feat(skill): 支持技能参数自定义覆盖
本次修改实现同技能不同角色的差异化技能效果: 1. 新增SkillOverrides接口与mergeSkillParams工具函数,用于合并基础技能配置和角色覆盖参数 2. 更新英雄配置、属性组件、触发辅助系统与施法系统以适配该机制 3. 为盾骑士、医师添加示例差异化配置,验证功能可行性 4. 整理技能配置,删除冗余重复的旧技能条目 5. 新增技能重构设计计划文档,替换旧的迁移计划文档
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@@ -3,7 +3,7 @@ import { GameEvent, SkillTriggerType } from "../common/config/GameEvent";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { FacSet } from "../common/config/GameSet";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { FieldSkillType, SkillOverrides } from "../common/config/SkillSet";
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import { TalentType } from "../common/config/TalentSet";
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import { smc } from "../common/SingletonModuleComp";
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import { FieldSkillHelper } from "./FieldSkillHelper";
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@@ -105,7 +105,7 @@ export class SkillTriggerHelper {
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model.atking.forEach(atkConfig => {
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// atk_count 代表已进行的普攻次数。当其余数刚好整除配置阈值时触发。
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if (model.atk_count > 0 && model.atk_count % atkConfig.t_num === 0) {
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this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atking);
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this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atking, atkConfig.overrides);
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}
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});
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}
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@@ -119,7 +119,7 @@ export class SkillTriggerHelper {
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model.atked.forEach(atkConfig => {
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// atked_count 代表已承受的受击次数。当其余数刚好整除配置阈值时触发。
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if (model.atked_count > 0 && model.atked_count % atkConfig.t_num === 0) {
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this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atked);
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this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atked, atkConfig.overrides);
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}
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});
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}
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@@ -127,28 +127,29 @@ export class SkillTriggerHelper {
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/**
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* 通用的数组型触发器处理(适用于 FStart / FEnd 等无需额外判定的简单列表触发)
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*/
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private static handleArrayTrigger(uuids: number[] | undefined, model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) {
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if (!uuids || uuids.length === 0) return;
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this.dispatchArray(uuids, model, view, type);
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private static handleArrayTrigger(configs: {s_uuid: number, t_num: number, overrides?: SkillOverrides}[] | undefined, model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) {
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if (!configs || configs.length === 0) return;
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this.dispatchArray(configs, model, view, type);
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}
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/**
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* 批量派发技能事件
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*/
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private static dispatchArray(uuids: number[], model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) {
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uuids.forEach(uuid => this.dispatchSingle(uuid, model, view, type));
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private static dispatchArray(configs: {s_uuid: number, t_num?: number, overrides?: SkillOverrides}[], model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) {
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configs.forEach(config => this.dispatchSingle(config.s_uuid, model, view, type, config.overrides));
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}
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/**
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* 单一技能事件派发底层接口
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* 事件发出后,将由 SCastSystem 的 forceCastTriggerSkill 监听拦截并执行无视CD的强制施法
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*/
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private static dispatchSingle(s_uuid: number, model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) {
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private static dispatchSingle(s_uuid: number, model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType, overrides?: SkillOverrides) {
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oops.message.dispatchEvent(GameEvent.TriggerSkill, {
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s_uuid: s_uuid,
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heroAttrs: model,
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heroView: view,
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triggerType: type
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triggerType: type,
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overrides: overrides
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});
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}
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}
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