refactor(config): 合并游戏常量配置并整理代码结构
- 删除 GameConst.ts 文件,将其中的战斗常量迁移至 GameSet.ts - 在 GameSet.ts 中重新组织 FightSet、IndexSet 和 TooltipTypes 枚举,提升可读性 - 更新 SCastSystem.ts 中技能施放延迟的引用,从 GameConst 改为 FightSet - 在 CardSet.ts 中添加空行以改善代码格式
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@@ -5,9 +5,9 @@ import { HeroViewComp } from "./HeroViewComp";
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import { DTType, SkillConfig, SkillKind, SkillSet, SkillUpList, TGroup } from "../common/config/SkillSet";
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import { Skill } from "../skill/Skill";
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import { smc } from "../common/SingletonModuleComp";
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import { GameConst } from "../common/config/GameConst";
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import { HType } from "../common/config/heroSet";
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import { Attrs } from "../common/config/HeroAttrs";
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import { FightSet } from "../common/config/GameSet";
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/**
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* ==================== 自动施法系统 ====================
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@@ -123,7 +123,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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// 优先使用技能配置的前摇时间,否则使用全局默认值
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// 注意:这里仍然是基于时间的延迟,受帧率波动影响。
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// 若需精确同步,建议在动画中添加帧事件并在 HeroViewComp 中监听。
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const delay = config.ready > 0 ? config.ready : GameConst.Battle.SKILL_CAST_DELAY;
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const delay = config.ready > 0 ? config.ready : FightSet.SKILL_CAST_DELAY;
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heroView.scheduleOnce(() => {
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if (!smc.mission.play || smc.mission.pause || !smc.mission.in_fight) return;
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