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
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@@ -146,15 +146,15 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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}
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}
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mLogger.log(this.debugMode, 'HeroAtkSystem', " after crit", damage)
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// 护盾吸收
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// 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)
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const shieldResult = this.absorbShield(TAttrsComp, damage);
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damage = shieldResult.remainingDamage;
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if (shieldResult.absorbedDamage > 0) {
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// 【评分系统 - 防御分】统计护盾成功抵挡伤害的次数
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smc.vmdata.scores.shield_block_count += 1;
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// 【评分系统 - 防御分】统计护盾累计吸收的伤害量
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smc.vmdata.scores.shield_block_count += Math.floor(shieldResult.absorbedDamage);
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}
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mLogger.log(this.debugMode, 'HeroAtkSystem', " after shield", damage)
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// 显示护盾格挡飘字
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// 显示护盾减免飘字
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if (shieldResult.absorbedDamage > 0 && targetView) {
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targetView.shield_tip(shieldResult.absorbedDamage);
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}
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@@ -413,29 +413,26 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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/**
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* 护盾吸收伤害
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*
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* 护盾吸收逻辑:
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* 1. 护盾值大于 0 时,抵挡本次伤害(免伤)
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* 2. 每次抵挡消耗 1 点护盾值
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* 3. 护盾归零时,重置护盾最大值属性
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*
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* 护盾数值减免伤害
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*
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* 护盾为数值减免型:
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* 1. 1 点护盾吸收 1 点伤害
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* 2. 护盾扣减实际吸收量,溢出部分继续结算到血量
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*
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* @param TAttrsComp 被攻击者的属性组件(包含当前护盾值)
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* @param damage 原始伤害值
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* @returns {remainingDamage, absorbedDamage} 剩余伤害值和被格挡的伤害值
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* @returns {remainingDamage, absorbedDamage} 剩余伤害值和被护盾减免的伤害值
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*/
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private absorbShield(TAttrsComp: HeroAttrsComp, damage: number): { remainingDamage: number, absorbedDamage: number } {
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if (TAttrsComp.shield <= 0) {
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mLogger.log(this.debugMode, 'HeroAtkSystem', " 护盾值小于等于0,无法吸收伤害");
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return { remainingDamage: damage, absorbedDamage: 0 };
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}
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TAttrsComp.shield = Math.max(0, TAttrsComp.shield - 1);
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if (TAttrsComp.shield <= 0) {
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TAttrsComp.shield = 0;
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}
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const absorbed = Math.min(TAttrsComp.shield, damage);
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TAttrsComp.shield = Math.max(0, TAttrsComp.shield - absorbed);
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TAttrsComp.dirty_shield = true;
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mLogger.log(this.debugMode, 'HeroAtkSystem', ` 护盾抵挡1次伤害,剩余次数 ${TAttrsComp.shield}`);
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return { remainingDamage: 0, absorbedDamage: damage };
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mLogger.log(this.debugMode, 'HeroAtkSystem', ` 护盾减免 ${absorbed.toFixed(1)} 点伤害,剩余护盾 ${TAttrsComp.shield.toFixed(1)}`);
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return { remainingDamage: damage - absorbed, absorbedDamage: absorbed };
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}
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/**
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