通过帧事件 实现技能的范围伤害完善
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@@ -97,9 +97,11 @@ export class Skill extends ecs.Entity {
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// 设置技能组件属性
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Object.assign(SComp, {
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s_uuid: uuid,
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dis:config.dis,
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AType: config.AType,
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speed: config.speed,
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atk_count: 0,
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hit_num:config.hit_num, //目前设定 根据技能不一样,几十
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startPos: startPos,
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targetPos: targetPos,
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caster: caster,
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@@ -27,6 +27,7 @@ export class SkillCom extends CCComp {
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scale:number = 1;
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angle:number = 0;
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atk_count:number = 0;
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hit_num:number=0; // 范围攻击的 伤害个数
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is_destroy:boolean = false;
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enemys:any = [];
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AType: number = 0; // 运动类型
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@@ -40,6 +41,7 @@ export class SkillCom extends CCComp {
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caster:any=null;
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distance_x:number=0;
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distance_y:number=0;
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dis:number=0;
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ap:number=0;
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buV:number=0;
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buC:number=0;
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@@ -1,6 +1,8 @@
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import { _decorator } from "cc";
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import { _decorator, UI, UITransform } from "cc";
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import { ecs } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroViewComp } from "../../hero/HeroViewComp";
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import { SkillCom } from "../SkillCom";
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const { ccclass, property } = _decorator;
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@@ -14,6 +16,50 @@ export class AtkComComp extends CCComp {
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// this.on(ModuleEvent.Cmd, this.onHandler, this);
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}
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public atk(args:any){
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let skill=this.node.getComponent(SkillCom)
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let dis=this.node.getComponent(UITransform).width/2
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let targetsInRange: HeroViewComp[] = []
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// 收集范围内所有敌方目标
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ecs.query(ecs.allOf(HeroViewComp)).some(e => {
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const view = e.get(HeroViewComp);
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if(view.fac!=skill.fac) {
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const distance = Math.abs(skill.node.position.x - view.node.position.x);
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if(distance <= dis) {
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targetsInRange.push(view);
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}
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}
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});
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// 根据skill.hit_num决定攻击模式
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if(skill.hit_num > 0) {
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// 限制目标数量:按距离排序,选择最近的N个目标
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if(targetsInRange.length > 0) {
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// 按距离排序(从近到远)
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targetsInRange.sort((a, b) => {
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const distanceA = Math.abs(skill.node.position.x - a.node.position.x);
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const distanceB = Math.abs(skill.node.position.x - b.node.position.x);
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return distanceA - distanceB;
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});
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// 限制目标数量
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const maxTargets = Math.min(skill.hit_num, targetsInRange.length);
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const selectedTargets = targetsInRange.slice(0, maxTargets);
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selectedTargets.forEach(target => {
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skill.single_damage(target, false);
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});
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}
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} else {
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// 范围伤害:对所有范围内目标造成伤害
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if(targetsInRange.length > 0) {
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targetsInRange.forEach(target => {
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skill.single_damage(target, false);
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});
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}
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}
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}
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/** 全局消息逻辑处理 */
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// private onHandler(event: string, args: any) {
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// switch (event) {
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