refactor: 重构护盾机制为数值减免型
1. 调整护盾逻辑:从单次抵挡改为按伤害量减免 2. 更新配置、注释与UI提示文本,统一术语表述 3. 修复prefab布局适配新的护盾显示样式
This commit is contained in:
@@ -146,15 +146,15 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
|
||||
}
|
||||
}
|
||||
mLogger.log(this.debugMode, 'HeroAtkSystem', " after crit", damage)
|
||||
// 护盾吸收
|
||||
// 护盾数值减免(1 点护盾吸收 1 点伤害,扣完为止,溢出部分继续扣血)
|
||||
const shieldResult = this.absorbShield(TAttrsComp, damage);
|
||||
damage = shieldResult.remainingDamage;
|
||||
if (shieldResult.absorbedDamage > 0) {
|
||||
// 【评分系统 - 防御分】统计护盾成功抵挡伤害的次数
|
||||
smc.vmdata.scores.shield_block_count += 1;
|
||||
// 【评分系统 - 防御分】统计护盾累计吸收的伤害量
|
||||
smc.vmdata.scores.shield_block_count += Math.floor(shieldResult.absorbedDamage);
|
||||
}
|
||||
mLogger.log(this.debugMode, 'HeroAtkSystem', " after shield", damage)
|
||||
// 显示护盾格挡飘字
|
||||
// 显示护盾减免飘字
|
||||
if (shieldResult.absorbedDamage > 0 && targetView) {
|
||||
targetView.shield_tip(shieldResult.absorbedDamage);
|
||||
}
|
||||
@@ -413,29 +413,26 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
|
||||
|
||||
|
||||
/**
|
||||
* 护盾吸收伤害
|
||||
*
|
||||
* 护盾吸收逻辑:
|
||||
* 1. 护盾值大于 0 时,抵挡本次伤害(免伤)
|
||||
* 2. 每次抵挡消耗 1 点护盾值
|
||||
* 3. 护盾归零时,重置护盾最大值属性
|
||||
*
|
||||
* 护盾数值减免伤害
|
||||
*
|
||||
* 护盾为数值减免型:
|
||||
* 1. 1 点护盾吸收 1 点伤害
|
||||
* 2. 护盾扣减实际吸收量,溢出部分继续结算到血量
|
||||
*
|
||||
* @param TAttrsComp 被攻击者的属性组件(包含当前护盾值)
|
||||
* @param damage 原始伤害值
|
||||
* @returns {remainingDamage, absorbedDamage} 剩余伤害值和被格挡的伤害值
|
||||
* @returns {remainingDamage, absorbedDamage} 剩余伤害值和被护盾减免的伤害值
|
||||
*/
|
||||
private absorbShield(TAttrsComp: HeroAttrsComp, damage: number): { remainingDamage: number, absorbedDamage: number } {
|
||||
if (TAttrsComp.shield <= 0) {
|
||||
mLogger.log(this.debugMode, 'HeroAtkSystem', " 护盾值小于等于0,无法吸收伤害");
|
||||
return { remainingDamage: damage, absorbedDamage: 0 };
|
||||
}
|
||||
TAttrsComp.shield = Math.max(0, TAttrsComp.shield - 1);
|
||||
if (TAttrsComp.shield <= 0) {
|
||||
TAttrsComp.shield = 0;
|
||||
}
|
||||
const absorbed = Math.min(TAttrsComp.shield, damage);
|
||||
TAttrsComp.shield = Math.max(0, TAttrsComp.shield - absorbed);
|
||||
TAttrsComp.dirty_shield = true;
|
||||
mLogger.log(this.debugMode, 'HeroAtkSystem', ` 护盾抵挡1次伤害,剩余次数 ${TAttrsComp.shield}`);
|
||||
return { remainingDamage: 0, absorbedDamage: damage };
|
||||
mLogger.log(this.debugMode, 'HeroAtkSystem', ` 护盾减免 ${absorbed.toFixed(1)} 点伤害,剩余护盾 ${TAttrsComp.shield.toFixed(1)}`);
|
||||
return { remainingDamage: damage - absorbed, absorbedDamage: absorbed };
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -153,11 +153,11 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
const addValue = Math.max(0, Math.floor(value));
|
||||
if (addValue <= 0) return;
|
||||
this.shield += addValue;
|
||||
this.shield = Math.min(this.shield, FightSet.SHIELD_MAX); // 限制护盾最大层数
|
||||
this.shield = Math.min(this.shield, FightSet.SHIELD_MAX); // 限制护盾值上限(数值减免型)
|
||||
if (this.shield < 0) this.shield = 0;
|
||||
this.dirty_shield = true; // 标记护盾需要更新
|
||||
if (this.debugMode) {
|
||||
mLogger.log(this.debugMode, 'HeroAttrs', ` 护盾次数变更: ${this.hero_name}, 变化=${addValue}, ${Math.floor(oldShield)} -> ${Math.floor(this.shield)}`);
|
||||
mLogger.log(this.debugMode, 'HeroAttrs', ` 护盾值变更: ${this.hero_name}, 变化=${addValue}, ${Math.floor(oldShield)} -> ${Math.floor(this.shield)}`);
|
||||
}
|
||||
}
|
||||
add_hp_max(value: number) {
|
||||
|
||||
@@ -349,7 +349,7 @@ export class HeroViewComp extends CCComp {
|
||||
Tooltip.load(pos, type, value, s_uuid, this.node.parent, 1, this.model?.fac ?? FacSet.MON);
|
||||
}
|
||||
|
||||
/** 护盾格挡提示 */
|
||||
/** 护盾减免提示 */
|
||||
shield_tip(absorbed: number) {
|
||||
this.hp_tip(TooltipTypes.shield, NumberFormatter.formatNumber(Math.max(0, Math.floor(absorbed))));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user