重新 使用碰撞来处理 抛射型技能逻辑处理
This commit is contained in:
@@ -11,3 +11,8 @@
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- 移除了不必要的屏幕边界检测
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- 优化了技能伤害延迟计算逻辑
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- 为抛物线类型技能添加了基于距离和速度的动态延迟计算
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## 技能系统改进
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- 优化了技能效果延迟时间的计算
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- 添加了目标移动速度的考虑
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- 实现了相向运动时的相对速度计算
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@@ -8,6 +8,8 @@
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- 确保技能行为符合设计意图
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- 实现了抛物线技能的动态伤害延迟计算
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- 保持了其他类型技能的默认延迟时间
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- 在技能系统中实现了相对速度的计算
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- 优化了技能效果的延迟时间计算机制
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## 下一步工作建议
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- 测试 EndAnmCom 组件在不同类型技能上的表现
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@@ -19,3 +21,13 @@
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- 测试抛物线技能在不同距离下的伤害延迟表现
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- 验证伤害时机是否与技能动画同步
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- 考虑是否需要为其他类型技能添加自定义延迟计算
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## 待处理的任务
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- 可能需要添加更复杂的相对运动计算
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- 考虑添加不同角度的相对运动支持
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- 可能需要添加目标加速度的考虑
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## 下一步计划
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1. 验证相对速度计算的准确性
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2. 考虑添加更多运动参数的支持
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3. 可能需要添加碰撞预测功能
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@@ -7,7 +7,6 @@ import { UIConfigData } from './game/common/config/GameUIConfig';
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import { smc } from './game/common/SingletonModuleComp';
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import { Initialize } from './game/initialize/Initialize';
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import { EcsPositionSystem } from './game/common/ecs/position/EcsPositionSystem';
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const { ccclass, property } = _decorator;
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@@ -25,8 +24,7 @@ export class Main extends Root {
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}
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protected async initEcsSystem() {
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oops.ecs.add(new EcsPositionSystem());
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oops.ecs.add(new EcsSkillSystem());
|
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// oops.ecs.add(new EcsPositionSystem());
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// oops.ecs.add(new EcsRoleSystem());
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// oops.ecs.add(new EcsInitializeSystem());
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@@ -76,16 +76,16 @@ info:技能描述
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*/
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export const SkillSet = {
|
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6001:{uuid:6001,name:"凛冬之触",sp_name:"ball_blue",path:"6001",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:1,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"},
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6002:{uuid:6002,name:"烈焰之怒",sp_name:"ball_red",path:"6002",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:1,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人释放火焰弹,造成100%攻击的伤害"},
