伤害系统有问题,打算放弃
This commit is contained in:
@@ -8,9 +8,7 @@ import { smc } from './game/common/SingletonModuleComp';
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import { Initialize } from './game/initialize/Initialize';
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import { EcsPositionSystem } from './game/common/ecs/position/EcsPositionSystem';
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import { EcsSkillSystem } from './game/skill/EcsSkillSystem';
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import { DamageSystem } from './game/damage/DamageSystem';
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import { DamageShowSystem } from './game/damage/DamageShowSystem';
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import { BattleEndSystem } from './game/battle/BattleEndSystem';
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const { ccclass, property } = _decorator;
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@@ -21,12 +19,6 @@ export class Main extends Root {
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protected async run() {
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smc.initialize = ecs.getEntity<Initialize>(Initialize);
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smc.vmAdd()
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ecs.System.init(
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DamageSystem,
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DamageShowSystem,
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BattleEndSystem,
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// ...其他系统...
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);
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}
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protected initGui() {
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oops.gui.init(UIConfigData);
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9
assets/script/common.meta
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9
assets/script/common.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "1.2.0",
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"importer": "directory",
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"imported": true,
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"uuid": "7df2a856-04db-4d7e-8c91-90db8e4e63e9",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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24
assets/script/game/battle/BattleEndSystem.ts
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24
assets/script/game/battle/BattleEndSystem.ts
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@@ -0,0 +1,24 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { BattleState } from "./BattleStateComp";
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import { DamageResult } from "../damage/DamageComp";
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@ecs.register('BattleEndSystem')
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export class BattleEndSystem extends ecs.ComblockSystem {
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filter(): ecs.IMatcher {
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return ecs.allOf(BattleState);
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}
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update(e: ecs.Entity) {
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const state = e.get(BattleState);
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if (state.isEnded) {
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// 清理所有残留伤害组件
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ecs.query(ecs.allOf(DamageResult)).forEach(entity => {
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entity.remove(DamageResult);
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});
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// 重置战斗状态
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state.isEnded = false;
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}
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}
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}
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@@ -3,7 +3,6 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { BattleState } from "./BattleStateComp";
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import { smc } from "../common/SingletonModuleComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { DamageResult } from "../damage/DamageComp";
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@ecs.register('BattleManager')
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export class BattleManager extends ecs.Entity {
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@@ -72,12 +71,6 @@ export class BattleManagerSystem extends ecs.ComblockSystem {
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private onBattleEnd(entity: ecs.Entity) {
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// 发放奖励、保存进度等
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const state = entity.get(BattleState); // 清理所有残留伤害组件
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ecs.query(ecs.allOf(DamageResult)).forEach(entity => {
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entity.remove(DamageResult);
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});
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// 重置战斗状态
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state.isEnded = false;
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entity.destroy();
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}
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}
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@@ -1,3 +1,4 @@
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import { Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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export enum DamageType {
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@@ -15,6 +16,7 @@ export class DamageRequest extends ecs.Comp {
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damageType: number = 1; // 伤害类型
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canCrit: boolean = true; // 是否可暴击
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ignoreDefense: boolean = false; // 是否忽略防御
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delay: number = 0; // 新增延迟时间属性
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reset() {
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this.source = null!;
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@@ -23,19 +25,24 @@ export class DamageRequest extends ecs.Comp {
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this.damageType = 1;
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this.canCrit = true;
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this.ignoreDefense = false;
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this.delay = 0;
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}
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}
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/** 伤害结果组件 */
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/** 伤害结果组件 */
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@ecs.register('DamageResult')
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export class DamageResult extends ecs.Comp {
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finalDamage: number = 0;
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isCrit: boolean = false;
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isDodged: boolean = false;
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value: number = 0; // 伤害数值
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isCrit: boolean = false; // 是否暴击
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isDodged: boolean = false; // 是否闪避
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delay: number = 0; // 显示延迟(秒)
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position: Vec3 = new Vec3();// 显示位置
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reset(finalDamage: number = 0, isCrit: boolean = false, isDodged: boolean = false) {
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this.finalDamage = finalDamage;
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this.isCrit = isCrit;
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this.isDodged = isDodged;
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reset() {
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this.value = 0;
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this.isCrit = false;
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this.isDodged = false;
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this.delay = 0;
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this.position.set(0, 0, 0);
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}
