修改了很多
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@@ -8,6 +8,7 @@ import { GameEvent } from "../common/config/GameEvent";
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import { Skill } from "../skills/Skill";
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import { SkillCom } from "../skills/SkillCom";
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import { AnimType } from "../common/config/SkillSet";
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import { BoxSet } from "../common/config/BoxSet";
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/** 技能系统 */
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@@ -47,8 +48,8 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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const targets = this.selectEnemyTargets(caster, config);
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if (targets.length === 0) return;
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skillEntity.load(
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new Vec3(view.node.position.x, view.node.position.y+view.node.getComponent(UITransform).contentSize.height/2, 0), // 起始位置
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view.box_group, // 阵营
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new Vec3(view.node.position.x, view.node.position.y+BoxSet.ATK_Y, 0), // 起始位置
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view.fac, // 阵营
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view.node.parent, // 父节点
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config.uuid, // 技能ID
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new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置
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@@ -55,8 +55,8 @@ export class SkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const skillPos = skill.node.position;
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// 根据技能配置获取判定范围
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const config = SkillSet[skill.s_uuid];
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const rangeX = config?.rangeX || 20; // 默认值为10
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const rangeY = config?.rangeY || 30;
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const rangeX = config?.rangeX || 30; // 默认值为10
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const rangeY = config?.rangeY || 40;
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const distanceX = Math.abs(targetPos.x - skillPos.x);
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const distanceY = Math.abs(targetPos.y+40 - skillPos.y);
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const isInRange = distanceX < rangeX && distanceY < rangeY;
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