refactor(skill): 移除技能配置中未使用的cd和t_num字段
清理技能配置接口和实现代码,删除已不再使用的冷却时间(cd)和目标数量(t_num)字段。 在SCastSystem中,将目标数量计算简化为固定使用最小值1,因为t_num字段已废弃。 同时移除SkillView中已注释掉的旧逻辑代码。
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@@ -176,8 +176,6 @@ export interface SkillConfig {
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act:string, // 角色执行的动画
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DTType:DTType, // 伤害类型(单体/范围)
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ap:number, // 攻击百分比(角色攻击力)
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cd:number, // 冷却时间(秒)
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t_num:number, // 目标数量
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hit_num:number, // 范围攻击伤害敌人数量
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hit:number, // 穿刺个数
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hitcd:number, // 持续伤害的伤害间隔(秒)
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@@ -195,57 +193,57 @@ export interface SkillConfig {
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export const SkillSet: Record<number, SkillConfig> = {
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5000:{uuid:5000,name:"反伤",sp_name:"thorns",icon:"1168",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:0,cd:60,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ap:0,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],info:"反伤",
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},
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// ========== 基础攻击 ========== 6001-6099
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6001: {
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uuid:6001,name:"近战攻击",sp_name:"atk_s1",icon:"1026",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ap:100,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],info:"对前方目标造成100%攻击的伤害",
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},
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6002: {
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uuid:6002,name:"远程攻击",sp_name:"b_arrow_blue",icon:"1135",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ap:100,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],info:"对前方单个目标造成100%攻击的伤害",
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},
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6003: {
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uuid:6003,name:"远程攻击",sp_name:"m_water_ball_1",icon:"1126",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:100,cd:5,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,with:90,
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ap:100,hit_num:1,hit:2,hitcd:0.3,speed:720,with:90,
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ready:8001,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision,
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buffs:[],info:"对前方单个目标造成100%攻击的伤害",
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},
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6004: {
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uuid:6004,name:"蓄力一击",sp_name:"atk_s4",icon:"1173",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:100,cd:3,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ap:100,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],info:"对前方目标造成150%攻击的伤害",
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},
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// ========== 基础buff ========== 6100-6199
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6100: {
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uuid:6100,name:"治疗",sp_name:"buff_wind",icon:"1292",TGroup:TGroup.Self,SType:SType.heal,act:"atk",DTType:DTType.single,
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ap:30,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],info:"治疗自己,回复30%最大生命值",
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},
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6101:{
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uuid:6101,name:"魔法盾",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,SType:SType.shield,act:"atk",DTType:DTType.single,
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ap:30,cd:7,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],info:"获得30%最大生命值的护盾,持续60秒",
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},
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6102:{
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uuid:6102,name:"强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,SType:SType.buff,act:"atk",DTType:DTType.single,
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ap:30,cd:10,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[10001],info:"增加目标10%攻击力,持续30秒",
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},
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6103:{
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uuid:6103,name:"群体强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,SType:SType.buff,act:"atk",DTType:DTType.range,
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ap:30,cd:10,t_num:3,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[10011],info:"增加目标10%攻击力,持续30秒",
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},
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@@ -253,14 +251,14 @@ export const SkillSet: Record<number, SkillConfig> = {
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6201: {
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uuid:6201, name:"怪物近战", sp_name:"atk_s1", icon:"3036",
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TGroup:TGroup.Enemy, SType:SType.damage, act:"atk", DTType:DTType.single,
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ap:100, cd:1, t_num:1, hit_num:1, hit:1, hitcd:0.2, speed:0, with:0, // 怪物近战特殊距离
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ap:100, hit_num:1, hit:1, hitcd:0.2, speed:0, with:0, // 怪物近战特殊距离
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ready:0, EAnm:0, DAnm:9001, RType:RType.fixed, EType:EType.animationEnd,
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buffs:[], info:"怪物基础近战攻击",
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},
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6203: {
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uuid:6203, name:"怪物射击", sp_name:"arrow_1", icon:"3039",
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TGroup:TGroup.Enemy, SType:SType.damage, act:"atk", DTType:DTType.single,
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ap:80, cd:2, t_num:1, hit_num:1, hit:1, hitcd:0.2, speed:800, with:0, // 怪物远程特殊距离
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ap:80, hit_num:1, hit:1, hitcd:0.2, speed:800, with:0, // 怪物远程特殊距离
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ready:0, EAnm:0, DAnm:9001, RType:RType.linear, EType:EType.collision,
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buffs:[], info:"怪物基础远程攻击",
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},
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@@ -151,7 +151,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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if (a.lane !== b.lane) return a.lane - b.lane;
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return a.dis - b.dis;
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});
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const maxTargets = Math.max(GameConst.Skill.MIN_TARGET_COUNT, config.t_num || 1);
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const maxTargets = Math.max(GameConst.Skill.MIN_TARGET_COUNT, 1);
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return list.slice(0, maxTargets).map(item => item.view);
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}
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}
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@@ -130,7 +130,6 @@ export class SkillView extends CCComp {
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const targetName = target.ent.get(HeroAttrsComp)?.hero_name ?? "未知目标";
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mLogger.log(this.debugMode, 'SkillView', `[skillView] 伤害 [${this.group}][${casterName}][${this.sData.casterEid}]的 [${this.SConf.name}]对 [${target.box_group}][ ${targetName}][${target.ent.eid}]`);
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// if(this.sData.hit_count > this.SConf.hit_num) return 不能超出 最大伤害数量
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// 使用伤害队列系统处理伤害
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DamageQueueHelper.addDamageToEntity(
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target.ent,
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