(skillConf.endAnm);
|
||||
if(isFrost) TAttrsComp.toFrost();
|
||||
targetView.in_iced(TAttrsComp.frost_end_time);
|
||||
if (isFrost) {
|
||||
TAttrsComp.toFrost();
|
||||
targetView.in_iced(TAttrsComp.frost_end_time);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user