refactor(field): 重构驻场光环数据结构,分离元数据与数值
1. 新增FieldEntry类型,将驻场词条的uuid与生效数值分离 2. 重构FieldSkillSet,移除各档位重复配置,仅保留基础元数据 3. 更新所有使用驻场词条的业务代码,适配新的数据结构 4. 修复数值渲染逻辑,使用词条携带的实际数值而非配置固化值
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@@ -1,5 +1,5 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvReviveEntry, LvBonusEntry } from "../common/config/heroSet";
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import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvReviveEntry, LvBonusEntry, FieldEntry } from "../common/config/heroSet";
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import { mLogger } from "../common/Logger";
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import { FacSet, FightSet } from "../common/config/GameSet";
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import { FieldSkillSet, FieldSkillType, SkillOverrides } from "../common/config/SkillSet";
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@@ -69,8 +69,8 @@ export class HeroAttrsComp extends ecs.Comp {
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runtime_fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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/** 当前等级下生效的战后触发条目 */
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runtime_fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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/** 当前等级下生效的驻场光环 uuid 列表 */
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runtime_field?: number[];
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/** 当前等级下生效的驻场光环词条列表 */
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runtime_field?: FieldEntry[];
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/** 当前等级下生效的复活配置 */
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runtime_revive?: { s_uuid: number; r_num: number; upr: number };
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