refactor(hero): 将is_atking状态从HeroViewComp移到HeroAttrsComp
将攻击状态is_atking从视图组件HeroViewComp移动到属性组件HeroAttrsComp,以保持状态管理的集中性
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@@ -227,7 +227,7 @@ export class SkillAutocastSystem extends ecs.ComblockSystem implements ecs.ISyst
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if (heroModel.is_dead || heroModel.isStun() || heroModel.isFrost()) return;
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if (heroModel.is_dead || heroModel.isStun() || heroModel.isFrost()) return;
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// 检查是否正在攻击(只有攻击时才释放技能)
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// 检查是否正在攻击(只有攻击时才释放技能)
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if (!heroView.is_atking) return;
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if (!heroModel.is_atking) return;
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// 获取所有可施放的技能
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// 获取所有可施放的技能
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const readySkills = skillsData.getReadySkills(heroModel.mp);
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const readySkills = skillsData.getReadySkills(heroModel.mp);
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@@ -41,13 +41,13 @@ export class HeroAttrsComp extends ecs.Comp {
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// ==================== 标记状态 ====================
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// ==================== 标记状态 ====================
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is_dead: boolean = false;
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is_dead: boolean = false;
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is_count_dead: boolean = false;
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is_count_dead: boolean = false;
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is_atking: boolean = false; // 是否正在攻击
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is_stop: boolean = false; // 是否正在停止
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is_boss: boolean = false;
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is_boss: boolean = false;
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is_big_boss: boolean = false;
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is_big_boss: boolean = false;
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is_master: boolean = false;
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is_master: boolean = false;
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is_friend: boolean = false;
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is_friend: boolean = false;
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is_kalami: boolean = false;
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is_kalami: boolean = false;
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is_atking: boolean = false;
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is_stop: boolean = false;
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// ==================== 计数统计 ====================
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// ==================== 计数统计 ====================
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atk_count: number = 0; // 攻击次数
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atk_count: number = 0; // 攻击次数
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atked_count: number = 0; // 被攻击次数
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atked_count: number = 0; // 被攻击次数
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@@ -368,6 +368,8 @@ export class HeroAttrsComp extends ecs.Comp {
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this.BUFFS_TEMP = {};
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this.BUFFS_TEMP = {};
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this.is_dead = false;
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this.is_dead = false;
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this.is_count_dead = false;
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this.is_count_dead = false;
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this.is_atking = false;
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this.is_stop = false;
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this.is_boss = false;
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this.is_boss = false;
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this.is_big_boss = false;
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this.is_big_boss = false;
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this.is_master = false;
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this.is_master = false;
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@@ -30,8 +30,6 @@ export class HeroViewComp extends CCComp {
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status:String = "idle"
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status:String = "idle"
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scale: number = 1; // 显示方向
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scale: number = 1; // 显示方向
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box_group:number = BoxSet.HERO; // 碰撞组
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box_group:number = BoxSet.HERO; // 碰撞组
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is_atking:boolean = false; // 是否正在攻击
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// ==================== UI 节点引用 ====================
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// ==================== UI 节点引用 ====================
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private top_node: Node = null!;
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private top_node: Node = null!;
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