FightConComp 的效用已经取消,下一步 进一步 精简,去掉临时 buff debuff 因为本身就是 当局游戏 没必要加零时debuff 直接当局永久debuff
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@@ -8,7 +8,6 @@ import { AType, DTType, EType, RType, SkillSet, SType, TGroup } from "../common/
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { BezierMove } from "../BezierMove/BezierMove";
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import { FightConComp } from "../map/FightConComp";
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import { MonModelComp } from "../hero/MonModelComp";
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import { FightSet } from "../common/config/Mission";
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import { HeroModelComp } from "../hero/HeroModelComp";
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@@ -49,7 +48,6 @@ export class SkillCom extends CCComp {
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stun_ratto:number=0;
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frost_ratto:number=0;
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frost_time:number=0;
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FIGHTCON:FightConComp=null;
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run_time:number=0;
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hited_time:number=0;
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hit_count:number=0;
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@@ -65,7 +63,6 @@ export class SkillCom extends CCComp {
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private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向
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protected onLoad(): void {
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this.FIGHTCON=this.node.parent.getComponent(FightConComp)
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}
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@@ -183,12 +180,11 @@ export class SkillCom extends CCComp {
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this.frost_time,this.frost_ratto) // ap 及暴击 属性已经在skill.ts 处理
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// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
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if(SkillSet[this.s_uuid].debuff>0){
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let deUP =this.get_debuff() // 因为不是每个技能都需要,debuff的增益在这里处理, ap 及暴击 属性已经在skill.ts 处理
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let debuff=SkillSet[this.s_uuid]
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let dev=debuff.deV*(100+deUP.deV)/100
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let deR=debuff.deR+deUP.deR
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let dev=debuff.deV*(100+this.caster.DEBUFF_VALUE)/100
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let deR=debuff.deR+this.caster.DEBUFF_UP
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dev=Math.round(dev*100)/100
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let deC=debuff.deC+deUP.deC //dec只作为次数叠加
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let deC=debuff.deC+this.caster.DEBUFF_COUNT //dec只作为次数叠加
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// //console.log("[SkillCom]:debuff",SkillSet[this.s_uuid].name,debuff.debuff,deUP.deV,deUP.deC)
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target.add_debuff(debuff.debuff,dev,deC,deR)
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}
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@@ -208,18 +204,8 @@ export class SkillCom extends CCComp {
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// this.ent.destroy()
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}
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}
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get_debuff(){ //debuff 加成
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let debuff = {deV:0,deC:0,deR:0}
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let buff=null
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if(this.caster.is_master) buff = this.FIGHTCON.hero_buff
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if(this.caster.is_boss||this.caster.is_kalami) buff = this.FIGHTCON.enemy_buff
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if(buff==null) return debuff
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debuff.deV=buff.DEBUFF_VALUE
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debuff.deC=buff.DEBUFF_COUNT
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debuff.deR=buff.DEBUFF_UP
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return debuff
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}
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/**
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* 执行2段位移:先升高,然后移到目的地
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*/
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