refactor(skill): 调整技能触发枚举的存放位置与使用方式
将SkillTriggerType枚举从GameEvent.ts迁移到heroSet.ts,统一管理技能触发相关配置,同时更新所有引用该枚举的文件路径,优化代码结构与维护性
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@@ -79,12 +79,3 @@ export enum GameEvent {
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RemoveSkillBox = "RemoveSkillBox", // 技能盒销毁事件
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}
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/** 触发技能类型枚举 */
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export enum SkillTriggerType {
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Call = 'call', // 召唤时触发
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Dead = 'dead', // 死亡时触发
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FStart = 'fstart', // 战斗开始时触发
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FEnd = 'fend', // 战斗结束时触发
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Atking = 'atking', // 攻击时触发
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Atked = 'atked' // 受击时触发
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}
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@@ -75,16 +75,40 @@ export enum MonStart {
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/**
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call 召唤后触发 降临
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dead 死亡后触发 遗志
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fstart 战斗开始 先手
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fend 战斗结束 终战
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field 驻场 光环
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atking 攻击后触发 追击
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atked 受击后触发 反击
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revive 复活触发 涅槃
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* 特殊触发技能类型
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*/
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export enum SkillTriggerType {
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Call = "call", // 召唤后触发 降临
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Dead = "dead", // 死亡后触发 遗志
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FStart = "fstart", // 战斗开始 先手
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FEnd = "fend", // 战斗结束 终战
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Field = "field", // 驻场 光环
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Atking = "atking", // 攻击后触发 追击
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Atked = "atked", // 受击后触发 反击
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Revive = "revive", // 复活触发 涅槃
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}
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**/
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export const SkillTriggerName = {
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[SkillTriggerType.Call]: "降临",
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[SkillTriggerType.Dead]: "遗志",
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[SkillTriggerType.FStart]: "先手",
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[SkillTriggerType.FEnd]: "终战",
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[SkillTriggerType.Field]: "光环",
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[SkillTriggerType.Atking]: "追击",
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[SkillTriggerType.Atked]: "反击",
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[SkillTriggerType.Revive]: "涅槃",
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}
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export const SkillTriggerDesc = {
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[SkillTriggerType.Call]: "召唤时:",
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[SkillTriggerType.Dead]: "死亡时:",
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[SkillTriggerType.FStart]: "战斗开始时:",
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[SkillTriggerType.FEnd]: "战斗结束时:",
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[SkillTriggerType.Field]: "驻场时:",
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[SkillTriggerType.Atking]: "攻击后时:",
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[SkillTriggerType.Atked]: "受击后时:",
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[SkillTriggerType.Revive]: "复活时:",
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}
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/**
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* 英雄/怪物基础信息接口
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@@ -101,14 +125,14 @@ export interface heroInfo {
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type: HType; // 攻击定位(近战/中程/远程)
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hp: number; // 生命值上限
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ap: number; // 攻击力
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call?:{s_uuid:number, t_num:number, overrides?: SkillOverrides}[]; // 召唤后触发的技能配置
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dead?:{s_uuid:number, t_num:number, overrides?: SkillOverrides}[]; // 死亡后触发的技能配置
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fstart?:{s_uuid:number, t_num:number, overrides?: SkillOverrides}[]; // 战斗开始时释放的技能配置
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fend?:{s_uuid:number, t_num:number, overrides?: SkillOverrides}[]; // 战斗结束时释放的技能配置
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field?:number[]; // 驻场技能uuid列表,英雄在场时对全局生效
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atking?:{s_uuid:number, t_num:number, overrides?: SkillOverrides}[]; // 普通攻击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的普攻次数
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atked?:{s_uuid:number, t_num:number, overrides?: SkillOverrides}[]; // 受击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的受击次数
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revive?:{s_uuid:number,r_num:number,upr:number}; // 复活技能配置,s_uuid: 技能id, r_num: 触发所需的复活次数, upr 等级对复活次数的影响
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[SkillTriggerType.Call]?:{s_uuid:number, t_num:number, overrides?: SkillOverrides}[]; // 召唤后触发的技能配置
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[SkillTriggerType.Dead]?:{s_uuid:number, t_num:number, overrides?: SkillOverrides}[]; // 死亡后触发的技能配置
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[SkillTriggerType.FStart]?:{s_uuid:number, t_num:number, overrides?: SkillOverrides}[]; // 战斗开始时释放的技能配置
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[SkillTriggerType.FEnd]?:{s_uuid:number, t_num:number, overrides?: SkillOverrides}[]; // 战斗结束时释放的技能配置
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[SkillTriggerType.Field]?:number[]; // 驻场技能uuid列表,英雄在场时对全局生效
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[SkillTriggerType.Atking]?:{s_uuid:number, t_num:number, overrides?: SkillOverrides}[]; // 普通攻击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的普攻次数
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[SkillTriggerType.Atked]?:{s_uuid:number, t_num:number, overrides?: SkillOverrides}[]; // 受击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的受击次数
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[SkillTriggerType.Revive]?:{s_uuid:number,r_num:number,upr:number}; // 复活技能配置,s_uuid: 技能id, r_num: 触发所需的复活次数, upr 等级对复活次数的影响
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dis?: number; // 攻击距离(像素)
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speed?: number; // 移动速度(像素/秒)
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skills: Record<number, HSkillInfo> ; // 携带技能ID列表
