refactor(英雄视图): 简化受击动画配置的获取逻辑

直接使用技能配置中的 DAnm 字段,移除对 EAnmConf 枚举的依赖,使代码更简洁。
This commit is contained in:
panw
2026-03-20 16:38:19 +08:00
parent 855d50a98a
commit cf8dad3ecc
2 changed files with 85 additions and 176 deletions

View File

@@ -5,13 +5,12 @@ import { mLogger } from "../common/Logger";
import { HeroSpine } from "./HeroSpine";
import { BoxSet, FacSet, FightSet } from "../common/config/GameSet";
import { smc } from "../common/SingletonModuleComp";
import { EAnmConf, SkillSet,} from "../common/config/SkillSet";
import { SkillSet,} from "../common/config/SkillSet";
import { oops } from "db://oops-framework/core/Oops";
import { TooltipTypes } from "../common/config/GameSet";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { Tooltip } from "../skill/Tooltip";
import { timedCom } from "../skill/timedCom";
import { Attrs } from "../common/config/HeroAttrs";
import { oneCom } from "../skill/oncend";
@@ -458,7 +457,7 @@ export class HeroViewComp extends CCComp {
// 视图层表现
let SConf=SkillSet[s_uuid]
const hitAnm = EAnmConf[SConf?.DAnm]?.path || "atked";
const hitAnm = SConf?.DAnm|| "atked";
if (isBack) this.back()
this.in_atked(hitAnm, this.model.fac==FacSet.HERO?1:-1);
this.showDamage(damage, isCrit);