fix(英雄): 调整近战最小攻击距离并修复攻击动画循环
- 将 meleeMinEnemyDistanceX 从 80 减少到 60,优化近战英雄攻击距离判定 - 在 HeroAnmComp 中添加 _atkIndex 变量,实现 atk0、atk1、atk2 攻击动画的循环播放
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@@ -9,6 +9,7 @@ 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","stun","dead","buff","atk0","atk1","atk2","max0","max1"]
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onLoad () {
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@@ -42,8 +43,9 @@ export default class HeroAnmComp extends Component{
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}
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atk () {
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if(this.anmcon.getState("max0").isPlaying) return
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// if(this.anmcon.getState("atk0").isPlaying) return
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this.anmcon.play("atk0")
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const atkName = `atk${this._atkIndex}`
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this.anmcon.play(atkName)
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this._atkIndex = (this._atkIndex + 1) % 3
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}
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max () {
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if(this.anmcon.getState("max0").isPlaying) return
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@@ -62,4 +64,4 @@ export default class HeroAnmComp extends Component{
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if(this.anmcon.getState("dead").isPlaying) return
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this.anmcon.play("dead")
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}
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}
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}
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@@ -37,7 +37,7 @@ interface MoveFacConfig {
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@ecs.register('MoveSystem')
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export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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private readonly meleeAttackRange = HeroDisVal[HType.Melee];
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private readonly meleeMinEnemyDistanceX = 80;
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private readonly meleeMinEnemyDistanceX = 60;
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private readonly meleeOvertakeSpeedGap = 20;
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private readonly allySpacingX = 40;
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private readonly allyOverlapSpacingX = 14;
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