fix(技能): 修复复活技能动画顺序和buff动画配置

调整复活技能逻辑,确保目标先标记为存活再播放准备动画
修正技能6401、6404、6406、6501的readyAnm配置为正确的"up_ap"
将up_ap动画的采样率从30降低到15,使动画时长加倍
This commit is contained in:
panw
2026-04-23 15:01:53 +08:00
parent 76772a1102
commit bca97070d4
3 changed files with 12 additions and 11 deletions

View File

@@ -7,11 +7,11 @@
"embeddedPlayerGroups": [] "embeddedPlayerGroups": []
}, },
"_native": "", "_native": "",
"sample": 30, "sample": 15,
"speed": 1, "speed": 1,
"wrapMode": 1, "wrapMode": 1,
"enableTrsBlending": false, "enableTrsBlending": false,
"_duration": 0.26666666666666666, "_duration": 0.5333333333333333,
"_hash": 500763545, "_hash": 500763545,
"_tracks": [ "_tracks": [
{ {
@@ -69,13 +69,13 @@
"__type__": "cc.ObjectCurve", "__type__": "cc.ObjectCurve",
"_times": [ "_times": [
0, 0,
0.03333333333333333,
0.06666666666666667, 0.06666666666666667,
0.1,
0.13333333333333333, 0.13333333333333333,
0.16666666666666666,
0.2, 0.2,
0.23333333333333334 0.26666666666666666,
0.3333333333333333,
0.4,
0.4666666666666667
], ],
"_values": [ "_values": [
{ {

View File

@@ -267,7 +267,7 @@ export const SkillSet: Record<number, SkillConfig> = {
}, },
//==========================buff 技能===================== //==========================buff 技能=====================
6401:{ 6401:{
uuid:6401,name:"单体攻击",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"ap_up",endAnm:"",act:"atk", uuid:6401,name:"单体攻击",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Support,ap:0,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, DTType:DTType.single,kind:SkillKind.Support,ap:0,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.ap,value:5}],info:"随机1个友方+5攻击", RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.ap,value:5}],info:"随机1个友方+5攻击",
}, },
@@ -282,7 +282,7 @@ export const SkillSet: Record<number, SkillConfig> = {
RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.ap,value:5},{buff:Attrs.hp_max,value:20}],info:"随机1个友方+2攻击,+10最大生命值", RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.ap,value:5},{buff:Attrs.hp_max,value:20}],info:"随机1个友方+2攻击,+10最大生命值",
}, },
6404:{ 6404:{
uuid:6404,name:"群体攻击",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"ap_up",endAnm:"",act:"atk", uuid:6404,name:"群体攻击",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Support,ap:0,hit_count:3,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, DTType:DTType.single,kind:SkillKind.Support,ap:0,hit_count:3,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.ap,value:2}],info:"随机3个友方+2攻击", RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.ap,value:2}],info:"随机3个友方+2攻击",
}, },
@@ -292,12 +292,12 @@ export const SkillSet: Record<number, SkillConfig> = {
RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.hp_max,value:10}],info:"随机3个友方+10最大生命值", RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.hp_max,value:10}],info:"随机3个友方+10最大生命值",
}, },
6406:{ 6406:{
uuid:6406,name:"群体全能",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"ap_up",endAnm:"",act:"atk", uuid:6406,name:"群体全能",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Support,ap:0,hit_count:3,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, DTType:DTType.single,kind:SkillKind.Support,ap:0,hit_count:3,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.ap,value:2},{buff:Attrs.hp_max,value:10}],info:"随机3个友方+2攻击,+10最大生命值", RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.ap,value:2},{buff:Attrs.hp_max,value:10}],info:"随机3个友方+2攻击,+10最大生命值",
}, },
6501:{ 6501:{
uuid:6501,name:"复活",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,readyAnm:"ap_up",endAnm:"",act:"atk", uuid:6501,name:"复活",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,readyAnm:"up_ap",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Support,ap:50,hit_count:3,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support, DTType:DTType.single,kind:SkillKind.Support,ap:50,hit_count:3,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,buffs:[],info:"立即复活获得50%生命", RType:RType.fixed,EType:EType.animationEnd,buffs:[],info:"立即复活获得50%生命",
} }

View File

@@ -216,8 +216,9 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// 触发复活动画 // 触发复活动画
if (targetView) { if (targetView) {
targetView.playReady(skillConf.readyAnm);
targetView.alive() targetView.alive()
targetView.playReady(skillConf.readyAnm);
targetView.skill_name('',skillConf.uuid)
} }
mLogger.log(this.debugMode, 'HeroAtkSystem', ` Hero waiting to revive! Lives revived: ${TAttrsComp.revived_count}/${maxReviveCount}, Hp restored: ${reviveHpPercent}%`); mLogger.log(this.debugMode, 'HeroAtkSystem', ` Hero waiting to revive! Lives revived: ${TAttrsComp.revived_count}/${maxReviveCount}, Hp restored: ${reviveHpPercent}%`);
return reDate; return reDate;