feat(game): 技能基础框架基本搭建完成,下步遇到再完善
- 调整了英雄角色top.prefab节点结构和组件关联,优化层级关系和属性值 - 修改pow、mpb等子节点的组件及位置,提升表现效果 - 更新技能atk_fires.prefab增加了ReadyLoop、SkillTime等新属性 - 调整攻击技能atk_s1.prefab的运行类型及相关时间与计数参数 - 修正atk_s1.prefab目标覆盖配置,完善prefab实例结构 - 精简atk_s_1.prefab的子节点引用,去除冗余id链接,简化资源结构
This commit is contained in:
@@ -148,6 +148,8 @@ export enum Attrs {
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SHIELD_UP = 28, //护盾效果提升
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BURN = 29, //攻击带易伤
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DEBURN = 30, //被攻击易伤
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PUNCTURE=31, // 穿刺次数
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PUNCTURE_DMG=32, //穿刺伤害加成
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}
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@@ -191,6 +193,7 @@ export const AttrsType: Record<Attrs, BType> = {
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[Attrs.DIS]: BType.VALUE, // 攻击距离 - 数值型
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[Attrs.BURN]: BType.VALUE, // 易伤 - 数值型
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[Attrs.DEBURN]: BType.VALUE, // 被攻击易伤 - 数值型
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[Attrs.PUNCTURE]: BType.VALUE, // 穿刺次数 - 数值型
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// ========== 百分比型属性 ==========
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[Attrs.CRITICAL]: BType.RATIO, // 暴击率 - 百分比型
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@@ -214,6 +217,7 @@ export const AttrsType: Record<Attrs, BType> = {
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[Attrs.DBUFF_UP]: BType.RATIO, // debuff效果提升 - 百分比型
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[Attrs.SPEED]: BType.RATIO, // 移动速度加成 - 百分比型
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[Attrs.SHIELD_UP]: BType.RATIO, // 护盾效果提升 - 百分比型
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[Attrs.PUNCTURE_DMG]: BType.RATIO,
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};
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/**
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@@ -384,7 +388,7 @@ export const SkillSet: Record<number, SkillConfig> = {
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},
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6005: {
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uuid:6005,name:"火球术",sp_name:"atk_fires",AtkedType:AtkedType.fire,path:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
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ap:100,cd:5,in:1,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:10,with:90,
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ap:100,cd:5,in:1,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:20,with:90,
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buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"
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},
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6006: {
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@@ -143,15 +143,15 @@ export const HeroInfo: Record<number, heroInfo> = {
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//怪物
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5201:{uuid:5201,name:"兽人战士",path:"mo1", fac:FacSet.MON, kind:1,
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type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6005],
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type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6005],
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buff:[],debuff:[],info:"普通怪物-战士型"},
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5202:{uuid:5202,name:"兽人刺客",path:"mo1", fac:FacSet.MON, kind:1,
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type:HType.remote,lv:1,hp:20,mp:100,map:100,def:5,ap:5,dis:350,cd:1,speed:100,skills:[6001,6005],
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type:HType.remote,lv:1,hp:20,mp:100,map:100,def:5,ap:5,dis:350,cd:1,speed:100,skills:[6005],
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buff:[],debuff:[],info:"普通怪物-战士型"},
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5203:{uuid:5203,name:"兽人护卫",path:"mo3", fac:FacSet.MON, kind:1,
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type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6005],
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type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6005],
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buff:[],debuff:[],info:"普通怪物-战士型"},
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// 5204:{uuid:5204,name:"石卫", path:"mo1", fac:FacSet.MON, kind:1,
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@@ -91,6 +91,12 @@ export class BuffComp extends Component {
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// this.node.getChildByName("top").getChildByName("hp").active = (hp == hp_max) ? false : true;
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}
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mp_show(mp:number,mp_max:number){
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this.node.getChildByName("top").getChildByName("pow").getComponent(ProgressBar).progress = mp/mp_max;
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this.scheduleOnce(()=>{
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this.node.getChildByName("top").getChildByName("pow").getChildByName("mpb").getComponent(ProgressBar).progress = mp/mp_max;
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},0.15)
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}
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update_info_lv(){
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@@ -120,7 +120,7 @@ export class HeroViewComp extends CCComp {
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}
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/* 显示角色血*/
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this.node.getChildByName("top").getChildByName("hp").active = true;
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this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
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this.node.getChildByName("top").getChildByName("pow").active = true;
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}
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// ==================== BUFF系统初始====================
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@@ -494,12 +494,16 @@ export class HeroViewComp extends CCComp {
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this.processDamageQueue();
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// 更新临时 buff/debuff 时间
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this.updateTemporaryBuffsDebuffs(dt);
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this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX])
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this.BUFFCOMP.mp_show(this.mp,this.Attrs[Attrs.MP_MAX])
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this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
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}
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BaseUp(dt:number){
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this.mp += HeroUpSet.MP*dt
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this.hp += HeroUpSet.HP*dt
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if(this.mp > this.Attrs[Attrs.MP_MAX]) this.mp = this.Attrs[Attrs.MP_MAX]
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if(this.hp > this.Attrs[Attrs.HP_MAX]) this.hp = this.Attrs[Attrs.HP_MAX]
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}
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do_fight_end(){
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this.as.do_buff()
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@@ -587,23 +591,15 @@ export class HeroViewComp extends CCComp {
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}
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do_atked(remainingDamage:number,
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crit:number=0,crit_d:number=0,
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burn_count:number=0,burn_value:number=0,
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stun_time:number=0,stun_ratio:number=0,
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frost_time:number=0,frost_ratio:number=0,
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atked_anm:string="atked"
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){
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do_atked(remainingDamage:number,CAttrs:any,s_uuid:number){
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let SConf=SkillSet[s_uuid]
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this.do_atked_trigger()
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if(this.check_dodge()) return
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let is_crit = this.check_crit(crit)
