fix(hero): 统一调整英雄预制体尺寸与属性配置

1. 修正多个英雄prefab的碰撞盒、显示尺寸参数,对齐统一规格
2. 调整mb1/3/4/5/6的本地位置参数适配新尺寸
3. 翻倍英雄基础血量属性适配平衡调整
4. 优化HeroAnmComp代码格式与动画播放逻辑
This commit is contained in:
pan
2026-08-20 15:38:24 +08:00
parent 50a8958cb7
commit 75ef3af42b
8 changed files with 93 additions and 78 deletions

View File

@@ -250,7 +250,7 @@
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": -85.933,
"y": -86.962,
"z": 0
},
"_lrot": {
@@ -981,8 +981,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 80,
"height": 100
"width": 150,
"height": 150
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -1090,12 +1090,12 @@
"_offset": {
"__type__": "cc.Vec2",
"x": 0,
"y": 50
"y": 75
},
"_size": {
"__type__": "cc.Size",
"width": 30,
"height": 100
"width": 150,
"height": 150
},
"_id": ""
},

View File

@@ -981,8 +981,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 80,
"height": 100
"width": 150,
"height": 150
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -1090,12 +1090,12 @@
"_offset": {
"__type__": "cc.Vec2",
"x": 0,
"y": 50
"y": 75
},
"_size": {
"__type__": "cc.Size",
"width": 30,
"height": 100
"width": 150,
"height": 150
},
"_id": ""
},

View File

@@ -250,7 +250,7 @@
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": -84.866,
"y": -84.432,
"z": 0
},
"_lrot": {
@@ -978,8 +978,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 80,
"height": 100
"width": 150,
"height": 150
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -1087,12 +1087,12 @@
"_offset": {
"__type__": "cc.Vec2",
"x": 0,
"y": 50
"y": 75
},
"_size": {
"__type__": "cc.Size",
"width": 30,
"height": 100
"width": 150,
"height": 150
},
"_id": ""
},

View File

@@ -250,7 +250,7 @@
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": -84.192,
"y": -57.035,
"z": 0
},
"_lrot": {
@@ -290,8 +290,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 384,
"height": 384
"width": 256,
"height": 256
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -981,8 +981,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 80,
"height": 100
"width": 150,
"height": 150
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -1090,12 +1090,12 @@
"_offset": {
"__type__": "cc.Vec2",
"x": 0,
"y": 50
"y": 75
},
"_size": {
"__type__": "cc.Size",
"width": 30,
"height": 100
"width": 150,
"height": 150
},
"_id": ""
},

View File

@@ -60,7 +60,7 @@
},
"_lpos": {
"__type__": "cc.Vec3",
"x": -0.041,
"x": 0,
"y": 0,
"z": 0
},
@@ -250,7 +250,7 @@
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": -87.202,
"y": -57.266,
"z": 0
},
"_lrot": {
@@ -290,8 +290,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 384,
"height": 384
"width": 256,
"height": 256
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -978,8 +978,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 80,
"height": 100
"width": 150,
"height": 150
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -1087,12 +1087,12 @@
"_offset": {
"__type__": "cc.Vec2",
"x": 0,
"y": 50
"y": 75
},
"_size": {
"__type__": "cc.Size",
"width": 30,
"height": 100
"width": 150,
"height": 150
},
"_id": ""
},

View File

@@ -250,7 +250,7 @@
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": -81.733,
"y": -53.96,
"z": 0
},
"_lrot": {
@@ -290,8 +290,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 384,
"height": 384
"width": 256,
"height": 256
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -978,8 +978,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 200,
"height": 220
"width": 150,
"height": 150
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -1087,12 +1087,12 @@
"_offset": {
"__type__": "cc.Vec2",
"x": 0,
"y": 110
"y": 75
},
"_size": {
"__type__": "cc.Size",
"width": 150,
"height": 220
"height": 150
},
"_id": ""
},

