feat: 添加击退效果相关逻辑

1. 新增击退概率、击退距离、击退抗性属性配置
2. 实现击退判定与击退位移逻辑,整合进受击流程
3. 重构后退方法支持自定义击退距离参数
This commit is contained in:
walkpan
2026-05-14 22:52:27 +08:00
parent e97f2b0c48
commit fdc5979484
6 changed files with 47 additions and 24 deletions

View File

@@ -191,7 +191,12 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// 冰冻判定
const freezeChance = damageEvent.Attrs[Attrs.freeze_chance] || 0;
const isFrost = !TAttrsComp.isFrost() && this.checkChance(freezeChance);
// ✅ 触发视图层表现(伤害数字、受击动画、冰冻)
// 击退判定
const knockbackChance = (damageEvent.Attrs[Attrs.knockback_chance] || 0) - (TAttrsComp.knockback_res || 0);
const isKnockback = this.checkChance(knockbackChance);
// ✅ 触发视图层表现(伤害数字、受击动画、冰冻、击退)
if (targetView) {
targetView.do_atked(damage, isCrit, damageEvent.s_uuid, false);
targetView.playEnd(skillConf.endAnm);
@@ -199,6 +204,9 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
TAttrsComp.toFrost();
targetView.in_iced(TAttrsComp.frost_end_time);
}
if (isKnockback) {
targetView.back(damageEvent.Attrs[Attrs.knockback_distance] || 0);
}
}