|
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6003:{uuid:6003,name:"奥术冲击",sp_name:"ball_green",path:"6003",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:1,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人释放魔法弹,造成100%攻击的伤害"},
|
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6004:{uuid:6004,name:"神圣裁决",sp_name:"ball_yellow",path:"6004",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:1,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人释放圣光弹,造成100%攻击的伤害"},
|
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6005:{uuid:6005,name:"破空斩击",sp_name:"patk",path:"6005",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:1,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:50,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"攻击前方直线100码内的敌人造成50%伤害"},
|
||||
6006:{uuid:6006,name:"穿心箭矢",sp_name:"arrow",path:"6006",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:1,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人释放箭矢,造成100%攻击的伤害"},
|
||||
6007:{uuid:6007,name:"铁斧打击",sp_name:"mon_ft",path:"6007",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:1,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
|
||||
6008:{uuid:6008,name:"木棍打击",sp_name:"mon_ly",path:"6008",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:1,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人扔出木棍,造成100%攻击的伤害"},
|
||||
6009:{uuid:6009,name:"飞刀打击",sp_name:"mon_xd",path:"6009",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:1,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"},
|
||||
6010:{uuid:6010,name:"石斧打击",sp_name:"mon_sf",path:"6010",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:1,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
|
||||
6001:{uuid:6001,name:"凛冬之触",sp_name:"ball_blue",path:"6001",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:0,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"},
|
||||
6002:{uuid:6002,name:"烈焰之怒",sp_name:"ball_blue",path:"6002",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:0,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人释放火焰弹,造成100%攻击的伤害"},
|
||||
6003:{uuid:6003,name:"奥术冲击",sp_name:"ball_blue",path:"6003",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:0,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人释放魔法弹,造成100%攻击的伤害"},
|
||||
6004:{uuid:6004,name:"神圣裁决",sp_name:"ball_blue",path:"6004",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:0,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人释放圣光弹,造成100%攻击的伤害"},
|
||||
6005:{uuid:6005,name:"破空斩击",sp_name:"ball_blue",path:"6005",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:0,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:50,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"攻击前方直线100码内的敌人造成50%伤害"},
|
||||
6006:{uuid:6006,name:"穿心箭矢",sp_name:"ball_blue",path:"6006",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:0,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人释放箭矢,造成100%攻击的伤害"},
|
||||
6007:{uuid:6007,name:"铁斧打击",sp_name:"ball_blue",path:"6007",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:0,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
|
||||
6008:{uuid:6008,name:"木棍打击",sp_name:"ball_blue",path:"6008",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:0,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人扔出木棍,造成100%攻击的伤害"},
|
||||
6009:{uuid:6009,name:"飞刀打击",sp_name:"ball_blue",path:"6009",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:0,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"},
|
||||
6010:{uuid:6010,name:"石斧打击",sp_name:"ball_blue",path:"6010",TargetType:1,TargetGroup:3,act:"atk",CdType:1,AnimType:0,endType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
|
||||
