fix: 修正拼写错误并添加升级动画播放逻辑
- 将 `palayBuff` 方法名更正为 `playBuff` - 在英雄升级时调用 `playAllTime` 方法播放"plus"动画 - 确保动画播放方法在参数为空时安全返回
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@@ -87,6 +87,8 @@ export class Hero extends ecs.Entity {
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mLogger.log(this.debugMode,"hero",node.getSiblingIndex());
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var hv = node.getComponent(HeroViewComp)!;
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if(hero_lv >1){hv.playAllTime("plus")}
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const model = this.get(HeroAttrsComp);
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// 从配置中读取英雄静态数据
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let hero = HeroInfo[uuid];
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@@ -289,7 +289,7 @@ export class HeroViewComp extends CCComp {
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shield_tip(absorbed: number) {
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this.hp_tip(TooltipTypes.life, NumberFormatter.formatNumber(Math.max(0, Math.floor(absorbed))));
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}
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public palayBuff(anm: string = ""){
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public playBuff(anm: string = ""){
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if(anm==="") return;
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var path = "game/skill/buff/" + anm;
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this.spawnTimedFx(path, this.node, this.effectLifeTime);
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@@ -306,7 +306,11 @@ export class HeroViewComp extends CCComp {
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var path = "game/skill/end/" + anm;
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this.spawnAnimEndFx(path, this.node, undefined);
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}
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public playAllTime(anm: string = ""){
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if(anm==="") return;
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var path = "game/skill/buff/" + anm;
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this.spawnAnimEndFx(path, this.node, undefined);
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}
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/** 治疗特效 */
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private heathed() {
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this.spawnAnimEndFx("game/skill/buff/heathed", this.node, undefined);
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@@ -771,7 +771,7 @@ export class MissionCardComp extends CCComp {
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const target = candidates[Math.floor(Math.random() * candidates.length)];
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this.applyHeroLevel(target.model, toLv);
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if (target.view) {
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target.view.palayBuff("buff_lvup");
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target.view.playBuff("buff_lvup");
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}
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return true;
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}
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