feat: 为召唤和死亡触发技能添加动画效果
- 在 Hero、Monster 和 HeroAtkSystem 中分发技能触发事件时,增加 triggerType 参数以区分召唤和死亡 - 修改 SCastSystem 的 forceCastTriggerSkill 方法,根据 triggerType 播放对应的准备动画(黄色表示召唤,死亡动画表示死亡) - 调整 hnode.prefab 中按钮的布局和样式,移除特定精灵帧以使用默认样式
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@@ -6,6 +6,7 @@ import { HeroSpine } from "./HeroSpine";
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import { BoxSet, FacSet, FightSet, NumberFormatter, TooltipTypes } from "../common/config/GameSet";
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import { smc } from "../common/SingletonModuleComp";
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import { SkillSet,} from "../common/config/SkillSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { Tooltip } from "../skill/Tooltip";
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@@ -300,7 +301,11 @@ export class HeroViewComp extends CCComp {
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var path = "game/skill/ready/" + anm;
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this.spawnAnimEndFx(path, this.node, undefined);
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}
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public playOther(anm: string = ""){
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if(anm==="") return;
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var path = "game/skill/ready/" + anm;
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this.spawnAnimEndFx(path, this.node.parent, undefined);
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}
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public playEnd(anm: string = ""){
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if(anm==="") return;
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var path = "game/skill/end/" + anm;
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@@ -417,9 +422,14 @@ export class HeroViewComp extends CCComp {
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this.realDeadTime = this.monDeadTime;
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}
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// 播放死亡特效
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this.deaded();
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// 如果角色带有死亡触发技能,则由 SCastSystem 播放 playReady("dead"),不播放原有的 deaded 特效
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const heroInfo = HeroInfo[this.model.hero_uuid];
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if (heroInfo && heroInfo.dead) {
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// SCastSystem will handle the "dead" ready animation
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} else {
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// 播放默认死亡特效
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this.deaded();
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}
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}
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realDead(){
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// 🔥 修复:添加model安全检查,防止实体销毁过程中的空指针异常
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