6011:{uuid:6011,name:"烈火呼吸",sp_name:"firequan",path:"6011",TargetType:1,TargetGroup:3,act:"max",CdType:2,AnimType:0,endType:1,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:0.5,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"召唤烈焰攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"},
|
||||
6012:{uuid:6012,name:"大火球" ,sp_name:"fire",path:"6012",TargetType:1,TargetGroup:3,act:"max",CdType:2,AnimType:0,endType:1,fname:"max",flash:false,with:50,debuff:2,depb:20,debtime:2,derate:100,in:1,count:1,def:0,apup:0,ap:300,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,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"},
|
||||
6013:{uuid:6013,name:"火墙", sp_name:"firewall",path:"6013",TargetType:1,TargetGroup:3,act:"max",CdType:2,AnimType:4,endType:1,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:10,count:1,def:0,apup:0,ap:50,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"},
|
||||
|
||||
@@ -32,42 +32,42 @@ export const HeroSet = {
|
||||
StartPos:[-300,-350,-350]
|
||||
}
|
||||
export const HeroInfo = {
|
||||
5001:{uuid:5001,name:"神圣守护",path:"k2", quality:3,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:140,skills:[6005],tals:"说明"},
|
||||
5002:{uuid:5002,name:"幻影剑豪",path:"k1", quality:3,kind:2,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:140,skills:[6005],tals:"说明"},
|
||||
5003:{uuid:5003,name:"战争领主",path:"k5", quality:3,kind:2,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:140,skills:[6005],tals:"说明"},
|
||||
5004:{uuid:5004,name:"混沌法师",path:"zh1", quality:3,kind:2,type:2,hp:200,ap:100,dis:500,a_cd:1.5,speed:100,skills:[6003],tals:"说明"},
|
||||
5005:{uuid:5005,name:"火焰法师",path:"zh2", quality:3,kind:2,type:2,hp:200,ap:150,dis:500,a_cd:1.5,speed:120,skills:[6003],tals:"说明"},
|
||||
5006:{uuid:5006,name:"风暴精灵",path:"m4", quality:3,kind:2,type:2,hp:200,ap:150,dis:500,a_cd:1.5,speed:100,skills:[6001],tals:"说明"},
|
||||
5007:{uuid:5007,name:"生命圣者",path:"d1", quality:3,kind:2,type:2,hp:200,ap:100,dis:500,a_cd:1.5,speed:100,skills:[6003],tals:"说明"},
|
||||
5008:{uuid:5008,name:"战争祭祀",path:"d2", quality:3,kind:2,type:2,hp:200,ap:100,dis:500,a_cd:1.5,speed:100,skills:[6003],tals:"说明"},
|
||||
5009:{uuid:5009,name:"暴风射手",path:"a5", quality:3,kind:2,type:1,hp:200,ap:150,dis:400,a_cd:1.2,speed:120,skills:[6006],tals:"说明"},
|
||||
5010:{uuid:5010,name:"苍穹射手",path:"a3", quality:3,kind:1,type:1,hp:200,ap:150,dis:400,a_cd:1.2,speed:120,skills:[6006],tals:"说明"},
|
||||
5011:{uuid:5011,name:"幽灵射手",path:"a4", quality:3,kind:2,type:1,hp:200,ap:150,dis:400,a_cd:1.2,speed:120,skills:[6006],tals:"说明"},
|
||||
5201:{uuid:5201,name:"兽人战士",path:"mor1", quality:1,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:50,skills:[6005],tals:"说明"},
|
||||
5202:{uuid:5202,name:"兽人刺客",path:"mor2", quality:1,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:50,skills:[6005],tals:"说明"},
|
||||
5203:{uuid:5203,name:"兽人护卫",path:"mor3", quality:1,kind:1,type:1,hp:200,ap:150,dis:400,a_cd:1.2,speed:50,skills:[6007],tals:"说明"},
|
||||
5204:{uuid:5204,name:"石卫", path:"mgem1",quality:1,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:50,skills:[6005],tals:"说明"},
|
||||
5205:{uuid:5205,name:"土卫", path:"mgem2",quality:1,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:50,skills:[6005],tals:"说明"},
|
||||
5206:{uuid:5206,name:"树人", path:"mgem3",quality:1,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:50,skills:[6005],tals:"说明"},
|
||||
5207:{uuid:5207,name:"小骷髅", path:"mkl1", quality:1,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:50,skills:[6005],tals:"说明"},
|
||||
5208:{uuid:5208,name:"小骷髅", path:"mkl2", quality:1,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:50,skills:[6005],tals:"说明"},
|
||||
5209:{uuid:5209,name:"小骷髅", path:"mkl3", quality:1,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:50,skills:[6005],tals:"说明"},
|
||||
5210:{uuid:5210,name:"骷髅战士",path:"mkl4", quality:1,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:50,skills:[6005],tals:"说明"},
|
||||
