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
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@@ -1,4 +1,4 @@
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import { v3 } from "cc"
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import { v3 } from "cc"
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import { BoxSet, FacSet, FightSet } from "./GameSet"
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import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet"
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import { BuffList, BuffConfig, ModOp } from "./BuffSet"
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@@ -145,12 +145,12 @@ export const HRoleName: Record<HRole, string> = {
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* 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。
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*/
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export const HERO_ROLE_BASE: Record<HRole, { hp: number; ap: number; def: number }> = {
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[HRole.Tank]: { hp: 300, ap: 20, def: 50 }, // 坦克:高防高血,前排承伤
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[HRole.Warrior]: { hp: 280, ap: 22, def: 30 }, // 战士:均衡
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[HRole.Assassin]: { hp: 280, ap: 22, def: 10 }, // 刺客:低防,近战爆发
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[HRole.Archer]: { hp: 140, ap: 32, def: 10 }, // 射手:低防,远程物理主C
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[HRole.Mage]: { hp: 140, ap: 32, def: 10 }, // 法师:低防,远程增益
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[HRole.Support]: { hp: 140, ap: 32, def: 15 }, // 辅助:低防,光环/治疗
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[HRole.Tank]: { hp: 600, ap: 20, def: 50 }, // 坦克:高防高血,前排承伤
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[HRole.Warrior]: { hp: 560, ap: 22, def: 30 }, // 战士:均衡
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[HRole.Assassin]: { hp: 560, ap: 22, def: 10 }, // 刺客:低防,近战爆发
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[HRole.Archer]: { hp: 280, ap: 32, def: 10 }, // 射手:低防,远程物理主C
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[HRole.Mage]: { hp: 280, ap: 32, def: 10 }, // 法师:低防,远程增益
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[HRole.Support]: { hp: 280, ap: 32, def: 15 }, // 辅助:低防,光环/治疗
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};
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/**
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@@ -5,15 +5,15 @@ import { FlashSprite } from "./hit-flash-white/scripts/FlashSprite";
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const { ccclass, property } = _decorator;
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@ccclass('HeroAnmComp')
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export default class HeroAnmComp extends Component{
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fsSprite:FlashSprite = null!;
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private anmcon:any=null
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export default class HeroAnmComp extends Component {
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fsSprite: FlashSprite = null!;
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private anmcon: any = null
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private _hasStop = true;
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private _atkIndex = 0;
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private default_anim:string='idle'
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anms:any[]=["idle","move","atk0","max0","max1"]
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onLoad () {
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this.anmcon=this.node.getComponent(Animation)
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private default_anim: string = 'idle'
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anms: any[] = ["idle", "move", "atk0", "max0", "max1"]
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onLoad() {
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this.anmcon = this.node.getComponent(Animation)
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this.fsSprite = this.node.getComponent(FlashSprite);
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this.anmcon.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
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}
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@@ -24,46 +24,61 @@ export default class HeroAnmComp extends Component{
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}
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}
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stop () {
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/** 大招是否播放中(最高优先级,期间禁止一切动画切换) */
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private get maxPlaying(): boolean {
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return !!(this.anmcon.getState("max0")?.isPlaying || this.anmcon.getState("max1")?.isPlaying);
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}
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/** 普攻是否播放中(次优先级,仅可被大招打断) */
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private get atkPlaying(): boolean {
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return !!this.anmcon.getState("atk0")?.isPlaying;
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}
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/** buff 是否播放中(可被大招/普攻打断,但拦截 idle/move) */
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private get buffPlaying(): boolean {
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return !!this.anmcon.getState("buff")?.isPlaying;
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}
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stop() {
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this._hasStop = true;
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}
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onAnimationFinished(type:Animation.EventType, state:AnimationState){
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if(state.name!="idle"&&state.name!="move"){
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onAnimationFinished(type: Animation.EventType, state: AnimationState) {
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if (state.name != "idle" && state.name != "move") {
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this.anmcon.play(this.default_anim)
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}
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}
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atked(){
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atked() {
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this.fsSprite.clickFlash();
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}
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move () {
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if(this.anmcon.getState("move").isPlaying) return
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this.anmcon.play("move")
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this.default_anim='move'
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move() {
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if (this.maxPlaying || this.atkPlaying || this.buffPlaying) return
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if (this.anmcon.getState("move").isPlaying) return
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this.anmcon.play("move")
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this.default_anim = 'move'
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}
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atk () {
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if(this.anmcon.getState("max0").isPlaying||this.anmcon.getState("max1").isPlaying) return
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atk() {
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if (this.maxPlaying) return
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this.anmcon.play(`atk0`)
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}
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max () {
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if(this.anmcon.getState("max0").isPlaying||this.anmcon.getState("max1").isPlaying) return
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this.anmcon.play("max0")
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max() {
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if (this.maxPlaying) return
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this.anmcon.play("max0")
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}
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play(anm:string=""){
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if(anm==="") return
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if(this.anmcon.getState("max0").isPlaying||this.anmcon.getState("max1").isPlaying) return
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play(anm: string = "") {
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if (anm === "") return
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if (this.maxPlaying) return
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this.anmcon.play(anm)
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}
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idle () {
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if(this.anmcon.getState("idle").isPlaying) return
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idle() {
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if (this.maxPlaying || this.atkPlaying || this.buffPlaying) return
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if (this.anmcon.getState("idle").isPlaying) return
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this.anmcon.play("idle")
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this.default_anim='idle'
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this.default_anim = 'idle'
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}
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buff(){
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if(this.anmcon.getState("max0").isPlaying||this.anmcon.getState("max1").isPlaying) return
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buff() {
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if (this.maxPlaying) return
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this.anmcon.play("buff")
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}
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dead(){
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dead() {
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}
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}
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