View File

@@ -1,4 +1,4 @@
import { v3 } from "cc"
import { v3 } from "cc"
import { BoxSet, FacSet, FightSet } from "./GameSet"
import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet"
import { BuffList, BuffConfig, ModOp } from "./BuffSet"
@@ -145,12 +145,12 @@ export const HRoleName: Record<HRole, string> = {
* Why: 局外升级机制将在加载时Hero.ts / Mon.ts统一重算属性配置表只承担"基准+增量"的静态表达。
*/
export const HERO_ROLE_BASE: Record<HRole, { hp: number; ap: number; def: number }> = {
[HRole.Tank]: { hp: 300, ap: 20, def: 50 }, // 坦克:高防高血,前排承伤
[HRole.Warrior]: { hp: 280, ap: 22, def: 30 }, // 战士:均衡
[HRole.Assassin]: { hp: 280, ap: 22, def: 10 }, // 刺客:低防,近战爆发
[HRole.Archer]: { hp: 140, ap: 32, def: 10 }, // 射手低防远程物理主C
[HRole.Mage]: { hp: 140, ap: 32, def: 10 }, // 法师:低防,远程增益
[HRole.Support]: { hp: 140, ap: 32, def: 15 }, // 辅助:低防,光环/治疗
[HRole.Tank]: { hp: 600, ap: 20, def: 50 }, // 坦克:高防高血,前排承伤
[HRole.Warrior]: { hp: 560, ap: 22, def: 30 }, // 战士:均衡
[HRole.Assassin]: { hp: 560, ap: 22, def: 10 }, // 刺客:低防,近战爆发
[HRole.Archer]: { hp: 280, ap: 32, def: 10 }, // 射手低防远程物理主C
[HRole.Mage]: { hp: 280, ap: 32, def: 10 }, // 法师:低防,远程增益
[HRole.Support]: { hp: 280, ap: 32, def: 15 }, // 辅助:低防,光环/治疗
};
/**

View File

@@ -5,15 +5,15 @@ import { FlashSprite } from "./hit-flash-white/scripts/FlashSprite";
const { ccclass, property } = _decorator;
@ccclass('HeroAnmComp')
export default class HeroAnmComp extends Component{
fsSprite:FlashSprite = null!;
private anmcon:any=null
export default class HeroAnmComp extends Component {
fsSprite: FlashSprite = null!;
private anmcon: any = null
private _hasStop = true;
private _atkIndex = 0;
private default_anim:string='idle'
anms:any[]=["idle","move","atk0","max0","max1"]
onLoad () {
this.anmcon=this.node.getComponent(Animation)
private default_anim: string = 'idle'
anms: any[] = ["idle", "move", "atk0", "max0", "max1"]
onLoad() {
this.anmcon = this.node.getComponent(Animation)
this.fsSprite = this.node.getComponent(FlashSprite);
this.anmcon.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
}
@@ -24,46 +24,61 @@ export default class HeroAnmComp extends Component{
}
}
stop () {
/** 大招是否播放中(最高优先级,期间禁止一切动画切换) */
private get maxPlaying(): boolean {
return !!(this.anmcon.getState("max0")?.isPlaying || this.anmcon.getState("max1")?.isPlaying);
}
/** 普攻是否播放中(次优先级,仅可被大招打断) */
private get atkPlaying(): boolean {
return !!this.anmcon.getState("atk0")?.isPlaying;
}
/** buff 是否播放中(可被大招/普攻打断,但拦截 idle/move */
private get buffPlaying(): boolean {
return !!this.anmcon.getState("buff")?.isPlaying;
}
stop() {
this._hasStop = true;
}
onAnimationFinished(type:Animation.EventType, state:AnimationState){
if(state.name!="idle"&&state.name!="move"){
onAnimationFinished(type: Animation.EventType, state: AnimationState) {
if (state.name != "idle" && state.name != "move") {
this.anmcon.play(this.default_anim)
}
}
atked(){
atked() {
this.fsSprite.clickFlash();
}
move () {
if(this.anmcon.getState("move").isPlaying) return
this.anmcon.play("move")
this.default_anim='move'
move() {
if (this.maxPlaying || this.atkPlaying || this.buffPlaying) return
if (this.anmcon.getState("move").isPlaying) return
this.anmcon.play("move")
this.default_anim = 'move'
}
atk () {
if(this.anmcon.getState("max0").isPlaying||this.anmcon.getState("max1").isPlaying) return
atk() {
if (this.maxPlaying) return
this.anmcon.play(`atk0`)
}
max () {
if(this.anmcon.getState("max0").isPlaying||this.anmcon.getState("max1").isPlaying) return
this.anmcon.play("max0")
max() {
if (this.maxPlaying) return
this.anmcon.play("max0")
}
play(anm:string=""){
if(anm==="") return
if(this.anmcon.getState("max0").isPlaying||this.anmcon.getState("max1").isPlaying) return
play(anm: string = "") {
if (anm === "") return
if (this.maxPlaying) return
this.anmcon.play(anm)
}
idle () {
if(this.anmcon.getState("idle").isPlaying) return
idle() {
if (this.maxPlaying || this.atkPlaying || this.buffPlaying) return
if (this.anmcon.getState("idle").isPlaying) return
this.anmcon.play("idle")
this.default_anim='idle'
this.default_anim = 'idle'
}
buff(){
if(this.anmcon.getState("max0").isPlaying||this.anmcon.getState("max1").isPlaying) return
buff() {
if (this.maxPlaying) return
this.anmcon.play("buff")
}
dead(){
dead() {
}
}