feat(天赋系统): 重构天赋系统并添加新天赋效果

- 重构天赋类型和效果枚举,简化触发条件分类
- 添加天赋buff数组支持叠加效果计算
- 实现多种新天赋效果包括风怒、溅射、护盾等
- 修改熟练天赋触发条件从3次改为10次攻击
This commit is contained in:
2025-11-18 16:46:13 +08:00
parent ab8bb01dee
commit 7b067213c0
4 changed files with 140 additions and 50 deletions

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@@ -21,7 +21,7 @@
击退: 普通攻击3次后, 获得5%的击退率(可叠加,触发清零) :击退收到伤害的目标, cd减少5点, 击退: 普通攻击3次后, 获得5%的击退率(可叠加,触发清零) :击退收到伤害的目标, cd减少5点,
会心: 普通攻击1次后, 获得5%的暴击率(可叠加,触发清零) 会心: 普通攻击1次后, 获得5%的暴击率(可叠加,触发清零)
熟练: 普通攻击3次后, 获得5%的机率(触发特效前效果可以叠加)触发2次一般技能 熟练: 普通攻击10次后, 获得2次一般技能触发2次
反击: 被攻击3次后, 给于目标50%的伤害 反击: 被攻击3次后, 给于目标50%的伤害
护盾: 被攻击3次后获得20%生命值护盾 护盾: 被攻击3次后获得20%生命值护盾

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@@ -4,42 +4,32 @@ import { Attrs } from "./HeroAttrs";
/** /**
* 天赋类型枚举,也是触发条件 * 天赋类型枚举,也是触发条件
*/ */
export enum TalType { export enum TriType {
LUP_1 = 1, // 等级升级1级触发 LUP = 1, // 等级升触发
LUP_5 = 2, // 等级升级5级触发 ATK = 2, //普通攻击触发
LUP_10 = 3, // 等级升级10级触发 DMG = 3, // 受伤触发
ATK_1 = 4, //普通攻击1次触发 SKILL = 4, // 技能触发
ATK_3 = 5, // 普通攻击3次触发 HPL = 5, // 失去生命值触发
ATK_5 = 6, // 普通攻击5次触发 HPA = 6, // 获得生命值触发
DMG_1 = 7, // 受伤1次触发 INIT = 7, // 初始触发,如:多1个技能
DMG_3 = 8, // 受伤3次触发 DEAD = 8 // 基于死亡触发
DMG_5 = 9, // 受伤5次触发
SKILL_1 = 10, // 技能1次触发
SKILL_3 = 11, // 技能3次触发
SKILL_5 = 12, // 技能5次触发
LHP_50 = 13, // 失去生命值50%触发
LHP_30 = 14, // 失去生命值30%触发
AHP_100 = 15, // 获得生命值100%触发
AHP_200 = 16, // 获得生命值200%触发
INIT = 17, // 初始触发,如:多1个技能
DEAD = 18 // 基于死亡触发
} }
/**
* 触发效果
*/
export enum TalETag {
Wfuny = 1, // 风怒
}
export enum TalEffet { export enum TalEffet {
DMG=1, // 伤害 DMG=1, // 伤害
ATTR=2, // 属性hp,mp数值持久添加 HP=2, // 回血 百分比
BUFF = 3, // 暴击率,闪避率等,可叠加的触发后清零 MP=3, //回蓝 百分比
STATS=3, // 状态 BUFF = 4, // 暴击率,闪避率等,可叠加的触发后清零
N_ATK = 4, // 下n次普通攻击 需要特殊处理 STATS=5, // 状态
N_SKILL=5, // 下n次技能攻击 需要特殊处理 N_ATK = 6, // 下n次普通攻击暴击
N_SKILL=7, // 下n次技能攻击暴击
WFUNY=8, // 风怒
SPLASH=9, // 溅射
D_SKILL=10, //两次技能
SHIELD=11, // 护盾
LDMG=12, // 减伤
} }
export enum TalTarget { export enum TalTarget {
@@ -48,6 +38,7 @@ export enum TalTarget {
} }
export enum TalAttrs { export enum TalAttrs {
NON=0,
FREEZE_CHANCE=Attrs.FREEZE_CHANCE, // 冰冻概率 FREEZE_CHANCE=Attrs.FREEZE_CHANCE, // 冰冻概率
STUN_CHANCE=Attrs.STUN_CHANCE, // 冰冻概率 STUN_CHANCE=Attrs.STUN_CHANCE, // 冰冻概率
BACK_CHANCE=Attrs.BACK_CHANCE, // 击退概率 BACK_CHANCE=Attrs.BACK_CHANCE, // 击退概率
@@ -62,11 +53,11 @@ export enum TalAttrs {
export interface ItalConf { export interface ItalConf {
uuid: number; // 天赋ID uuid: number; // 天赋ID
name: string; // 天赋名称 name: string; // 天赋名称
type: TalType; triType: TriType;
target: TalTarget; target: TalTarget;
effet: TalEffet; effet: TalEffet;
value: number; // 触发的效果值如增加10%攻击力, 触发的技能uuid,增加1个技能uuid value: number; // 触发的效果值如增加10%攻击力, 触发的技能uuid,增加1个技能uuid
attrs:TalAttrs //触发的 attrs?:TalAttrs //触发的attrs效果的对应attrs
