feat(game): 技能基础框架基本搭建完成,下步遇到再完善
- 调整了英雄角色top.prefab节点结构和组件关联,优化层级关系和属性值 - 修改pow、mpb等子节点的组件及位置,提升表现效果 - 更新技能atk_fires.prefab增加了ReadyLoop、SkillTime等新属性 - 调整攻击技能atk_s1.prefab的运行类型及相关时间与计数参数 - 修正atk_s1.prefab目标覆盖配置,完善prefab实例结构 - 精简atk_s_1.prefab的子节点引用,去除冗余id链接,简化资源结构
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@@ -1,4 +1,4 @@
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import { _decorator, CCBoolean, CCInteger, instantiate, Node, Prefab, v3, Vec3 } from "cc";
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import { _decorator, CCBoolean, CCFloat, CCInteger, instantiate, Node, Prefab, v3, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroViewComp } from "../hero/HeroViewComp";
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@@ -17,23 +17,29 @@ export class SkillViewCom extends CCComp {
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atkPrefab: Prefab = null!
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@property
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hasReady: boolean = false;
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@property
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ReadyLoop: boolean = false // 预备是否循环
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@property({ type: CCFloat })
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SkillTime: number = 0 // 技能控制存续时间时间
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@property({ type: CCFloat })
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ReadyTime: number = 0 // 技能前摇时间
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@property({ type: CCInteger })
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ReadyTime: number = 0
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@property({ type: CCInteger })
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runType: number = 0
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runType: number = 0 //技能运行类型 0-线性 1-贝塞尔 2-开始位置固定 3-目标位置固定
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@property({ type: CCInteger })
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ready_y: number = 0
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@property({ type: CCInteger })
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atk_x: number = 0
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@property({ type: CCInteger })
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atk_y: number = 0
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@property({ type: CCInteger })
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s_count:number=1;
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@property({ type: CCFloat })
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s_interval:number=0.2;
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endTime: number = 0;
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readyFinish: boolean = false;
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caster:HeroViewComp=null!;
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s_uuid:number=0;
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s_count:number=1;
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s_interval:number=0.2;
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s_cd:number=0;
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scale: number = 0;
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cName:string="";
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@@ -60,7 +66,7 @@ export class SkillViewCom extends CCComp {
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}
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doEnd(dt: number) {
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this.endTime += dt
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if(this.endTime >= SkillSet[this.s_uuid].in) {
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if(this.endTime >= this.SkillTime) {
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this.ent.destroy()
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}
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}
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