技能内存优化

This commit is contained in:
2025-08-08 22:20:26 +08:00
parent 570812de88
commit bf241345bf
13 changed files with 3224 additions and 2930 deletions

View File

@@ -86,37 +86,33 @@ export class Skill extends ecs.Entity {
return;
}
// 获取计算后的属性数据
let ap_data = this.get_ap(caster,dmg,uuid)
SComp.ap = ap_data.ap
SComp.caster_crit = ap_data.crit
SComp.caster_crit_d = ap_data.crit_d
SComp.puncture = ap_data.puncture
SComp.puncture_damage = ap_data.puncture_damage
SComp.buV = config.buV
SComp.buC = config.buC
SComp.buR = config.buR
SComp.burn_count = ap_data.burn_count
SComp.burn_value = ap_data.burn_value
SComp.stun_time = ap_data.stun_time
SComp.stun_ratto = ap_data.stun_ratto
SComp.frost_time = ap_data.frost_time
SComp.frost_ratto = ap_data.frost_ratto
// 设置技能组件属性
// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
Object.assign(SComp, {
// 核心标识
s_uuid: uuid,
dis:config.dis,
AType: config.AType,
speed: config.speed,
atk_count: 0,
hit_num:config.hit_num, //目前设定 根据技能不一样,几十
// 位置和施法者信息
startPos: startPos,
targetPos: targetPos,
caster: caster,
prefabName: config.sp_name,
group: caster.box_group,
fac: caster.fac,
scale: caster.scale,
animName: config.animName,
// 计算后的战斗数据
ap: ap_data.ap,
caster_crit: ap_data.crit,
caster_crit_d: ap_data.crit_d,
puncture: ap_data.puncture,
puncture_damage: ap_data.puncture_damage,
burn_count: ap_data.burn_count,
burn_value: ap_data.burn_value,
stun_time: ap_data.stun_time,
stun_ratto: ap_data.stun_ratto,
frost_time: ap_data.frost_time,
frost_ratto: ap_data.frost_ratto,
});
this.add(SComp);