5211:{uuid:5211,name:"骷髅战士",path:"mkl5", quality:1,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:50,skills:[6005],tals:"说明"},
|
||||
5212:{uuid:5212,name:"骷髅战士",path:"mkl6", quality:1,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:50,skills:[6005],tals:"说明"},
|
||||
5213:{uuid:5213,name:"骷髅射手",path:"mkla1",quality:1,kind:1,type:1,hp:200,ap:150,dis:400,a_cd:1.2,speed:50,skills:[6005],tals:"说明"},
|
||||
5214:{uuid:5214,name:"骷髅射手",path:"mkla2",quality:1,kind:1,type:1,hp:200,ap:150,dis:400,a_cd:1.2,speed:50,skills:[6005],tals:"说明"},
|
||||
5215:{uuid:5215,name:"骷髅射手",path:"mkla3",quality:1,kind:1,type:1,hp:200,ap:150,dis:400,a_cd:1.2,speed:50,skills:[6005],tals:"说明"},
|
||||
5216:{uuid:5216,name:"元素1", path:"my1", quality:2,kind:1,type:2,hp:200,ap:150,dis:500,a_cd:1.5,speed:50,skills:[6001],tals:"说明"},
|
||||
5217:{uuid:5217,name:"元素2", path:"my2", quality:2,kind:1,type:2,hp:200,ap:150,dis:500,a_cd:1.5,speed:50,skills:[6002],tals:"说明"},
|
||||
5218:{uuid:5218,name:"元素3", path:"my3", quality:2,kind:1,type:2,hp:200,ap:150,dis:500,a_cd:1.5,speed:50,skills:[6003],tals:"说明"},
|
||||
5219:{uuid:5219,name:"牛头战士",path:"mn1", quality:2,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:50,skills:[6005],tals:"说明"},
|
||||
5220:{uuid:5220,name:"牛头战士",path:"mn2", quality:1,kind:1,type:1,hp:200,ap:150,dis:400,a_cd:1.2,speed:50,skills:[6010],tals:"说明"},
|
||||
5221:{uuid:5221,name:"牛头战士",path:"mn3", quality:1,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:50,skills:[6005],tals:"说明"},
|
||||
5222:{uuid:5222,name:"独眼巨人",path:"md1", quality:1,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:50,skills:[6005],tals:"说明"},
|
||||
5223:{uuid:5223,name:"独眼巨人",path:"md2", quality:1,kind:1,type:0,hp:200,ap:100,dis:180,a_cd:1,speed:50,skills:[6008],tals:"说明"},
|
||||
5224:{uuid:5224,name:"独眼巨人",path:"md3", quality:1,kind:1,type:1,hp:200,ap:150,dis:400,a_cd:1.2,speed:50,skills:[6005],tals:"说明"},
|
||||
5225:{uuid:5225,name:"精英独眼",path:"md4", quality:3,kind:1,type:2,hp:200,ap:150,dis:500,a_cd:1,speed:50,skills:[6009],tals:"说明"},
|
||||
5226:{uuid:5226,name:"精英牛头",path:"mn4", quality:3,kind:1,type:2,hp:200,ap:150,dis:500,a_cd:1,speed:50,skills:[6010],tals:"说明"},
|
||||
5227:{uuid:5227,name:"精英兽人",path:"mor4", quality:3,kind:1,type:2,hp:200,ap:150,dis:500,a_cd:1,speed:50,skills:[6009],tals:"说明"}
|
||||
5001:{uuid:5001,name:"神圣守护",path:"k2", quality:3,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5002:{uuid:5002,name:"幻影剑豪",path:"k1", quality:3,kind:2,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5003:{uuid:5003,name:"战争领主",path:"k5", quality:3,kind:2,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5004:{uuid:5004,name:"混沌法师",path:"zh1", quality:3,kind:2,type:2,hp:200,ap:10,dis:500,a_cd:1.5,speed:500,skills:[6003],tals:"说明"},
|
||||
5005:{uuid:5005,name:"火焰法师",path:"zh2", quality:3,kind:2,type:2,hp:200,ap:15,dis:500,a_cd:1.5,speed:500,skills:[6003],tals:"说明"},
|
||||
5006:{uuid:5006,name:"风暴精灵",path:"m4", quality:3,kind:2,type:2,hp:200,ap:15,dis:500,a_cd:1.5,speed:500,skills:[6001],tals:"说明"},
|
||||
5007:{uuid:5007,name:"生命圣者",path:"d1", quality:3,kind:2,type:2,hp:200,ap:10,dis:500,a_cd:1.5,speed:500,skills:[6003],tals:"说明"},
|
||||
5008:{uuid:5008,name:"战争祭祀",path:"d2", quality:3,kind:2,type:2,hp:200,ap:10,dis:500,a_cd:1.5,speed:500,skills:[6003],tals:"说明"},
|
||||
5009:{uuid:5009,name:"暴风射手",path:"a5", quality:3,kind:2,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:500,skills:[6006],tals:"说明"},
|
||||
5010:{uuid:5010,name:"苍穹射手",path:"a3", quality:3,kind:1,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:500,skills:[6006],tals:"说明"},
|
||||
5011:{uuid:5011,name:"幽灵射手",path:"a4", quality:3,kind:2,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:500,skills:[6006],tals:"说明"},
|
||||
