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
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@@ -7,11 +7,11 @@
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"embeddedPlayerGroups": []
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},
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"_native": "",
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"sample": 30,
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"sample": 15,
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"speed": 1,
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"wrapMode": 1,
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"enableTrsBlending": false,
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"_duration": 0.26666666666666666,
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"_duration": 0.5333333333333333,
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"_hash": 500763545,
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"_tracks": [
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{
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@@ -69,13 +69,13 @@
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"__type__": "cc.ObjectCurve",
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"_times": [
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0,
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0.03333333333333333,
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0.06666666666666667,
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0.1,
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0.13333333333333333,
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0.16666666666666666,
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0.2,
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0.23333333333333334
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0.26666666666666666,
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0.3333333333333333,
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0.4,
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0.4666666666666667
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],
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"_values": [
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{
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@@ -267,7 +267,7 @@ export const SkillSet: Record<number, SkillConfig> = {
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},
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//==========================buff 技能=====================
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6401:{
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uuid:6401,name:"单体攻击",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"ap_up",endAnm:"",act:"atk",
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uuid:6401,name:"单体攻击",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk",
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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,
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RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.ap,value:5}],info:"随机1个友方+5攻击",
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},
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@@ -282,7 +282,7 @@ export const SkillSet: Record<number, SkillConfig> = {
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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",
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},
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6404:{
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uuid:6404,name:"群体攻击",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"ap_up",endAnm:"",act:"atk",
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uuid:6404,name:"群体攻击",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk",
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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,
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RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.ap,value:2}],info:"随机3个友方+2攻击",
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},
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@@ -292,12 +292,12 @@ export const SkillSet: Record<number, SkillConfig> = {
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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",
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},
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6406:{
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uuid:6406,name:"群体全能",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"ap_up",endAnm:"",act:"atk",
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uuid:6406,name:"群体全能",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk",
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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,
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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",
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},
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6501:{
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uuid:6501,name:"复活",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,readyAnm:"ap_up",endAnm:"",act:"atk",
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uuid:6501,name:"复活",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,readyAnm:"up_ap",endAnm:"",act:"atk",
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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,
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RType:RType.fixed,EType:EType.animationEnd,buffs:[],info:"立即复活,获得50%生命",
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}
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@@ -216,8 +216,9 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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// 触发复活动画
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if (targetView) {
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targetView.playReady(skillConf.readyAnm);
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targetView.alive()
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targetView.playReady(skillConf.readyAnm);
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targetView.skill_name('',skillConf.uuid)
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}
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mLogger.log(this.debugMode, 'HeroAtkSystem', ` Hero waiting to revive! Lives revived: ${TAttrsComp.revived_count}/${maxReviveCount}, Hp restored: ${reviveHpPercent}%`);
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return reDate;
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