Trigger:number //触发值 Trigger:number //触发值
desc: string; // 天赋描述(说明触发条件和效果) desc: string; // 天赋描述(说明触发条件和效果)
} }
@@ -88,7 +79,44 @@ export interface ItalConf {
* 4. 技能触发类:当特定条件满足时自动触发指定技能 * 4. 技能触发类:当特定条件满足时自动触发指定技能
*/ */
export const talConf: Record<number, ItalConf> = { export const talConf: Record<number, ItalConf> = {
7001:{uuid:7001,name:"风怒",type:TalType.ATK_3,target:TalTarget.ENEMY,effet:TalEffet.DMG,value:150,Trigger:3,desc:"普通攻击3次后, 给于目标150%的伤害"}, /*** 普通攻击触发 ***/
7001:{uuid:7001,name:"风怒",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.WFUNY,value:150,attrs:TalAttrs.NON,
desc:"普通攻击3次后, 给于目标150%的伤害"},
7002:{uuid:7002,name:"溅射",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.SPLASH,value:50,attrs:TalAttrs.NON,
desc:"普通攻击3次后, 会对目标100码内的敌人造成30%伤害"},
7003:{uuid:7003,name:"回血",triType:TriType.ATK,Trigger:3,target:TalTarget.SELF,effet:TalEffet.HP,value:1,attrs:TalAttrs.NON,
desc:"普通攻击3次后, 会回复10%的生命值"},
7004:{uuid:7004,name:"回蓝",triType:TriType.ATK,Trigger:3,target:TalTarget.SELF,effet:TalEffet.MP,value:1,attrs:TalAttrs.NON,
desc:"普通攻击3次后, 会回复10%的蓝值"},
7005:{uuid:7005,name:"冰冻",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.FREEZE_CHANCE,
desc:"普通攻击3次后, 获得5%的冻结率"},
7006:{uuid:7006,name:"沉默",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.SILENCE_CHANCE,
desc:"普通攻击3次后, 获得5%的沉默率"},
7007:{uuid:7007,name:"击退",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.BACK_CHANCE,
desc:"普通攻击3次后, 获得5%的击退率"},
7008:{uuid:7008,name:"会心",triType:TriType.ATK,Trigger:3,target:TalTarget.SELF,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.CRITICAL,
desc:"普通攻击3次后, 获得5%的暴击率"},
7009:{uuid:7009,name:"眩晕",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.STUN_CHANCE,
desc:"普通攻击3次后, 获得5%的眩晕率"},
7010:{uuid:7010,name:"熟练",triType:TriType.ATK,Trigger:10,target:TalTarget.SELF,effet:TalEffet.D_SKILL,value:2,attrs:TalAttrs.NON,
desc:"普通攻击10次后, 获得下2次一般技能触发2次"},
/*** 受伤触发 ***/
7101:{uuid:7101,name:"反击",triType:TriType.DMG,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.DMG,value:50,attrs:TalAttrs.NON,
desc:"被攻击3次后, 给于目标50%的伤害"},
7102:{uuid:7102,name:"护盾",triType:TriType.DMG,Trigger:3,target:TalTarget.SELF,effet:TalEffet.SHIELD,value:20,attrs:TalAttrs.NON,
desc:"被攻击3次后, 获得20%的生命值护盾"},
7103:{uuid:7103,name:"减伤",triType:TriType.DMG,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.LDMG,value:50,attrs:TalAttrs.NON,
desc:"被攻击3次后, 下1次伤害减50%"},
/*** 失去血量触发 ***/
7201:{uuid:7201,name:"背水",triType:TriType.HPL,Trigger:50,target:TalTarget.SELF,effet:TalEffet.N_ATK,value:10,attrs:TalAttrs.NON,
desc:"每失去50%生命值,获得下10次普通攻击暴击"},
/*** 升级触发 ***/
7301:{uuid:7301,name:"勤勉",triType:TriType.LUP,Trigger:1,target:TalTarget.SELF,effet:TalEffet.N_ATK,value:10,attrs:TalAttrs.NON,
desc:"每升1级,获得下5次技能暴击"},
}; };

