mirror of
https://gitee.com/jisol/jisol-game/
synced 2025-11-07 23:06:03 +00:00
重构继承关系
This commit is contained in:
@@ -1,20 +1,15 @@
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import { _decorator, sp } from "cc";
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import GObject, { GTowards } from "../GObject";
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import { JNFrameInfo } from "../../../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame";
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import GFSMBattle from "../fsm/base/GFSMBattle/GFSMBattle";
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import { GFSMBattleAmin, GFSMBattleAminEnum } from "../fsm/base/GFSMBattle/GFSMBattleAmin";
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import { Vec2 } from "cc";
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import { v3 } from "cc";
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import { GTactical } from "../../entity/GTactical";
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import { JEasing, JTween } from "../../../../../extensions/ngame/assets/ngame/sync/frame/game/tween/JNFrameTween";
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import { v2 } from "cc";
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import { app } from "../../../App";
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import { TableGRoleAttack } from "../../../../resources/config/ts/TableGRoleAttack";
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import { GAttack, GAttackBase } from "../attack/GAttack";
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import { TableGRole } from "../../../../resources/config/ts/TableGRole";
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import { TableGRoleSkill } from "../../../../resources/config/ts/TableGRoleSkill";
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import { GSkill, GSkillBase, GSkillState } from "../../skill/GSkill";
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import JNSkeleton from "../../../../../extensions/ngame/assets/ngame/sync/frame/game/spine/JNFrameSkeleton";
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import { GFSMAnimBase } from "../fsm/GFSMAnimBase";
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import GFSMBase from "../fsm/GFSMBase";
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import { app } from "../../../App";
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const { ccclass, property } = _decorator;
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export enum GRoleAnimEvent{
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@@ -28,19 +23,13 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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spine:JNSkeleton;
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//角色
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role:TableGRole
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//角色技能
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skills:GSkillBase[] = [];
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//角色类型
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type:number;
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role:TableGRole;
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//状态机
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fsm:GFSMBattle;
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fsm:GFSMBase;
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//动画状态机
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fsmAnim:GFSMBattleAmin;
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fsmAnim:GFSMAnimBase;
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//玩家攻击范围
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range:number = 100;
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@@ -48,20 +37,6 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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//移动速度
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moveSpeed:number = 80;
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//在阵容中的下标
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tacticalIndex:number;
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//阵容
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_tactical:GTactical;
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get tactical(){return this._tactical};
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set tactical(value:GTactical){
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this.setTowards(value.towards);
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this._tactical = value;
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}
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//阵容位置
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_tacticalPos:Vec2;
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get tacticalPos(){ return this._tacticalPos}
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set tacticalPos(value:Vec2){ this._tacticalPos = value}
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//血量
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blood:number = 100;
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fullBlood:number = 100;
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@@ -71,8 +46,6 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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get isDie(){ return this._isDie}
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set isDie(value:boolean){
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this._isDie = value;
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//设置死亡状态
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this.fsmAnim.isDie = value;
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}
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//受击回调
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@@ -85,7 +58,7 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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//添加受击回调
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addAttackCallback(fun:Function){this.attackCallbacks.push(fun)};
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get():GRoleBase<T>{
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get():this{
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if(this.isDie) return null;
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return this;
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}
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@@ -99,41 +72,23 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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return;
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}
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// this.spine.debugBones = true;
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this.bind(this.role);
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//创建角色状态机
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this.fsm = this.fsmCreate();
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//创建角色动画状态机
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this.fsmAnim = this.fsmAnimCreate();
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//监听攻击
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this.fsmAnim.addEventListener(GRoleAnimEvent.Attack,this.onAttack.bind(this));
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//监听死亡击飞
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this.fsmAnim.addStartListener(GFSMBattleAminEnum.Fly,this.onFly.bind(this));
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}
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//设置角色
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bind(role:TableGRole){
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//初始化
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protected init(role:TableGRole){
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if(this.spine)
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this.spine.skeletonData = app.role.skData[role.id];
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this.range = role.roleAttackRange; //设置攻击范围
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this.role = role; //设置角色
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// 设置技能
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this.skills = role.roleSkillIds.map(skillId => {
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let info = TableGRoleSkill.getConfig(skillId);
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return (new GSkill[info.skillController]()).bind(this,info);
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})
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}
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//创建一个状态机
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protected abstract fsmCreate():GFSMBattle;
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protected abstract fsmCreate():GFSMBase;
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//创建一个动画状态机
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protected abstract fsmAnimCreate():GFSMBattleAmin;
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protected abstract fsmAnimCreate():GFSMAnimBase;
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onSyncUpdate(dt: number,frame:JNFrameInfo, input?: T){
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@@ -141,9 +96,6 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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this.fsm && this.fsm.onUpdate(dt / 1000);
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this.fsmAnim && this.fsmAnim.onUpdate(dt / 1000);
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//更新技能
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this.skills.forEach(skill => skill.onUpdate(dt));
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}
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//向目标点移动
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@@ -188,29 +140,6 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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}
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}
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//攻击
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onAttack(){
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if(!this.fsm.enemy) return;
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//敌人扣血
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let info = TableGRoleAttack.getConfig(this.role.id);
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(new GAttack[info.attackWay]()).attack(this,info);
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this.attackCallbacks.forEach(fun => fun());
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}
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//释放技能 每一次只能释放一次
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onSkill():boolean{
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for (const item of this.skills) {
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if(item.isRelease()){
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//如果可以释放则释放
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item.release();
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return true;
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}
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}
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return false;
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}
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//受击
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onHit(){
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// return;
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@@ -236,66 +165,6 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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}
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}
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//击飞
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onFly(){
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if(this.nId == 1)
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console.log("onFly");
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let vWorld = this.node.worldPosition;
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let vEndWorld = this.getWorldBackLen(v2(1500,500));
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this.JTween(vWorld)
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.to({x:vEndWorld.x},1000)
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.onUpdate(pos => this.node.worldPosition = pos)
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.start();
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this.JTween(vWorld)
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.to({y:vEndWorld.y},1000)
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.easing(JEasing.Circular.Out)
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.onUpdate(pos => this.node.worldPosition = vWorld)
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.start();
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}
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//恢复阵容朝向
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onRecoverTacticalTowards(){
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this.setTowards(this.tactical.towards);
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}
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//过滤敌人
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filterEnemy(roles:GRoleBase<{}>[] = []){
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return roles.filter(role => role.type != this.type);
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}
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//判断是否可以释放技能
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isReleaseSkill():boolean{
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for (const skill of this.skills) {
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if(skill.isRelease()){
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return true;
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}
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}
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return false;
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}
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//释放技能
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onReleaseSkill():boolean{
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for (const skill of this.skills) {
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if(skill.isRelease()){
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skill.release();
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return true;
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}
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}
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return false;
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}
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//是否正在释放技能
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isReleasingSkill():boolean {
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for (const skill of this.skills) {
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if(skill.state() == GSkillState.Releasing){
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return true;
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}
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}
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return false;
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}
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}
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