解决一些小问题
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@@ -6,6 +6,7 @@ import { SkillSet } from "../common/config/SkillSet";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { DamageQueueComp, DamageEvent, DamageQueueHelper } from "./DamageQueueComp";
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import { smc } from "../common/SingletonModuleComp";
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/** 业务层对象 */
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@ecs.register('HeroAtk')
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@@ -39,6 +40,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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* 处理伤害队列中的所有伤害事件
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*/
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update(e: ecs.Entity): void {
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if(!smc.mission.play || smc.mission.pause) return;
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const model = e.get(HeroAttrsComp);
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const damageQueue = e.get(DamageQueueComp);
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@@ -1,4 +1,5 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../common/SingletonModuleComp";
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import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
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import { BuffConf, SkillSet } from "../common/config/SkillSet";
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import { HeroInfo, AttrSet, HeroUpSet } from "../common/config/heroSet";
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@@ -417,6 +418,7 @@ export class HeroAttrSystem extends ecs.ComblockSystem
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* 实体首次进入系统时调用(每个实体只调用一次)
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*/
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entityEnter(e: ecs.Entity): void {
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if(!smc.mission.play || smc.mission.pause) return;
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const model = e.get(HeroAttrsComp);
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if (!model) return;
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@@ -439,6 +441,7 @@ export class HeroAttrSystem extends ecs.ComblockSystem
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* - 这是正确的设计,不是 bug
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*/
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update(e: ecs.Entity): void {
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if(!smc.mission.play || smc.mission.pause) return;
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const model = e.get(HeroAttrsComp);
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if (!model || model.is_dead) return;
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@@ -4,7 +4,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
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import { HeroSpine } from "./HeroSpine";
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { smc } from "../common/SingletonModuleComp";
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import { SkillSet,} from "../common/config/SkillSet";
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import { EAnmConf, SkillSet,} from "../common/config/SkillSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { TooltipTypes } from "../common/config/Mission";
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@@ -285,7 +285,7 @@ export class HeroViewComp extends CCComp {
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// 视图层表现
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let SConf=SkillSet[s_uuid]
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this.back()
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this.showDamage(damage, isCrit, SConf.AtkedName); // 暴击状态由战斗系统内部处理
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this.showDamage(damage, isCrit, SConf.DAnm); // 暴击状态由战斗系统内部处理, DAnm和EAnm共用设定数组
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}
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//后退
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back(){
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@@ -347,7 +347,8 @@ export class HeroViewComp extends CCComp {
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/** 显示伤害数字 */
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showDamage(damage: number, isCrit: boolean,anm:string="atked") {
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showDamage(damage: number, isCrit: boolean,DAnm:number) {
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let anm=EAnmConf[DAnm].path // DAnm和EAnm共用设定数组
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this.damageQueue.push({
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damage,
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isCrit,
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@@ -5,6 +5,7 @@ import { HeroViewComp } from "./HeroViewComp";
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import { SkillSet, SType } from "../common/config/SkillSet";
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import { HeroSkillsComp, SkillSlot } from "./HeroSkills";
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import { Skill } from "../skill/Skill";
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import { smc } from "../common/SingletonModuleComp";
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/**
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* ==================== 自动施法系统 ====================
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@@ -29,6 +30,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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}
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update(e: ecs.Entity): void {
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if(!smc.mission.play || smc.mission.pause) return;
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const skills = e.get(HeroSkillsComp);
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const heroAttrs = e.get(HeroAttrsComp);
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const heroView = e.get(HeroViewComp);
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@@ -1,4 +1,5 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../common/SingletonModuleComp";
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import { HeroSkillsComp } from "./HeroSkills";
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/**
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@@ -23,6 +24,7 @@ export class SkillCDSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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}
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update(e: ecs.Entity): void {
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if(!smc.mission.play || smc.mission.pause) return;
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const skills = e.get(HeroSkillsComp);
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if (!skills) return;
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@@ -6,6 +6,7 @@ import { SkillSet, SType } from "../common/config/SkillSet";
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import { HeroSkillsComp } from "./HeroSkills";
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import { Skill } from "../skill/Skill";
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import { CSRequestComp } from "../skill/STagComps";
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import { smc } from "../common/SingletonModuleComp";
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/**
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* ==================== 技能施法系统 手动施法====================
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@@ -37,6 +38,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.IEntityEnterS
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* 实体进入时触发(即请求施法时)
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*/
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entityEnter(e: ecs.Entity): void {
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if(!smc.mission.play || smc.mission.pause) return;
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const skillsComp = e.get(HeroSkillsComp);
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const heroAttrs = e.get(HeroAttrsComp);
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const request = e.get(CSRequestComp);
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