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

This commit is contained in:
panw
2025-07-22 16:42:42 +08:00
parent e45ebd524b
commit b17de4a2ac
5 changed files with 55 additions and 114 deletions

View File

@@ -8,7 +8,6 @@ import { AType, DTType, EType, RType, SkillSet, SType, TGroup } from "../common/
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { HeroViewComp } from "../hero/HeroViewComp";
import { BezierMove } from "../BezierMove/BezierMove";
import { FightConComp } from "../map/FightConComp";
import { MonModelComp } from "../hero/MonModelComp";
import { FightSet } from "../common/config/Mission";
import { HeroModelComp } from "../hero/HeroModelComp";
@@ -49,7 +48,6 @@ export class SkillCom extends CCComp {
stun_ratto:number=0;
frost_ratto:number=0;
frost_time:number=0;
FIGHTCON:FightConComp=null;
run_time:number=0;
hited_time:number=0;
hit_count:number=0;
@@ -65,7 +63,6 @@ export class SkillCom extends CCComp {
private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向
protected onLoad(): void {
this.FIGHTCON=this.node.parent.getComponent(FightConComp)
}
@@ -183,12 +180,11 @@ export class SkillCom extends CCComp {
this.frost_time,this.frost_ratto) // ap 及暴击 属性已经在skill.ts 处理
// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
if(SkillSet[this.s_uuid].debuff>0){
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
let debuff=SkillSet[this.s_uuid]
let dev=debuff.deV*(100+deUP.deV)/100
let deR=debuff.deR+deUP.deR
let dev=debuff.deV*(100+this.caster.DEBUFF_VALUE)/100
let deR=debuff.deR+this.caster.DEBUFF_UP
dev=Math.round(dev*100)/100
let deC=debuff.deC+deUP.deC //dec只作为次数叠加
let deC=debuff.deC+this.caster.DEBUFF_COUNT //dec只作为次数叠加
// //console.log("[SkillCom]:debuff",SkillSet[this.s_uuid].name,debuff.debuff,deUP.deV,deUP.deC)
target.add_debuff(debuff.debuff,dev,deC,deR)
}
@@ -208,18 +204,8 @@ export class SkillCom extends CCComp {
// this.ent.destroy()
}
}
get_debuff(){ //debuff 加成
let debuff = {deV:0,deC:0,deR:0}
let buff=null
if(this.caster.is_master) buff = this.FIGHTCON.hero_buff
if(this.caster.is_boss||this.caster.is_kalami) buff = this.FIGHTCON.enemy_buff
if(buff==null) return debuff
debuff.deV=buff.DEBUFF_VALUE
debuff.deC=buff.DEBUFF_COUNT
debuff.deR=buff.DEBUFF_UP
return debuff
}
/**
* 执行2段位移先升高然后移到目的地
*/