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