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let is_crit = this.check_crit(CAttrs[Attrs.CRITICAL])
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if(this == null) return;
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let damage = this.count_damage(remainingDamage)
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if(is_crit) {
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100))
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+CAttrs[Attrs.CRITICAL_DMG])/100))
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}
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// console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX])
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damage=this.check_shield(damage)
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@@ -625,12 +621,9 @@ export class HeroViewComp extends CCComp {
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}
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}
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// this.update_vm
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this.back()
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this.showDamage(damage, is_crit,atked_anm);
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this.showDamage(damage, is_crit,SConf.AtkedType);
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}
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//后退
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back(){
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@@ -1,8 +1,8 @@
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import { _decorator, Animation, CCBoolean, Collider2D, Contact2DType, Tween, v3, Vec3 } from "cc";
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import { _decorator, Animation, CCBoolean, Collider2D, Contact2DType, Tween, UITransform, v3, Vec3 } 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 { BezierMove } from "../BezierMove/BezierMove";
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import { DTType, EType, SkillSet, SType } from "../common/config/SkillSet";
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import { Attrs, DTType, EType, SkillSet, SType } from "../common/config/SkillSet";
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { GameEvent } from "../common/config/GameEvent";
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@@ -28,6 +28,7 @@ export class AtkConCom extends CCComp {
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run_time:number = 0;
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// 战斗相关运行时数据
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Attrs:any=null
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hit_count:number = 0;
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// 组件引用
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anim:Animation=null;
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tweenInstance:Tween<any> = null;
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@@ -133,29 +134,16 @@ export class AtkConCom extends CCComp {
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// if(this.hit_count > 0&&!is_range) this.ap=this.ap*(50+this.puncture_damage)/100 // 穿刺后 伤害减半,过滤范围伤害
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if(target == null) return;
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if (!this.Config) return;
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// let ap=this.ap
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// if(this.hit_count > 0 &&!is_range ){
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// ap=ap*(50+this.puncture_damage)/100
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// }
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// target.do_atked(ap,this.caster_crit,this.caster_crit_d,
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// this.burn_count,this.burn_value,
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// this.stun_time,this.stun_ratio,
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// this.frost_time,this.frost_ratio,
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// this.Config.AtkedType
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// ) // ap 及暴击 属性已经在skill.ts 处理
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// // console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
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// if(this.Config.debuff>0){
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// let debuff=this.Config
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// let dev=debuff.deV*(100+this.debuff_value)/100
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// let deR=debuff.deR+this.debuff_up
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// dev=Math.round(dev*100)/100
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// let deC=debuff.deC+this.debuff_count //dec只作为次数叠加
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// // //console.log("[SkillCom]:debuff",this.Config.name,debuff.debuff,deUP.deV,deUP.deC)
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// target.add_debuff(debuff.debuff,dev,deC,deR)
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// }
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// this.hit_count++
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// // console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture)
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// if(this.hit_count>=(this.Config.hit+this.puncture)&&(this.Config.DTType!=DTType.range)&&(this.Config.EType!=EType.animationEnd)&&(this.Config.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
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let damage=Math.floor(this.Attrs[Attrs.AP]*(SkillSet[this.s_uuid].ap/100))
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if(this.hit_count > 0 &&!is_range ){
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let Percentage=Math.pow((50+this.Attrs[Attrs.PUNCTURE_DMG])/100, this.hit_count)
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damage=damage*Percentage
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}
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target.do_atked(damage,this.Attrs,this.s_uuid) // ap 及暴击 属性已经在skill.ts 处理
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// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
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this.hit_count++
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// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture)
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if(this.hit_count>=(this.Config.hit+this.Attrs[Attrs.PUNCTURE])&&(this.Config.DTType!=DTType.range)&&(this.Config.EType!=EType.animationEnd)&&(this.Config.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
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}
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update(deltaTime: number) {
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// 确保配置已初始化(处理 update 可能先于 start 执行的情况)
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@@ -181,7 +169,50 @@ export class AtkConCom extends CCComp {
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this.toDestroy();
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}
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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 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!=this.fac) {
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const distance = Math.abs(this.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(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(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, targetsInRange.length);
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const selectedTargets = targetsInRange.slice(0, maxTargets);
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selectedTargets.forEach(target => {
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this.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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this.single_damage(target, false);
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});
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}
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}
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}
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toDestroy() {
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if(this.is_destroy){
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if (this.ent) {
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@@ -1,4 +1,4 @@
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import { _decorator, CCBoolean, CCInteger, instantiate, Node, Prefab, v3, Vec3 } from "cc";
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import { _decorator, CCBoolean, CCFloat, CCInteger, instantiate, Node, Prefab, v3, Vec3 } 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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@@ -17,23 +17,29 @@ export class SkillViewCom extends CCComp {
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atkPrefab: Prefab = null!