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}
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@@ -1,21 +1,96 @@
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import { _decorator, NodePool, Node, Label, Color, tween, Vec3, instantiate, Prefab, resources } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { DamageResult } from "./DamageComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { DamageText } from "./DamageText";
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@ecs.register('DamageShowSystem')
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export class DamageShowSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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export class DamageShowSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate{
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private _pool: NodePool = new NodePool();
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private _timers: Set<number> = new Set();
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private _prefab: Prefab | null = null;
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init() {
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// 使用原生资源加载
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resources.load("game/skills/damageText", Prefab, (err, prefab) => {
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if (err) {
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console.error("预制体加载失败:", err);
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return;
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}
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this._prefab = prefab;
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console.log("预制体加载成功:", this._prefab);
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// 初始化对象池
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for (let i = 0; i < 10; i++) {
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const node = instantiate(this._prefab!);
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this._pool.put(node);
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}
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});
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}
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filter(): ecs.IMatcher {
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return ecs.allOf(DamageResult, HeroViewComp);
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return ecs.allOf(DamageResult);
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}
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update(e: ecs.Entity) {
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const res = e.get(DamageResult);
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const view = e.get(HeroViewComp);
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// 显示伤害数字
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view.showDamage(res.finalDamage, res.isCrit);
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// 移除已处理的伤害结果组件
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this.scheduleShow(res);
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e.remove(DamageResult);
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}
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private scheduleShow(res: DamageResult) {
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const timer = setTimeout(() => {
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let node = this._pool.get();
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if (!node || !node.isValid) {
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node = instantiate(this._prefab);
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}
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const damageText = node.getComponent(DamageText);
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if (!damageText) {
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console.error("Damage text prefab must have DamageText component!");
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return;
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}
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this.setupText(node, res);
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this.playAnimation(node, res.position);
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this._timers.delete(timer);
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}, res.delay * 1000);
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this._timers.add(timer);
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}
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private setupText(node: Node, res: DamageResult) {
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const damageText = node.getComponent(DamageText)!;
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const label = damageText.label;
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if (res.isDodged) {
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label.string = "Miss";
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label.color = Color.GRAY;
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return;
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}
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label.string = Math.round(res.value).toString();
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label.color = res.isCrit ? Color.RED : Color.WHITE;
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damageText.playEffect(res.isCrit);
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}
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private playAnimation(node: Node, position: Vec3) {
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node.setPosition(position);
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tween(node)
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.by(0.5, { position: new Vec3(0, 100, 0) })
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.call(() => {
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if (this._pool.size() < 20) { // 控制最大缓存数量
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this._pool.put(node);
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} else {
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node.destroy();
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}
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})
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.start();
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}
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onDestroy() {
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this._timers.forEach(clearTimeout);
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this._pool.clear();
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}
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}
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@@ -2,7 +2,7 @@
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "a9a6c37c-d5c7-4811-bc7a-471c8ed7b022",
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"uuid": "9c86e3d7-f8da-4e74-b180-76fe3f1fda90",
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"files": [],
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"subMetas": {},
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"userData": {}
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@@ -5,15 +5,17 @@ import { DamageRequest, DamageResult } from "./DamageComp";
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@ecs.register('DamageSystem')
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export class DamageSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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private _timers: { [key: string]: number } = {};
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filter(): ecs.IMatcher {
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return ecs.allOf(DamageRequest);
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}
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update(entity: ecs.Entity) {
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const req = entity.get(DamageRequest);
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update(e: ecs.Entity) {
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const req = e.get(DamageRequest);
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const result = this.calculateDamage(req);
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this.applyDamage(req.target, result);
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entity.remove(DamageRequest);
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e.remove(DamageRequest);
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}
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private calculateDamage(req: DamageRequest): DamageResult {