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@@ -3,6 +3,7 @@ import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
import { BuffConf } from "../common/config/SkillSet"; import { BuffConf } from "../common/config/SkillSet";
import { HeroInfo, AttrSet } from "../common/config/heroSet"; import { HeroInfo, AttrSet } from "../common/config/heroSet";
import { HeroSkillsComp } from "./HeroSkills"; import { HeroSkillsComp } from "./HeroSkills";
import { talConf, TalAttrs } from "../common/config/TalSet";
@ecs.register('HeroAttrs') @ecs.register('HeroAttrs')
@@ -42,7 +43,9 @@ export class HeroAttrsComp extends ecs.Comp {
/** 临时型buff数组 - 按时间自动过期 */ /** 临时型buff数组 - 按时间自动过期 */
BUFFS_TEMP: Record<number, Array<{value: number, BType: BType, remainTime: number}>> = {}; BUFFS_TEMP: Record<number, Array<{value: number, BType: BType, remainTime: number}>> = {};
/** 天赋buff数组 - 触发过期,数量可叠加 */
BUFFS_TAL: Record<number, Array<{tal:number,value: number, BType: BType,count:number}>> = {};
// ==================== 标记状态 ==================== // ==================== 标记状态 ====================
is_dead: boolean = false; is_dead: boolean = false;
is_count_dead: boolean = false; is_count_dead: boolean = false;
@@ -70,6 +73,7 @@ export class HeroAttrsComp extends ecs.Comp {
// 清空现有 buff/debuff // 清空现有 buff/debuff
this.BUFFS = {}; this.BUFFS = {};
this.BUFFS_TEMP = {}; this.BUFFS_TEMP = {};
this.BUFFS_TAL = {};
// 获取英雄配置 // 获取英雄配置
const heroInfo = HeroInfo[this.hero_uuid]; const heroInfo = HeroInfo[this.hero_uuid];
@@ -177,6 +181,14 @@ export class HeroAttrsComp extends ecs.Comp {
} }
} }
} }
// 遍历天赋buff数组数值型叠加 value*count
if (this.BUFFS_TAL[attrIndex] && this.BUFFS_TAL[attrIndex].length > 0) {
for (const buff of this.BUFFS_TAL[attrIndex]) {
if (buff.BType === BType.VALUE) {
totalValue += buff.value * buff.count;
}
}
}
// 3. 收集所有百分比型 buff/debuff // 3. 收集所有百分比型 buff/debuff
let totalRatio = 0; let totalRatio = 0;
@@ -197,6 +209,14 @@ export class HeroAttrsComp extends ecs.Comp {
} }
} }
} }
// 遍历天赋buff数组百分比型叠加 value*count
if (this.BUFFS_TAL[attrIndex] && this.BUFFS_TAL[attrIndex].length > 0) {
for (const buff of this.BUFFS_TAL[attrIndex]) {
if (buff.BType === BType.RATIO) {
totalRatio += buff.value * buff.count;
}
}
}
// 4. 根据属性类型计算最终值 // 4. 根据属性类型计算最终值
const attrType = AttrsType[attrIndex]; const attrType = AttrsType[attrIndex];
@@ -408,6 +428,7 @@ export class HeroAttrsComp extends ecs.Comp {
this.NeAttrs = []; this.NeAttrs = [];
this.BUFFS = {}; this.BUFFS = {};
this.BUFFS_TEMP = {}; this.BUFFS_TEMP = {};
this.BUFFS_TAL = {};
// 重置技能距离缓存 // 重置技能距离缓存
this.maxSkillDistance = 0; this.maxSkillDistance = 0;
this.minSkillDistance = 0; this.minSkillDistance = 0;
@@ -423,5 +444,45 @@ export class HeroAttrsComp extends ecs.Comp {
this.atk_count = 0; this.atk_count = 0;
