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- /** @format */
- import {EntityIndex} from '../lib/Const'
- import {IBuffConfig} from '../../config/BuffConfig'
- import {IEntryConfig} from '../../config/EntryConfig'
- import {ENTRY} from '../../enums/Enum'
- import {idNum} from '../../proto/typedef'
- import {IBaseAttr} from '../../interface/GlobalInterface'
- import {IZumabuffConfig} from '../../config/ZumabuffConfig'
- /** @format */
- //攻击效果
- export interface IAttackEffect {
- //是否暴击
- isCrit: boolean
- //是否是背刺
- isBack: boolean
- // 溅射伤害
- sputter?: number
- }
- //TODO 战斗信息对象重构成继承式
- export interface FightInfo {
- //造成伤害的敌人
- enemy: EntityIndex
- //掉血量
- reduceHp: number
- //造成暴击
- isCritical: boolean
- //加血的友军
- friend: EntityIndex
- //加血量
- addHp: number
- }
- export interface IBuff {
- readonly buffCfg: IBuffConfig
- //倒计时
- countDown: number
- //正计时 处理一些每秒触发加血,扣血buff
- countUp: number
- // buff 修改的attr数值
- curAttrChangeNum: number[]
- //buff伤害帧完成
- hurtFrameCompleted: boolean
- //buff伤害帧次数
- hurtTimes: number
- //buff免疫某个技能次数
- immuneTimes: number
- //施放这个buff的对象的基础值
- createBaseAttr: IBaseAttr
- //buff特效数组
- aniEntityArr: EntityIndex[]
- }
- //攻击数值对象
- export interface IFightData extends IBaseAttr {
- //临时值
- nowHP?: number
- shieldHP?: number
- attackNum?: number //攻击次数
- killNum?: number //杀人次数
- //角色对象
- roleEntity?: EntityIndex
- //词条
- entryMap: Map<ENTRY, EntryObj>
- buffs: IBuff[]
- }
- export interface EntryObj {
- type: ENTRY
- profession: number[]
- num: number
- numArr: number[][]
- }
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