refactor(英雄配置): 移除英雄配置中的mp和def属性

简化英雄属性配置,移除不再使用的法力值(mp)和防御力(def)属性
This commit is contained in:
walkpan
2026-03-11 23:24:31 +08:00
parent 87b21864b1
commit ce2cd05ba9
2 changed files with 59 additions and 21 deletions

View File

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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { Vec3, v3 } from "cc";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { HSSet, SkillSet, SType, TGroup, SkillConfig } from "../common/config/SkillSet";
import { Skill } from "../skill/Skill";
import { smc } from "../common/SingletonModuleComp";
import { BoxSet, FacSet } from "../common/config/GameSet";
import { GameConst } from "../common/config/GameConst";
import { Attrs } from "../common/config/HeroAttrs";
import { mLogger } from "../common/Logger";
/**
* ==================== 自动施法系统 ====================
*
* 职责:
* 1. 检测可施放的技能
* 2. 根据策略自动施法AI
* 3. 选择目标
* 4. 添加施法请求标记
*
* 设计理念:
* - 负责"何时施法"的决策
* - 通过添加 CSRequestComp 触发施法
* - 可被玩家输入系统或AI系统复用
* - 支持多种AI策略
*/
@ecs.register('SCastSystem')
export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
debugMode: boolean = false; // 是否启用调试模式
filter(): ecs.IMatcher {
return ecs.allOf(HeroAttrsComp, HeroViewComp);
}
update(e: ecs.Entity): void {
if(!smc.mission.play ) return;
if(smc.mission.pause) return
}
}