fix: 移除技能配置中已弃用的穿刺次数字段
移除 SkillConfig 接口中的 pct 字段及相关计算逻辑,该字段已不再使用。 更新 max_hit_count 的计算,直接使用 cAttrsComp.puncture 替代之前包含 addPct 的 totalPuncture。
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@@ -95,7 +95,7 @@
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},
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},
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"_lpos": {
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"_lpos": {
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"__type__": "cc.Vec3",
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"__type__": "cc.Vec3",
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"x": 0,
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"x": -59.861,
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"y": 0,
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"y": 0,
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"z": 0
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"z": 0
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},
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},
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@@ -108,8 +108,8 @@
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},
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},
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"_lscale": {
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"_lscale": {
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"__type__": "cc.Vec3",
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"__type__": "cc.Vec3",
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"x": 0.8,
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"x": 1.2,
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"y": 0.8,
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"y": 1.2,
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"z": 1
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"z": 1
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},
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},
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"_mobility": 0,
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"_mobility": 0,
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@@ -349,7 +349,7 @@
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"_size": {
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"_size": {
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"__type__": "cc.Size",
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"__type__": "cc.Size",
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"width": 30,
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"width": 30,
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"height": 10
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"height": 100
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},
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},
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"_id": ""
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"_id": ""
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},
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},
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@@ -181,8 +181,7 @@ export interface SkillConfig {
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frz?:number, // 额外冰冻概率
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frz?:number, // 额外冰冻概率
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stn?:number, // 额外眩晕概率
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stn?:number, // 额外眩晕概率
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bck?:number, // 额外击退概率
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bck?:number, // 额外击退概率
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slw?:number, // 额外减速概率
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slw?:number, // 额外减速概
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pct?:number, // 额外穿刺次数
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buffs:number[], // 对施法者的buff配置列表(Buff UUID 列表)
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buffs:number[], // 对施法者的buff配置列表(Buff UUID 列表)
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debuffs:number[], // 对目标的debuff配置列表(Buff UUID 列表)
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debuffs:number[], // 对目标的debuff配置列表(Buff UUID 列表)
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call_hero?:number, // 召唤技能召唤英雄id(可选)
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call_hero?:number, // 召唤技能召唤英雄id(可选)
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@@ -197,8 +197,6 @@ export class Skill extends ecs.Entity {
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const addStn = config.stn ?? 0;
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const addStn = config.stn ?? 0;
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const addBck = config.bck ?? 0;
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const addBck = config.bck ?? 0;
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const addSlw = config.slw ?? 0;
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const addSlw = config.slw ?? 0;
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const addPct = config.pct ?? 0;
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const totalPuncture = cAttrsComp.puncture + addPct;
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sDataCom.Attrs[Attrs.ap] = cAttrsComp.ap;
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sDataCom.Attrs[Attrs.ap] = cAttrsComp.ap;
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sDataCom.Attrs[Attrs.critical] = cAttrsComp.critical + addCrt;
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sDataCom.Attrs[Attrs.critical] = cAttrsComp.critical + addCrt;
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sDataCom.Attrs[Attrs.critical_dmg] = cAttrsComp.critical_dmg;
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sDataCom.Attrs[Attrs.critical_dmg] = cAttrsComp.critical_dmg;
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@@ -206,14 +204,13 @@ export class Skill extends ecs.Entity {
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sDataCom.Attrs[Attrs.stun_chance] = cAttrsComp.stun_chance + addStn;
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sDataCom.Attrs[Attrs.stun_chance] = cAttrsComp.stun_chance + addStn;
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sDataCom.Attrs[Attrs.back_chance] = cAttrsComp.back_chance + addBck;
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sDataCom.Attrs[Attrs.back_chance] = cAttrsComp.back_chance + addBck;
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sDataCom.Attrs[Attrs.slow_chance] = cAttrsComp.slow_chance + addSlw;
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sDataCom.Attrs[Attrs.slow_chance] = cAttrsComp.slow_chance + addSlw;
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sDataCom.Attrs[Attrs.puncture] = totalPuncture;
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sDataCom.Attrs[Attrs.puncture_dmg] = cAttrsComp.puncture_dmg;
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sDataCom.Attrs[Attrs.puncture_dmg] = cAttrsComp.puncture_dmg;
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sDataCom.s_uuid=s_uuid
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sDataCom.s_uuid=s_uuid
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sDataCom.fac=cAttrsComp.fac
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sDataCom.fac=cAttrsComp.fac
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sDataCom.ext_dmg=ext_dmg
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sDataCom.ext_dmg=ext_dmg
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sDataCom.hit_count = 0
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sDataCom.hit_count = 0
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sDataCom.max_hit_count = Math.max(1, config.hit_count + totalPuncture)
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sDataCom.max_hit_count = Math.max(1, config.hit_count + cAttrsComp.puncture)
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SView.init();
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SView.init();
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}
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}
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