refactor(skill): 优化技能碰撞检测逻辑并移除重复命中检查
- 移除hitTargets集合及相关重复命中检查逻辑 - 改进碰撞检测日志输出,增加安全性检查 - 清理注释掉的旧攻击逻辑代码 - 在reset方法中添加碰撞器事件解绑
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@@ -30,7 +30,6 @@ export class SkillView extends CCComp {
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sData:SDataCom=null;
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s_uuid:number=1001
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// 已命中目标追踪,防止重复伤害
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private hitTargets: Set<string> = new Set();
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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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@@ -49,24 +48,28 @@ export class SkillView extends CCComp {
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}
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onBeginContact (seCol: Collider2D, oCol: Collider2D) {
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const targetId = oCol.uuid;
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if(this.hitTargets.has(targetId)) return; // 已经命中过,跳过
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// 记录命中目标
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// if (!this.SConf) return;
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// if(this.SConf.EType!=EType.collision) return
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if(oCol.group == seCol.group) return
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let target = oCol.getComponent(HeroViewComp)
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if(target == null) return;
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let model=target.ent.get(HeroAttrsComp)
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console.log(`[skillView] 碰撞3`,oCol.group,seCol.group,model);
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if(model == null) return
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if(model.is_dead) return
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if(this.sData.fac == model.fac) return;
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// 检查是否已经命中过这个目标
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console.log(`[skillView] 碰撞5[${this.sData.caster.box_group}][${this.sData.caster.ent.get(HeroAttrsComp).hero_name}][${this.sData.caster.ent.eid}]的[${this.group}] [${this.SConf.name}]碰撞了 [${oCol.group}][ ${oCol.getComponent(HeroViewComp).ent.get(HeroAttrsComp).hero_name}][${oCol.getComponent(HeroViewComp).ent.eid}]`);
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this.hitTargets.add(targetId);
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this.apply_damage(target)
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// 安全获取双方信息用于日志
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const casterName = this.sData.caster?.ent?.get(HeroAttrsComp)?.hero_name ?? '未知施法者';
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const casterEid = this.sData.caster?.ent?.eid ?? '未知EID';
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const targetView = oCol.getComponent(HeroViewComp);
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const targetName = targetView?.ent?.get(HeroAttrsComp)?.hero_name ?? '非英雄对象';
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const targetEid = targetView?.ent?.eid ?? '未知EID';
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console.log(`[skillView] 碰撞1 [${this.sData.caster.box_group}][${casterName}][${casterEid}]的[${seCol.group}]:[${this.SConf.name}][${this.ent.eid}]碰撞了 [${oCol.group}]:[ ${targetName}][${targetEid}]`);
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// 基本空值与同组过滤
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if (!this.sData || !this.SConf) {
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console.warn('[SkillView] onBeginContact 缺少 sData 或 SConf,忽略此次碰撞');
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return;
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}
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if (oCol.group === seCol.group) return;
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// 不是 HeroViewComp,直接忽略
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if (!targetView) return;
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let model = targetView.ent.get(HeroAttrsComp);
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// console.log(`[skillView] 碰撞3`, oCol.group, seCol.group, model);
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if (!model) return;
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if (model.is_dead) return;
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if (this.sData.fac == model.fac) return;
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// 检查是否已经命中过这个目标(日志安全输出)
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this.apply_damage(targetView)
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}
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onAnimationFinished(){
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@@ -74,70 +77,59 @@ export class SkillView extends CCComp {
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this.ent.destroy()
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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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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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enemys=ecs.query(ecs.allOf(MonMoveComp))
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}else{
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enemys=ecs.query(ecs.allOf(HeroMoveComp))
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}
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let IRTargets: HeroViewComp[] = []
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// 收集范围内所有敌方目标
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enemys.some(e => {
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const view = e.get(HeroViewComp);
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const model=e.get(HeroAttrsComp)
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const distance = Math.abs(this.node.position.x - view.node.position.x);
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if(distance <= dis&&!model.is_dead) {
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IRTargets.push(view);
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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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// 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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// enemys=ecs.query(ecs.allOf(MonMoveComp))
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// }else{
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// enemys=ecs.query(ecs.allOf(HeroMoveComp))
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// }
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// let IRTargets: HeroViewComp[] = []
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// // 收集范围内所有敌方目标
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// enemys.some(e => {
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// const view = e.get(HeroViewComp);
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// const model=e.get(HeroAttrsComp)
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// const distance = Math.abs(this.node.position.x - view.node.position.x);
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// if(distance <= dis&&!model.is_dead) {
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// IRTargets.push(view);
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// }
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});
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// 根据配置的hit_num决定攻击模式
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const hitNum = SkillSet[this.s_uuid].hit_num || 0;
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if(hitNum > 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(IRTargets.length > 0) {
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// 按距离排序(从近到远)
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IRTargets.sort((a, b) => {
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const distanceA = Math.abs(this.node.position.x - a.node.position.x);
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const distanceB = Math.abs(this.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(hitNum, IRTargets.length);
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const sTargets = IRTargets.slice(0, maxTargets);
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sTargets.forEach(target => {
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this.apply_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(IRTargets.length > 0) {
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IRTargets.forEach(target => {
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this.apply_damage(target, true);
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});
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}
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}
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}
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// });
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// // 根据配置的hit_num决定攻击模式
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// const hitNum = SkillSet[this.s_uuid].hit_num || 0;
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// if(hitNum > 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(IRTargets.length > 0) {
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// // 按距离排序(从近到远)
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// IRTargets.sort((a, b) => {
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// const distanceA = Math.abs(this.node.position.x - a.node.position.x);
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// const distanceB = Math.abs(this.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(hitNum, IRTargets.length);
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// const sTargets = IRTargets.slice(0, maxTargets);
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// sTargets.forEach(target => {
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// this.apply_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(IRTargets.length > 0) {
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// IRTargets.forEach(target => {
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// this.apply_damage(target, true);
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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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// 检查是否已经命中过这个目标(除非是范围伤害)
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const targetId = target.node.uuid;
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if(!is_range && this.hitTargets.has(targetId)) {
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return; // 已经命中过,跳过
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}
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// 记录命中目标(除非是范围伤害)
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if(!is_range) {
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this.hitTargets.add(targetId);
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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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// 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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DamageQueueHelper.addDamageToEntity(
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@@ -149,10 +141,21 @@ export class SkillView extends CCComp {
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// 更新技能命中次数
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this.sData.hit_count++
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// 检查技能是否应该销毁
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if( this.sData.hit_count>=(this.SConf.hit+ this.sData.Attrs[Attrs.PUNCTURE])&&(this.SConf.DTType!=DTType.range)&&(this.SConf.EType!=EType.animationEnd)&&(this.SConf.EType!=EType.timeEnd)) this.ent.destroy// 技能命中次数
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if (
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this.sData.hit_count >= (this.SConf.hit + this.sData.Attrs[Attrs.PUNCTURE]) &&
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(this.SConf.DTType != DTType.range) &&
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(this.SConf.EType != EType.animationEnd) &&
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(this.SConf.EType != EType.timeEnd)
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) {
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this.ent.destroy(); // 技能命中次数达到上限后销毁
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}
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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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this.node.destroy();
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}
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}
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