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@@ -6,7 +6,8 @@ import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet";
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import { HeroInfo, HeroPos, resolveFormationTargetX } from "../common/config/heroSet";
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import { GameEvent, SkillTriggerType } from "../common/config/GameEvent";
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import { GameEvent } from "../common/config/GameEvent";
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import { SkillTriggerType } from "../common/config/heroSet";
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import { SkillTriggerHelper } from "./SkillTriggerHelper";
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import { Attrs} from "../common/config/HeroAttrs";
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import { MoveComp } from "./MoveComp";
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@@ -9,7 +9,8 @@ import { DamageQueueComp, DamageEvent } from "./DamageQueueComp";
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import { smc } from "../common/SingletonModuleComp";
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import { HeroInfo } from "../common/config/heroSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent, SkillTriggerType } from "../common/config/GameEvent";
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import { GameEvent } from "../common/config/GameEvent";
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import { SkillTriggerType } from "../common/config/heroSet";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { mLogger } from "../common/Logger";
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@@ -1,5 +1,5 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroDisVal, HeroInfo, HSkillInfo, HType } from "../common/config/heroSet";
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import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType } from "../common/config/heroSet";
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import { mLogger } from "../common/Logger";
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { FacSet, FightSet } from "../common/config/GameSet";
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@@ -36,13 +36,13 @@ export class HeroAttrsComp extends ecs.Comp {
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skills: Record<number, HSkillInfo> = {};
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// ==================== 触发类技能 ====================
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call?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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dead?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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atking?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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atked?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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revive?: {s_uuid: number, r_num: number, upr: number};
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[SkillTriggerType.Call]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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[SkillTriggerType.Dead]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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[SkillTriggerType.FStart]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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[SkillTriggerType.FEnd]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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[SkillTriggerType.Atking]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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[SkillTriggerType.Atked]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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[SkillTriggerType.Revive]?: {s_uuid: number, r_num: number, upr: number};
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// ==================== 特殊属性 ====================
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critical: number = 0; // 暴击率
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@@ -8,7 +8,8 @@ import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { MoveComp } from "./MoveComp";
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import { MonMoveComp } from "./MonMoveComp";
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import { GameEvent, SkillTriggerType } from "../common/config/GameEvent";
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import { GameEvent } from "../common/config/GameEvent";
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import { SkillTriggerType } from "../common/config/heroSet";
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import { SkillTriggerHelper } from "./SkillTriggerHelper";
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/** 怪物实体:负责怪物对象池复用、属性初始化、入场动画与回收 */
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@ecs.register(`Monster`)
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@@ -9,7 +9,8 @@ import { HeroDisVal, HeroInfo, HType } from "../common/config/heroSet";
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import { Attrs } from "../common/config/HeroAttrs";
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import { BoxSet, FacSet, FightSet } from "../common/config/GameSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent, SkillTriggerType } from "../common/config/GameEvent";
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import { GameEvent } from "../common/config/GameEvent";
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import { SkillTriggerType } from "../common/config/heroSet";
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import { SkillTriggerHelper } from "./SkillTriggerHelper";
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import { MissionEconomy } from "../map/MissionEconomy";
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@@ -1,5 +1,6 @@
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent, SkillTriggerType } from "../common/config/GameEvent";
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import { GameEvent } from "../common/config/GameEvent";
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import { SkillTriggerType } from "../common/config/heroSet";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { FacSet } from "../common/config/GameSet";
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@@ -62,7 +62,7 @@ export class HInfoComp extends CCComp {
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/** 英雄名字节点 */
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@property(Node)
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Name_node=null!
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/** 高品质边框 */
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@property(Node)
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info_node=null!
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@@ -33,7 +33,8 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { GameEvent, SkillTriggerType } from "../common/config/GameEvent";
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import { GameEvent } from "../common/config/GameEvent";
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import { SkillTriggerType } from "../common/config/heroSet";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { SkillTriggerHelper } from "../hero/SkillTriggerHelper";
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import { UIID } from "../common/config/GameUIConfig";
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