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@@ -24,7 +26,6 @@ export class DamageSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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// 闪避判定
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if (Math.random() < targetView.dodge) {
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const result = new DamageResult();
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result.finalDamage = 0;
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result.isDodged = true;
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return result;
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}
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@@ -45,25 +46,28 @@ export class DamageSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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}
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const result = new DamageResult();
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result.finalDamage = Math.max(0, final);
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result.value = Math.max(0, final);
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result.isCrit = isCrit;
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result.position = req.target.get(HeroViewComp).node.position;
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result.delay = req.delay;
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return result;
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}
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private applyDamage(target: ecs.Entity, result: DamageResult) {
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const view = target.get(HeroViewComp);
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view.hp -= result.finalDamage;
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view.hp -= result.value;
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// 添加伤害结果组件
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const comp = target.add(DamageResult);
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comp.finalDamage = result.finalDamage;
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comp.value = result.value;
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comp.isCrit = result.isCrit;
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comp.position = result.position;
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comp.delay = result.delay;
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comp.isDodged = result.isDodged;
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// 触发伤害事件
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oops.message.dispatchEvent("OnDamage", {
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target,
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damage: result.finalDamage,
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damage: result.value,
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isCrit: result.isCrit
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});
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}
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17
assets/script/game/damage/DamageText.ts
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17
assets/script/game/damage/DamageText.ts
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@@ -0,0 +1,17 @@
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import { _decorator, Component, Label, ParticleSystem } from "cc";
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const { ccclass, property } = _decorator;
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@ccclass('DamageText')
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export class DamageText extends Component {
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@property(Label)
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label: Label = null!;
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@property(ParticleSystem)
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critEffect: ParticleSystem = null!;
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playEffect(isCrit: boolean) {
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if (isCrit && this.critEffect) {
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this.critEffect.play();
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}
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}
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}
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9
assets/script/game/damage/DamageText.ts.meta
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9
assets/script/game/damage/DamageText.ts.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "96d1637a-2dfb-4c34-b60c-44144656c616",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -193,7 +193,7 @@ export class HeroViewComp extends CCComp {
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}
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this.hp_less(l_hp,is_crit);
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}
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hp_less(hp: number,is_crit:boolean=false){
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hp_less(hp: number,is_crit:boolean=false,delay:number=0){
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if(this.is_dead) return
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hp=Math.floor(hp)
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this.hp -= hp
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@@ -211,17 +211,7 @@ export class HeroViewComp extends CCComp {
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this.is_dead = true;
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}
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}
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check_less(ap:number,is_crit:boolean,crit_add:number=0){
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let d=this.def/ap
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if(d > 1) d = 1
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let l_hp=ap*(1-d*GameSet.DEF_RATE) //防御最高减免伤害比率计算
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if(is_crit){
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l_hp = l_hp * (150+crit_add)/100
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}
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let luck = RandomManager.instance.getRandomInt(-10,10)
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l_hp=l_hp*(100+luck)/100
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return Math.ceil(l_hp)
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}
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/**
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* 检查并处理英雄受到的减益效果(debuff)。
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* 根据技能的不同减益类型,执行相应的逻辑,如冰冻、燃烧等。
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9
assets/script/game/map/MapView.ts.meta
Normal file
9
assets/script/game/map/MapView.ts.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "3748c53e-6b9b-479f-aba0-87fc123ce161",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -1,12 +1,16 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroSkillSystem } from "./HeroSkillSystem";
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import { DamageSystem } from "../damage/DamageSystem";
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import { BattleManagerSystem } from "../battle/BattleManager";
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import { BattleEndSystem } from "../battle/BattleEndSystem";
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export class EcsSkillSystem extends ecs.System {
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constructor() {
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super();
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this.add(new HeroSkillSystem());
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this.add(new DamageSystem());
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this.add(new BattleManagerSystem());
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this.add(new BattleEndSystem());
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}
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@@ -206,6 +206,7 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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req.source = caster;
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req.target = target;
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req.baseValue = caster.get(HeroViewComp).ap * (config.ap / 100);
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req.delay = config.hited; // 添加命中延迟时间(秒)用于同步动画与伤害
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// 播放技能特效
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caster.get(HeroViewComp).playSkillEffect(config.uuid);
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