5201:{uuid:5201,name:"兽人战士",path:"mor1", quality:1,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5202:{uuid:5202,name:"兽人刺客",path:"mor2", quality:1,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5203:{uuid:5203,name:"兽人护卫",path:"mor3", quality:1,kind:1,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:500,skills:[6007],tals:"说明"},
|
||||
5204:{uuid:5204,name:"石卫", path:"mgem1",quality:1,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5205:{uuid:5205,name:"土卫", path:"mgem2",quality:1,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5206:{uuid:5206,name:"树人", path:"mgem3",quality:1,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5207:{uuid:5207,name:"小骷髅", path:"mkl1", quality:1,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5208:{uuid:5208,name:"小骷髅", path:"mkl2", quality:1,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5209:{uuid:5209,name:"小骷髅", path:"mkl3", quality:1,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5210:{uuid:5210,name:"骷髅战士",path:"mkl4", quality:1,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5211:{uuid:5211,name:"骷髅战士",path:"mkl5", quality:1,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5212:{uuid:5212,name:"骷髅战士",path:"mkl6", quality:1,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5213:{uuid:5213,name:"骷髅射手",path:"mkla1",quality:1,kind:1,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:500,skills:[6005],tals:"说明"},
|
||||
5214:{uuid:5214,name:"骷髅射手",path:"mkla2",quality:1,kind:1,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:500,skills:[6005],tals:"说明"},
|
||||
5215:{uuid:5215,name:"骷髅射手",path:"mkla3",quality:1,kind:1,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:500,skills:[6005],tals:"说明"},
|
||||
5216:{uuid:5216,name:"元素1", path:"my1", quality:2,kind:1,type:2,hp:200,ap:15,dis:500,a_cd:1.5,speed:500,skills:[6001],tals:"说明"},
|
||||
5217:{uuid:5217,name:"元素2", path:"my2", quality:2,kind:1,type:2,hp:200,ap:15,dis:500,a_cd:1.5,speed:500,skills:[6002],tals:"说明"},
|
||||
5218:{uuid:5218,name:"元素3", path:"my3", quality:2,kind:1,type:2,hp:200,ap:15,dis:500,a_cd:1.5,speed:500,skills:[6003],tals:"说明"},
|
||||
5219:{uuid:5219,name:"牛头战士",path:"mn1", quality:2,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5220:{uuid:5220,name:"牛头战士",path:"mn2", quality:1,kind:1,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:500,skills:[6010],tals:"说明"},
|
||||
5221:{uuid:5221,name:"牛头战士",path:"mn3", quality:1,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5222:{uuid:5222,name:"独眼巨人",path:"md1", quality:1,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6005],tals:"说明"},
|
||||
5223:{uuid:5223,name:"独眼巨人",path:"md2", quality:1,kind:1,type:0,hp:200,ap:10,dis:180,a_cd:1,speed:500,skills:[6008],tals:"说明"},
|
||||
5224:{uuid:5224,name:"独眼巨人",path:"md3", quality:1,kind:1,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:500,skills:[6005],tals:"说明"},
|
||||
5225:{uuid:5225,name:"精英独眼",path:"md4", quality:3,kind:1,type:2,hp:200,ap:15,dis:500,a_cd:1,speed:500,skills:[6009],tals:"说明"},
|
||||
5226:{uuid:5226,name:"精英牛头",path:"mn4", quality:3,kind:1,type:2,hp:200,ap:15,dis:500,a_cd:1,speed:500,skills:[6010],tals:"说明"},
|
||||
5227:{uuid:5227,name:"精英兽人",path:"mor4", quality:3,kind:1,type:2,hp:200,ap:15,dis:500,a_cd:1,speed:500,skills:[6009],tals:"说明"}
|
||||
};
|
||||
@@ -3,6 +3,6 @@ import { BattleMoveSystem } from "./BattleMoveSystem";
|
||||
export class EcsPositionSystem extends ecs.System {
|
||||
constructor() {
|
||||
super();
|
||||
this.add(new BattleMoveSystem());
|
||||
// this.add(new BattleMoveSystem());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color} from "cc";
|
||||
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color, RigidBody, RigidBody2D} from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { HeroSpine } from "./HeroSpine";
|
||||
@@ -24,7 +24,6 @@ export class HeroViewComp extends CCComp {
|
||||
BUFFCOMP:BuffComp=null!
|
||||
enemy_pos:Vec3=null!
|
||||
// enemy:any=null!;
|
||||
|
||||
as: HeroSpine = null!