View File

@@ -20,32 +20,19 @@ const { ccclass, property } = _decorator;
@ccclass('SkillCom')
@ecs.register('SkillCom')
export class SkillCom extends CCComp {
// 核心标识和配置
s_uuid:number = 0;
s_name:string = "";
hero:number = 0;
speed:number = 200;
scale:number = 1;
angle:number = 0;
atk_count:number = 0;
hit_num:number=0; // 范围攻击的 伤害个数
// 运行时状态(必须缓存的)
is_destroy:boolean = false;
enemys:any = [];
AType: number = 0; // 运动类型
startPos: Vec3 = v3(); // 起始位置
targetPos: Vec3 = v3(); // 目标位置
duration: number = 0; // 技能持续时间
prefabName: string = ""; // 预制体名称
animName: string = "";
group:number = 0; //阵营
fac:number=0; //阵营
caster:any=null;
distance_x:number=0;
distance_y:number=0;
dis:number=0;
// 战斗相关运行时数据
ap:number=0;
buV:number=0;
buC:number=0;
buR:number=0;
burn_count:number=0;
burn_value:number=0;
stun_time:number=0;
@@ -55,23 +42,42 @@ export class SkillCom extends CCComp {
run_time:number=0;
hited_time:number=0;
hit_count:number=0;
spine:sp.Skeleton=null;
anim:Animation=null;
tweenInstance:Tween<any> = null;
t_end_x:number=0;
caster_crit:number=0;
caster_crit_d:number=0;
puncture:number=0;
puncture_damage:number=0;
EType:any=null
// 组件引用
spine:sp.Skeleton=null;
anim:Animation=null;
tweenInstance:Tween<any> = null;
private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向
// 缓存的配置对象(避免重复查找)
public skillConfig: any = null;
private isInitialized: boolean = false;
protected onLoad(): void {
}
}
private initializeSkillConfig() {
if (this.isInitialized) return;
// 缓存技能配置,避免重复查找
this.skillConfig = SkillSet[this.s_uuid];
if (!this.skillConfig) {
console.error("[SkillCom] 技能配置不存在:", this.s_uuid);
return;
}
this.isInitialized = true;
console.log("[SkillCom] 技能配置初始化完成:", this.s_uuid, this.skillConfig.name);
}
start() {
this.EType=SkillSet[this.s_uuid].EType
this.initializeSkillConfig();
if (!this.skillConfig) return;
this.node.setPosition(this.startPos.x,this.startPos.y,0)
if(this.node.getChildByName('anm')){
this.spine=this.node.getChildByName('anm').getComponent('sp.Skeleton') as sp.Skeleton;
@@ -90,7 +96,7 @@ export class SkillCom extends CCComp {
}
let bm=this.node.getComponent(BezierMove)
// //console.log(this.group +"技能 collider ",collider);
switch(SkillSet[this.s_uuid].AType){
switch(this.skillConfig.AType){
case AType.parabolic:
this.node.angle +=10
// bm.speed=700
@@ -152,17 +158,21 @@ export class SkillCom extends CCComp {
}
onAnimationFinished(){
console.log("[SkillCom]:onAnimationFinished",this.s_uuid)
if(SkillSet[this.s_uuid].EType==EType.timeEnd) return
if(SkillSet[this.s_uuid].SType!=SType.damage){
if (!this.skillConfig) return;
if(this.skillConfig.EType==EType.timeEnd) return
if(this.skillConfig.SType!=SType.damage){
this.to_do_buff()
}
this.is_destroy=true
}
to_do_buff(){
switch(SkillSet[this.s_uuid].SType){
if (!this.skillConfig) return;
switch(this.skillConfig.SType){
case SType.shield:
this.caster.add_shield(SkillSet[this.s_uuid].buV)
this.caster.add_shield(this.skillConfig.buV)
break;
}
}
@@ -171,6 +181,7 @@ export class SkillCom extends CCComp {
// //console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit)
// 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
if(target == null) return;
if (!this.skillConfig) return;
let ap=this.ap
if(this.hit_count > 0 &&!is_range ){
ap=ap*(50+this.puncture_damage)/100
@@ -178,20 +189,22 @@ export class SkillCom extends CCComp {
target.do_atked(ap,this.caster_crit,this.caster_crit_d,
this.burn_count,this.burn_value,
this.stun_time,this.stun_ratto,
this.frost_time,this.frost_ratto) // ap 及暴击 属性已经在skill.ts 处理
this.frost_time,this.frost_ratto,
this.skillConfig.AtkedType
) // ap 及暴击 属性已经在skill.ts 处理
// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
if(SkillSet[this.s_uuid].debuff>0){
let debuff=SkillSet[this.s_uuid]
if(this.skillConfig.debuff>0){
let debuff=this.skillConfig
let dev=debuff.deV*(100+this.caster.DEBUFF_VALUE)/100
let deR=debuff.deR+this.caster.DEBUFF_UP
dev=Math.round(dev*100)/100
let deC=debuff.deC+this.caster.DEBUFF_COUNT //dec只作为次数叠加
// //console.log("[SkillCom]:debuff",SkillSet[this.s_uuid].name,debuff.debuff,deUP.deV,deUP.deC)
// //console.log("[SkillCom]:debuff",this.skillConfig.name,debuff.debuff,deUP.deV,deUP.deC)
target.add_debuff(debuff.debuff,dev,deC,deR)
}
this.hit_count++
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,SkillSet[this.s_uuid].hit,this.puncture)
if(this.hit_count>=(SkillSet[this.s_uuid].hit+this.puncture)&&(SkillSet[this.s_uuid].DTType!=DTType.range)&&(SkillSet[this.s_uuid].EType!=EType.animationEnd)&&(SkillSet[this.s_uuid].EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.skillConfig.hit,this.puncture)
if(this.hit_count>=(this.skillConfig.hit+this.puncture)&&(this.skillConfig.DTType!=DTType.range)&&(this.skillConfig.EType!=EType.animationEnd)&&(this.skillConfig.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
}
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
@@ -200,8 +213,9 @@ export class SkillCom extends CCComp {
let target = oCol.getComponent(HeroViewComp)
if(oCol.group!=this.group){
if(target == null) return;
if (!this.skillConfig) return;
// console.log("[SkillCom]:onBeginContact oCol||seCol",oCol.node.position,seCol.node.position)
this.single_damage(target,SkillSet[this.s_uuid].DTType==DTType.range?true:false)
this.single_damage(target,this.skillConfig.DTType==DTType.range?true:false)
// this.ent.destroy()
}
}
@@ -209,7 +223,12 @@ export class SkillCom extends CCComp {
update(deltaTime: number) {
let config=SkillSet[this.s_uuid]
// 确保配置已初始化(处理 update 可能先于 start 执行的情况)
if (!this.isInitialized) {
this.initializeSkillConfig();
if (!this.skillConfig) return;
}
if(smc.mission.pause) {
if(this.spine) this.spine.paused=true
if(this.anim) this.anim.pause()
@@ -218,16 +237,17 @@ export class SkillCom extends CCComp {
if(this.anim) this.anim.resume()
if(this.spine) this.spine.paused=false
if (!this.node || !this.node.isValid) return;
if(config.EType==EType.timeEnd){
if(this.skillConfig.EType==EType.timeEnd){
this.run_time+=deltaTime
if(this.run_time>config.in){
if(this.run_time>this.skillConfig.in){
// //console.log("[SkillCom]: timeEnd destroy",this.s_uuid,this.run_time)
this.is_destroy=true
}
}
//直线移动
// if(this.AType == AType.linear) this.startLinearMove(deltaTime);
// if(this.skillConfig.AType == AType.linear) this.startLinearMove(deltaTime);
this.toDestroy();
}
@@ -254,11 +274,11 @@ export class SkillCom extends CCComp {
/** 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 */
reset() {
this.is_destroy = false;
this.AType = 0;
this.speed = 0;
this.startPos.set();
this.targetPos.set();
this.moveDirection = null; // 重置移动方向
this.skillConfig = null; // 清除配置缓存
this.isInitialized = false; // 重置初始化状态
// 先移除所有碰撞回调
const collider = this.getComponent(Collider2D);
if (collider) {

View File

@@ -32,8 +32,9 @@ export class AtkComComp extends CCComp {
}
});
// 根据skill.hit_num决定攻击模式
if(skill.hit_num > 0) {
// 根据配置的hit_num决定攻击模式
const hitNum = skill.skillConfig?.hit_num || 0;
if(hitNum > 0) {
// 限制目标数量按距离排序选择最近的N个目标
if(targetsInRange.length > 0) {
// 按距离排序(从近到远)
@@ -44,7 +45,7 @@ export class AtkComComp extends CCComp {
});
// 限制目标数量
const maxTargets = Math.min(skill.hit_num, targetsInRange.length);
const maxTargets = Math.min(hitNum, targetsInRange.length);
const selectedTargets = targetsInRange.slice(0, maxTargets);
selectedTargets.forEach(target => {