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@property
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hasReady: boolean = false;
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@property
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ReadyLoop: boolean = false // 预备是否循环
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@property({ type: CCFloat })
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SkillTime: number = 0 // 技能控制存续时间时间
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@property({ type: CCFloat })
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ReadyTime: number = 0 // 技能前摇时间
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@property({ type: CCInteger })
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ReadyTime: number = 0
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@property({ type: CCInteger })
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runType: number = 0
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runType: number = 0 //技能运行类型 0-线性 1-贝塞尔 2-开始位置固定 3-目标位置固定
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@property({ type: CCInteger })
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ready_y: number = 0
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@property({ type: CCInteger })
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atk_x: number = 0
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@property({ type: CCInteger })
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atk_y: number = 0
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@property({ type: CCInteger })
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s_count:number=1;
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@property({ type: CCFloat })
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s_interval:number=0.2;
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endTime: number = 0;
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readyFinish: boolean = false;
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caster:HeroViewComp=null!;
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s_uuid:number=0;
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s_count:number=1;
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s_interval:number=0.2;
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s_cd:number=0;
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scale: number = 0;
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cName:string="";
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@@ -60,7 +66,7 @@ export class SkillViewCom extends CCComp {
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}
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doEnd(dt: number) {
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this.endTime += dt
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if(this.endTime >= SkillSet[this.s_uuid].in) {
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if(this.endTime >= this.SkillTime) {
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this.ent.destroy()
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}
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}
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@@ -4,6 +4,7 @@ import { CCComp } from "../../../../../extensions/oops-plugin-framework/assets/m
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import { HeroViewComp } from "../../hero/HeroViewComp";
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import { SkillCom } from "../SkillCom";
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import { AtkConCom } from "../../skill/AtkConCom";
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import { SkillSet } from "../../common/config/SkillSet";
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const { ccclass, property } = _decorator;
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@@ -17,53 +18,7 @@ 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 scom=this.node.getComponent(SkillCom)
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let acom=this.node.getComponent(AtkConCom)
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let skill=scom?scom:acom
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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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// 根据配置的hit_num决定攻击模式
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const hitNum = skill.skillConfig?.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(targetsInRange.length > 0) {
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// 按距离排序(从近到远)
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targetsInRange.sort((a, b) => {
|
||||
const distanceA = Math.abs(skill.node.position.x - a.node.position.x);
|
||||
const distanceB = Math.abs(skill.node.position.x - b.node.position.x);
|
||||
return distanceA - distanceB;
|
||||
});
|
||||
|
||||
// 限制目标数量
|
||||
const maxTargets = Math.min(hitNum, targetsInRange.length);
|
||||
const selectedTargets = targetsInRange.slice(0, maxTargets);
|
||||
|
||||
selectedTargets.forEach(target => {
|
||||
skill.single_damage(target, false);
|
||||
});
|
||||
}
|
||||
} else {
|
||||
// 范围伤害:对所有范围内目标造成伤害
|
||||
if(targetsInRange.length > 0) {
|
||||
targetsInRange.forEach(target => {
|
||||
skill.single_damage(target, false);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** 全局消息逻辑处理 */
|
||||
// private onHandler(event: string, args: any) {
|
||||
// switch (event) {
|
||||
|
||||
Reference in New Issue
Block a user