feat(skill): 优化技能碰撞检测逻辑并添加攻击帧计数
- 在SkillView中缓存碰撞体引用并添加攻击帧计数器 - 实现攻击帧事件中动态开启碰撞检测 - 非持续碰撞类型技能在造成伤害后立即关闭碰撞检测 - 清理资源时取消所有定时器 - 调整技能预制体碰撞体位置和大小 - 注释掉Main.ts中的物理调试绘制代码
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@@ -12,9 +12,9 @@ const { ccclass, property } = _decorator;
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@ccclass('Main')
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export class Main extends Root {
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start() {
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PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
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// PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
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// |EPhysics2DDrawFlags.Pair
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|EPhysics2DDrawFlags.CenterOfMass
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// |EPhysics2DDrawFlags.CenterOfMass
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// |EPhysics2DDrawFlags.Joint
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// |EPhysics2DDrawFlags.Shape;
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}
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@@ -3,13 +3,9 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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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 { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet";
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import { BoxSet, FacSet } from "../common/config/GameSet";
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import { SDataCom } from "./SDataCom";
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import { SMoveDataComp } from "./SMoveComp";
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import { Attrs } from "../common/config/HeroAttrs";
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import { MonMoveComp } from "../hero/MonMove";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { HeroMoveComp } from "../hero/HeroMove";
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import { DamageQueueHelper } from "../hero/DamageQueueComp";
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const { ccclass, property } = _decorator;
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@@ -29,16 +25,19 @@ export class SkillView extends CCComp {
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SConf:SkillConfig=null;
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sData:SDataCom=null;
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s_uuid:number=1001
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private collider: Collider2D = null; // 缓存碰撞体引用
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private attackFrameCount: number = 0; // 攻击帧计数器
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private maxAttackFrames: number = 1; // 最大攻击帧数,可配置
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// 已命中目标追踪,防止重复伤害
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start() {
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this.SConf = SkillSet[this.s_uuid]
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this.sData=this.ent.get(SDataCom)
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this.anim=this.node.getComponent(Animation)
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this.node.active = true;
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let collider = this.getComponent(Collider2D);
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if(collider) {
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collider.group = this.group;
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collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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this.collider = this.getComponent(Collider2D);
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if(this.collider) {
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this.collider.group = this.group;
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this.collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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}
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if(this.node.getComponent(Animation)){
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let anim = this.node.getComponent(Animation);
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@@ -78,7 +77,15 @@ export class SkillView extends CCComp {
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}
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}
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// //动画帧事件 atk 触发
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// public atk(args:any){
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public atk(args:any){
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this.attackFrameCount++;
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// 开启碰撞检测
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if(this.collider) {
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this.collider.enabled = true;
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console.log(`[SkillView] [${this.SConf?.name}] 第${this.attackFrameCount}次攻击帧开启碰撞检测`);
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}
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// let dis=this.node.getComponent(UITransform).width/2
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// let enemys:any=[]
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// if( this.sData.fac==FacSet.HERO){
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@@ -123,12 +130,18 @@ export class SkillView extends CCComp {
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// });
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// }
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// }
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// }
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}
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//伤害应用
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apply_damage(target:HeroViewComp,is_range:boolean=false){
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if(target == null) return;
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if (!this.SConf) return;
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// 对于非持续碰撞类型的技能,在造成伤害后立即关闭碰撞检测
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// 这样可以避免同一帧内的重复伤害
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if(this.SConf.EType !== EType.collision && this.collider) {
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this.collider.enabled = false;
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console.log(`[SkillView] [${this.SConf.name}] 伤害后关闭碰撞检测`);
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}
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// console.log(`[skillView] 伤害 [${this.group}][${this.sData.caster.ent.get(HeroAttrsComp).hero_name}][${this.sData.caster.ent.eid}]的 [${this.SConf.name}]对 [${target.box_group}][ ${target.ent.get(HeroAttrsComp).hero_name}][${target.ent.eid}]`);
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// if(this.sData.hit_count > this.SConf.hit_num) return 不能超出 最大伤害数量
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// 使用伤害队列系统处理伤害
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@@ -152,10 +165,12 @@ export class SkillView extends CCComp {
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}
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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reset() {
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const collider = this.getComponent(Collider2D);
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if (collider) {
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collider.off(Contact2DType.BEGIN_CONTACT);
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}
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// 清理碰撞体事件监听
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if (this.collider) {
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this.collider.off(Contact2DType.BEGIN_CONTACT);
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}
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// 取消所有定时器
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this.unscheduleAllCallbacks();
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this.node.destroy();
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}
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}
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