|
||||
anm_timer:Timer = new Timer(0.3);
|
||||
anm_name="idle"
|
||||
@@ -37,9 +36,10 @@ export class HeroViewComp extends CCComp {
|
||||
scale: number = 1; /** 角色阵营 1:hero -1 :mon */
|
||||
type: number = 0; /**角色类型 0近战-需要贴身 1远程-保持距离 2辅助 */
|
||||
fac:number=0; //阵营 0:hero 1:monster
|
||||
box_group:number = BoxSet.HERO;
|
||||
atk_range:number = 150;
|
||||
|
||||
box_group:number = BoxSet.HERO;
|
||||
rigid:RigidBody2D=null!;
|
||||
|
||||
|
||||
is_dead:boolean = false; //是否摧毁
|
||||
@@ -120,8 +120,39 @@ export class HeroViewComp extends CCComp {
|
||||
|
||||
onLoad() {
|
||||
this.as = this.getComponent(HeroSpine);
|
||||
// 注册单个碰撞体的回调函数
|
||||
|
||||
} /** 视图层逻辑代码分离演示 */
|
||||
let collider = this.getComponent(Collider2D);
|
||||
collider.group = this.box_group;
|
||||
// console.log("hero collider ",this.scale,collider);
|
||||
if (collider) {
|
||||
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
|
||||
// collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
|
||||
collider.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
|
||||
// collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
|
||||
}
|
||||
this.rigid = this.getComponent(RigidBody2D);
|
||||
if(this.rigid.sleep){
|
||||
console.log("hero rigid sleep ",this.scale,this.rigid);
|
||||
this.rigid.wakeUp();
|
||||
}
|
||||
}
|
||||
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
|
||||
console.log("碰撞开始 ",this.scale,seCol,oCol);
|
||||
}
|
||||
|
||||
onEndContact (seCol: Collider2D, oCol: Collider2D) {
|
||||
console.log("碰撞结束 ",this.scale,seCol,oCol);
|
||||
}
|
||||
onPreSolve (seCol: Collider2D, oCol: Collider2D) {
|
||||
console.log("碰撞预处理 ",this.scale,seCol,oCol);
|
||||
}
|
||||
|
||||
onPostSolve (seCol: Collider2D, oCol: Collider2D) {
|
||||
console.log("碰撞后处理 ",this.scale,seCol,oCol);
|
||||
}
|
||||
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
start () {
|
||||
this.as.idle()
|
||||
this.BUFFCOMP=this.node.getComponent(BuffComp);
|
||||
|
||||
@@ -17,15 +17,18 @@ const { ccclass, property } = _decorator;
|
||||
export class MissionHeroCompComp extends CCComp {
|
||||
timer:Timer=new Timer(2)
|
||||
onLoad(){
|
||||
this.on(GameEvent.UserHeroCard,this.call_hero,this)
|
||||
// this.on(GameEvent.UserHeroCard,this.call_hero,this)
|
||||
}
|
||||
start() {
|
||||
|
||||
this.test_call()
|
||||
}
|
||||
protected update(dt: number): void {
|
||||
if(smc.mission.status != 1) return
|
||||
|
||||
}
|
||||
test_call(){
|
||||
this.addHero(5010)
|
||||
}
|
||||
call_hero(event: string, args: any){
|
||||
this.timer.reset()
|
||||
let hero_list =HeroList
|
||||
|
||||
@@ -6,6 +6,7 @@ import { BoxSet } from "../common/config/BoxSet";
|
||||
import { HeroSet } from "../common/config/heroSet";
|
||||
import { Missions } from "../common/config/MissionSet";
|
||||
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
|
||||
import { Timer } from "db://oops-framework/core/common/timer/Timer";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@@ -13,19 +14,23 @@ const { ccclass, property } = _decorator;
|
||||
@ccclass('MissionMonCompComp')
|
||||
@ecs.register('MissionMonComp', false)
|
||||
export class MissionMonCompComp extends CCComp {
|
||||
timer:Timer=new Timer(5)
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
start() {
|
||||
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
|
||||
// this.on(ModuleEvent.Cmd, this.onHandler, this);
|
||||
this.test_call()
|
||||
}
|
||||
protected update(dt: number): void {
|
||||
// if(this.timer.update(dt)){
|
||||
// this.mon_refresh()
|
||||
// }
|
||||
}
|
||||
test_call(){
|
||||
this.addMonster(5202,0,true)
|
||||
}
|
||||
|
||||
/** 全局消息逻辑处理 */
|
||||
// private onHandler(event: string, args: any) {
|
||||
// switch (event) {
|
||||
// case ModuleEvent.Cmd:
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
|
||||
mon_refresh(){
|
||||
let num =3
|
||||
