refactor(hero&monster): 统一使用dis字段获取攻击距离
移除HeroDisVal映射表,改为直接从实体组件读取配置的dis属性作为攻击距离,同时补全所有英雄和怪物配置中的dis字段
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@@ -670,12 +670,11 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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return frontEnemy.node.position.clone();
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}
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/** 计算英雄最大施法距离(优先缓存,其次按职业类型) */
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/** 计算英雄最大施法距离(优先缓存,其次按英雄配置的基础距离) */
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private resolveMaxCastRange(heroAttrs: HeroAttrsComp, type: HType): number {
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const cached = heroAttrs.getCachedMaxSkillDistance();
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if (cached > 0) return cached;
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const rangeType = type as HType.Melee | HType.Mid | HType.Long;
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return HeroDisVal[rangeType];
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return heroAttrs.dis;
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}
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/** 生成沿目标方向的施法目标坐标 */
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