refactor: 重构技能触发逻辑,将proc_skill从命中触发改为施法后触发
1. 调整proc_skill触发时机为施法出手时判定,一次施法仅判定一次,与命中/弹道数无关 2. 移除HeroAtkSystem中旧的proc_skill触发逻辑,新增SCastSystem的tryProcSkill方法 3. 更新技能配置注释、编辑器文案与文档说明,同步调整服务端技能描述显示 4. 全局设置Element Plus组件为small尺寸,优化编辑器UI布局 5. 清理冗余的proc_skill快照传递逻辑,移除unused的reviveOptions计算属性
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@@ -1,6 +1,5 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { BoxSet } from "../common/config/GameSet";
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import { SkillOverrides } from "../common/config/SkillSet";
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import { TimedDebuffSnapshot } from "../hero/DamageQueueComp";
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/** 业务层对象 */
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@@ -18,9 +17,6 @@ export class SDataCom extends ecs.Comp {
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dmg_ratio:number=1 //伤害比例
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hit_count:number=0 //击中数量
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max_hit_count:number=0 //最大可命中次数
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/** 命中后概率触发额外技能(由 Skill.load 从合并后配置快照;DamageEvent 透传给 HeroAtkSystem 判定;
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* overrides 字段透传给被触发技能,用于自定义伤害/数值) */
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proc_skill?: { s_uuid: number; chance?: number; overrides?: SkillOverrides };
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/** 命中后对敌 debuff(由 Skill.load 从合并后配置快照;DamageEvent 透传给 HeroAtkSystem 结算) */
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timed_debuff?: TimedDebuffSnapshot;
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reset() {
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@@ -34,7 +30,6 @@ export class SDataCom extends ecs.Comp {
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this.max_hit_count=0
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this.ext_dmg=0
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this.dmg_ratio=1
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this.proc_skill=undefined
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this.timed_debuff=undefined
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}
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}
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