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    技巧组件 - 管理战斗动作和技能

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    "[REFLECT_ENTITY]": Optional<Actor> = ...
    "[REFLECT_MANAGER]"?: ComponentManager
    allowTick: boolean = false

    是否允许tick更新

    duration: number = 0

    动作已持续时间

    move:
        | Move
        | ((name: string) => Move)
        | ((name: string) => boolean)
        | {
            block: {
                left: string;
                middle: string;
                right: string;
                vertical: string;
            };
            blocked: { left: string; middle: string; right: string; vertical: string };
            execution: { cutHead: string };
            executionNoGore: { cutHead: string };
            hit: { left: string; middle: string; right: string; vertical: string };
            knockdown: string;
            parried: { left: string; middle: string; right: string; vertical: string };
            parry: { left: string; middle: string; right: string; vertical: string };
        }
        | { block: string; blocked: string; parry: string }
        | (<T extends DefaultMoves>(init: StateKey<T>) => void)
        | (<T extends DefaultMoves>(state: StateKey<T>, obj: any) => void)
        | (
            <T extends DefaultMoves>(
                state: StateKey<T>,
                transitionName: StateKey<T>,
                transition: TransitionTypeOption,
            ) => void
        ) = ...

    当前动作

    Type Declaration

    • Move
    • (name: string) => Move
        • (name: string): Move
        • 获取指定名称的动作

          Parameters

          • name: string

          Returns Move

    • (name: string) => boolean
        • (name: string): boolean
        • 检查是否存在指定名称的动作

          Parameters

          • name: string

          Returns boolean

    • {
          block: { left: string; middle: string; right: string; vertical: string };
          blocked: { left: string; middle: string; right: string; vertical: string };
          execution: { cutHead: string };
          executionNoGore: { cutHead: string };
          hit: { left: string; middle: string; right: string; vertical: string };
          knockdown: string;
          parried: { left: string; middle: string; right: string; vertical: string };
          parry: { left: string; middle: string; right: string; vertical: string };
      }
    • { block: string; blocked: string; parry: string }
    • <T extends DefaultMoves>(init: StateKey<T>) => void
    • <T extends DefaultMoves>(state: StateKey<T>, obj: any) => void
    • <T extends DefaultMoves>(
          state: StateKey<T>,
          transitionName: StateKey<T>,
          transition: TransitionTypeOption,
      ) => void
    moveName: string = emptyHandTrick.entry

    当前动作名称

    trick: TrickModule = emptyHandTrick

    绑定的技巧模块

    tricks: Map<string, TrickModule> = ...

    所有注册的技巧模块

    Methods