1. 调整proc_skill触发时机为施法出手时判定,一次施法仅判定一次,与命中/弹道数无关 2. 移除HeroAtkSystem中旧的proc_skill触发逻辑,新增SCastSystem的tryProcSkill方法 3. 更新技能配置注释、编辑器文案与文档说明,同步调整服务端技能描述显示 4. 全局设置Element Plus组件为small尺寸,优化编辑器UI布局 5. 清理冗余的proc_skill快照传递逻辑,移除unused的reviveOptions计算属性
37 lines
1.2 KiB
TypeScript
37 lines
1.2 KiB
TypeScript
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { BoxSet } from "../common/config/GameSet";
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import { TimedDebuffSnapshot } from "../hero/DamageQueueComp";
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/** 业务层对象 */
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//技能数据
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@ecs.register('SDataCom')
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export class SDataCom extends ecs.Comp {
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/** 业务层组件移除时,重置所有数据为默认值 */
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Attrs:any=null
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casterEid: number = -1; // 施法者实体ID,用于安全校验
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group:BoxSet=BoxSet.HERO
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fac: number = 0; // 0:hero 1:monster
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s_uuid:number=0
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skill_lv:number=0
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ext_dmg:number=0 //额外伤害
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dmg_ratio:number=1 //伤害比例
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hit_count:number=0 //击中数量
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max_hit_count:number=0 //最大可命中次数
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/** 命中后对敌 debuff(由 Skill.load 从合并后配置快照;DamageEvent 透传给 HeroAtkSystem 结算) */
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timed_debuff?: TimedDebuffSnapshot;
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reset() {
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this.Attrs=null
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this.group=BoxSet.HERO
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this.fac=0
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this.s_uuid=0
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this.skill_lv=0
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this.casterEid = -1;
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this.hit_count=0
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this.max_hit_count=0
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this.ext_dmg=0
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this.dmg_ratio=1
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this.timed_debuff=undefined
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}
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}
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