chore: 移除游戏内天赋系统相关代码
1. 删除所有TalentType相关导入和天赋数据存储逻辑 2. 移除英雄属性天赋加成计算逻辑 3. 移除卡牌购买、刷新、售卖的天赋优惠逻辑 4. 将getTalentValue方法降级为空实现 5. 清理多余的空行代码格式
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@@ -13,7 +13,6 @@ import { Attrs} from "../common/config/HeroAttrs";
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import { MoveComp } from "./MoveComp";
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import { mLogger } from "../common/Logger";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { TalentType } from "../common/config/TalentSet";
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/** 英雄实体:负责英雄节点创建、属性初始化、入场动画与销毁流程 */
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@ecs.register(`Hero`)
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@@ -133,21 +132,9 @@ export class Hero extends ecs.Entity {
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model.base_ap = base_ap;
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model.base_hp = base_hp;
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// 应用天赋加成
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if (model.fac === FacSet.HERO) {
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let apBonus = HeroAttrsComp.getTalentValue(TalentType.Attack); // 攻击强化
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let hpBonus = HeroAttrsComp.getTalentValue(TalentType.Hp); // 生命强化
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model.ap = base_ap * (1 + apBonus / 100);
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model.hp = model.hp_max = base_hp * (1 + hpBonus / 100);
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model.critical = HeroAttrsComp.getTalentValue(TalentType.Critical); // 暴击强化
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model.wfuny = HeroAttrsComp.getTalentValue(TalentType.WindFury); // 风怒强化
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model.freeze_chance = HeroAttrsComp.getTalentValue(TalentType.Freeze); // 冰冻强化
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model.puncture_chance = HeroAttrsComp.getTalentValue(TalentType.Puncture); // 穿刺强化
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// 护盾强化 和 亡语强化 在对应逻辑中应用
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} else {
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model.ap = base_ap;
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model.hp = model.hp_max = base_hp;
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}
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// 英雄与怪物统一使用基础值(天赋系统已移除)
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model.ap = base_ap;
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model.hp = model.hp_max = base_hp;
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model.speed = hero.speed ?? 800;
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