refactor(hero): 重构技能触发与属性系统,使用运行时解析缓存

1. 重构英雄属性组件,将静态配置与运行时缓存分离,新增runtime_前缀的运行时解析字段
2. 移除旧的evolve进化配置处理逻辑,改为通过等级解析器动态获取当前等级生效的技能与属性
3. 统一怪物与英雄的技能触发逻辑,均使用运行时缓存字段
4. 更新测试模式配置结构,适配新的分组+等级数组配置格式
5. 优化技能描述生成逻辑,支持新的等级配置结构
This commit is contained in:
pan
2026-08-04 16:46:59 +08:00
parent d0971ff72c
commit 57c7934571
10 changed files with 561 additions and 489 deletions

View File

@@ -228,8 +228,8 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
let maxReviveCount = 0;
let reviveHpPercent = 50; // 默认恢复50%
let reviveSkillConf: any = null; // 提取出来的复活技能配置
if (TAttrsComp.revive) {
const reviveConf = TAttrsComp.revive;
if (TAttrsComp.runtime_revive) {
const reviveConf = TAttrsComp.runtime_revive;
maxReviveCount = reviveConf.r_num + Math.floor((TAttrsComp.lv - 1) * reviveConf.upr);
if (TAttrsComp.revived_count < maxReviveCount) {
canRevive = true;