refactor(技能/英雄): 重构移动结束检测和冰冻状态逻辑

- 移除移动结束类型中的距离结束检测,仅保留碰撞结束
- 删除 HeroViewComp 中未使用的 mp_add 和 playIntervalEffect 方法
- 简化 HeroAttrsComp 中冰冻状态判断逻辑,移除 in_frost 字段
- 在 HeroBuffSystem 中添加定时器自动减少冰冻剩余时间
This commit is contained in:
walkpan
2026-03-19 18:49:19 +08:00
parent 1bb2d6072e
commit 50936dce1d
3 changed files with 13 additions and 47 deletions

View File

@@ -385,39 +385,6 @@ export class HeroViewComp extends CCComp {
this.lastBarUpdateTime = Date.now() / 1000;
}
mp_add(mp: number = 0) {
// ✅ 仅显示提示,不调用 mp_show()
this.hp_tip(TooltipTypes.addmp, mp.toFixed(0));
this.lastBarUpdateTime = Date.now() / 1000;
}
playIntervalEffect(attr: Attrs, value: number, s_uuid: number) {
if (!this.node || !this.node.isValid) return;
this.lastBarUpdateTime = Date.now() / 1000;
if (attr === Attrs.hp) {
if (value > 0) {
this.heathed();
this.hp_tip(TooltipTypes.health, value.toFixed(0), s_uuid);
} else if (value < 0) {
this.activateTopBar();
this.playHpBarShake();
this.in_atked("atked", this.model?.fac == FacSet.HERO ? 1 : -1);
this.hp_tip(TooltipTypes.life, Math.abs(value).toFixed(0), s_uuid);
}
return;
}
if (attr === Attrs.shield) {
if (this.model && this.model.shield > 0) {
this.show_shield(this.model.shield, this.model.shield_max);
}
this.hp_tip(TooltipTypes.health, Math.abs(value).toFixed(0), s_uuid);
return;
}
if (attr === Attrs.IN_FROST && value > 0) {
this.in_iced(0.3);
return;
}
}
alive(){
// 重置复活标记 - 必须最先重置否则status_change会被拦截