this.atked_count = 0; this.atked_count = 0;
} }
private getTalAttr(tal: number) {
const conf = talConf[tal];
if (!conf) return null;
const attrIndex = conf.attrs ?? TalAttrs.NON;
if (attrIndex === TalAttrs.NON) return null;
const bType = AttrsType[attrIndex as unknown as number];
const value = conf.value;
return { attrIndex: attrIndex as unknown as number, bType, value };
}
addTalBuff(tal: number, count: number = 1) {
const info = this.getTalAttr(tal);
if (!info) return;
const { attrIndex, bType, value } = info;
if (!this.BUFFS_TAL[attrIndex]) this.BUFFS_TAL[attrIndex] = [];
const list = this.BUFFS_TAL[attrIndex];
const exist = list.find(i => i.tal === tal && i.BType === bType);
if (exist) {
exist.count += count;
} else {
list.push({ tal, value, BType: bType, count });
}
this.recalculateSingleAttr(attrIndex);
}
clearTalBuff(tal: number) {
const affected = new Set<number>();
for (const key in this.BUFFS_TAL) {
const idx = parseInt(key);
const list = this.BUFFS_TAL[idx];
if (!list || list.length === 0) continue;
const newList = list.filter(i => i.tal !== tal);
if (newList.length !== list.length) {
this.BUFFS_TAL[idx] = newList;
affected.add(idx);
if (newList.length === 0) delete this.BUFFS_TAL[idx];
}
}
affected.forEach(i => this.recalculateSingleAttr(i));
}
} }

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@@ -1,20 +1,23 @@
import { _decorator } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { BuffConf, SkillSet } from "../common/config/SkillSet"; import { BuffConf, SkillSet } from "../common/config/SkillSet";
import { TalAttrs, TalEffet, TalTarget, TriType } from "../common/config/TalSet";
import { HeroInfo } from "../common/config/heroSet"; import { HeroInfo } from "../common/config/heroSet";
import { HeroViewComp } from "./HeroViewComp"; import { HeroViewComp } from "./HeroViewComp";
const { ccclass } = _decorator;
export interface TalSlot {
uuid: number; // 天赋ID
name: string; // 天赋名称
value: number; // 触发的效果价值
Trigger:boolean //触发值减值
C_Trigger:number //当前值
}
/** /**
* 天赋系统组件类 * 天赋系统组件类
* 继承自 CCComp作为 ECS 架构中的组件存在 * 继承自 CCComp作为 ECS 架构中的组件存在
* 负责管理英雄的天赋系统,包括天赋获取、触发、效果应用等 * 负责管理英雄的天赋系统,包括天赋获取、触发、效果应用等
*/ */
@ccclass('TalComp')
@ecs.register('TalComp', false) @ecs.register('TalComp', false)
export class TalComp extends ecs.Comp { export class TalComp extends ecs.Comp {
/** 英雄视图组件引用,运行时获取避免循环引用 */ /** 英雄视图组件引用,运行时获取避免循环引用 */
@@ -22,17 +25,15 @@ export class TalComp extends ecs.Comp {
private skillCon:any=null; private skillCon:any=null;
/** 英雄唯一标识符,用于从配置中获取英雄信息 */ /** 英雄唯一标识符,用于从配置中获取英雄信息 */
private heroUuid: number = 0; private heroUuid: number = 0;
/** 天赋数组 */
Tals: Record<number, TalSlot> = {};
/** 天赋槽位数组,默认开启2个最多4个 */
start() { TalSlots:number[]=[1,1,0,0]
}
reset() { reset() {
} }
} }