let t_num= Missions[0].length
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { HeroSkillSystem } from "./HeroSkillSystem";
|
||||
export class EcsSkillSystem extends ecs.System {
|
||||
constructor() {
|
||||
super();
|
||||
// this.add(new HeroSkillSystem());
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "ea1f8dae-6593-46bf-b20b-a301b495a434",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,26 +1,3 @@
|
||||
/**
|
||||
* 这是一个 使用cocos creator 3.8.2引擎 开发的游戏英雄技能系统TS脚本
|
||||
* SkillSet 技能配置表
|
||||
* HeroViewComp 英雄视图组件
|
||||
* HeroSkillsComp 英雄技能组件
|
||||
* Skill 技能实体
|
||||
* SkillCom 技能视图组件
|
||||
* 目前实现功能:
|
||||
* 1. 技能冷却
|
||||
* 2. 技能释放
|
||||
* 3. 技能目标选择
|
||||
* 4. 基础攻击技能的伤害应用 及view的伤害显示
|
||||
* 未完成功能
|
||||
|
||||
|
||||
|
||||
* 1. 技能的动画显示和运动
|
||||
* 2. debuff技能的实现和动画显示
|
||||
* 3. buff技能实现和动画显示
|
||||
*/
|
||||
|
||||
|
||||
|
||||
import { Node, Vec3 } from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
@@ -37,6 +14,7 @@ import { AnimType } from "../common/config/SkillSet";
|
||||
/** 技能系统 */
|
||||
@ecs.register('HeroSkillSystem')
|
||||
export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
|
||||
// export class HeroSkillSystem implements ecs.ISystemUpdate {
|
||||
// private updateInterval: number = 0.1; // 每0.1秒更新一次
|
||||
// private accumulator: number = 0;
|
||||
private _timers: { [key: string]: number } = {};
|
||||
@@ -50,6 +28,7 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
|
||||
|
||||
|
||||
update(e: ecs.Entity) {
|
||||
return false
|
||||
// 处理伤害队列
|
||||
this.processDamageQueue();
|
||||
const view = e.get(HeroViewComp);
|
||||
@@ -265,10 +244,11 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
|
||||
targetView.node.position
|
||||
);
|
||||
|
||||
// 假设技能效果移动速度为 500 units/second
|
||||
const EFFECT_SPEED = 500;
|
||||
|
||||
// 计算实际延迟时间(秒)
|
||||
const actualDelay = distance / EFFECT_SPEED;
|
||||
const actualDelay = distance / (skillView.speed+targetView.speed);
|
||||
console.log("skillView:"+skillView.node.position+ " targetView:"+targetView.node.position+ " actualDelay:"+actualDelay + " dis:"+distance+ " skillView.speed:"+skillView.speed+ " targetView.speed:"+targetView.speed);
|
||||
|
||||
|
||||
this._damageQueue.push({
|
||||
timer: actualDelay,
|
||||
|
||||
@@ -31,8 +31,35 @@ export class SkillCom extends CCComp {
|
||||
prefabName: string = ""; // 预制体名称
|
||||
group:number = 0; //阵营
|
||||
animName: string = ""; // 动画名称
|
||||
box_group:number = 0; //碰撞组
|
||||
protected onLoad(): void {
|
||||
|
||||
|
||||
let collider = this.getComponent(Collider2D);
|
||||
collider.group = this.box_group;
|
||||
// console.log("hero collider ",this.scale,collider);
|
||||
if (collider) {
|
||||
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
|
||||
// collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
|
||||
collider.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
|
||||
// collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
|
||||
}
|
||||
|
||||
}
|
||||
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
|
||||
|
||||
}
|
||||
|
||||
onEndContact (seCol: Collider2D, oCol: Collider2D) {
|
||||
|
||||
}
|
||||
onPreSolve (seCol: Collider2D, oCol: Collider2D) {
|
||||
|
||||
}
|
||||
|
||||
onPostSolve (seCol: Collider2D, oCol: Collider2D) {
|
||||
}
|
||||
|
||||
start() {
|
||||
oops.message.on(GameEvent.MissionEnd, this.doDestroy, this);
|
||||
this.node.active = true;
|
||||
|
||||
@@ -51,7 +51,7 @@
|
||||
"_value": false
|
||||
},
|
||||
"physics-2d": {
|
||||
"_value": false,
|
||||
"_value": true,
|
||||
"_option": "physics-2d-box2d"
|
||||
},
|
||||
"physics-2d-box2d": {
|
||||
@@ -134,6 +134,7 @@
|
||||
"gfx-webgl2",
|
||||
"intersection-2d",
|
||||
"particle-2d",
|
||||
"physics-2d-box2d",
|
||||
"profiler",
|
||||
"skeletal-animation",
|
||||
"spine",
|
||||
|
||||
Reference in New Issue
Block a user