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
This commit is contained in:
pan
2026-09-08 17:22:41 +08:00
parent fe0b121cb5
commit 799b93817d
14 changed files with 83 additions and 66 deletions

View File

@@ -242,8 +242,6 @@ const allSkills = computed(() => Object.values(skillMap.value).sort((a, b) => a.
const fieldOptions = computed(() => Object.values(meta.value?.FieldSkillSet || {}).sort((a, b) => a.uuid - b.uuid))
// buff 候选:timed_buff_id 覆写下拉用(BuffList 按 id 升序)
const buffOptions = computed(() => Object.values(meta.value?.BuffList || {}).sort((a, b) => a.id - b.id))
// 复活已纳入 dead 触发组,通过 dead 编辑器的 overrides 配置 revive_hp / revive_count
const reviveOptions = computed(() => allSkills.value.filter((s) => s.uuid >= 6500 && s.uuid < 6600))
const roleBase = computed(() => {
if (!current.value || !meta.value?.HERO_ROLE_BASE) return null