技能重构开始

This commit is contained in:
2025-10-14 16:58:07 +08:00
parent 7441e94419
commit 070346fbe4
10 changed files with 338 additions and 34 deletions

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@@ -328,7 +328,7 @@ export const SkillSet: Record<number, SkillConfig> = {
buffs:[],debuffs:[],info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"
},
6005: {
uuid:6005,name:"火球术",for_hero:true,sp_name:"am_fire",AtkedType:AtkedType.fire,path:"3039",quality:QualitySet.BLUE,TType:TType.Frontline,
uuid:6005,name:"火球术",for_hero:true,sp_name:"atk_fire",AtkedType:AtkedType.fire,path:"3039",quality:QualitySet.BLUE,TType:TType.Frontline,
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,
ap:100,cd:5,in:0,hit_num:1,hit:2,hited:0.3,speed:720,cost:10,fname:"max",flash:false,with:90,maxC:1,
buffs:[],debuffs:[{debuff:DebuffAttr.STUN,dev:0,deC:1,deR:50}],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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@@ -12,6 +12,7 @@ import { MonModelComp } from './MonModelComp';
import { HeroModelComp } from './HeroModelComp';
import { FightSet } from '../common/config/Mission';
import { Timer } from 'db://oops-framework/core/common/timer/Timer';
import { SkillCon } from '../skill/SkillCon';
const { ccclass, property } = _decorator;
@ccclass('SkillCon')
@@ -103,7 +104,7 @@ export class SkillConComp extends CCComp {
}
this.HeroView.playSkillEffect(config.uuid)
const skillEntity = ecs.getEntity<Skill>(Skill);
const skillEntity = ecs.getEntity<SkillCon>(SkillCon);
const timerId = setTimeout(() => {

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@@ -0,0 +1,29 @@
import { _decorator } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('ReadyComComp')
@ecs.register('ReadyCom', false)
export class ReadyComComp extends CCComp {
/** 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);
}
/** 全局消息逻辑处理 */
// private onHandler(event: string, args: any) {
// switch (event) {
// case ModuleEvent.Cmd:
// break;
// }
// }
/** 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.node.destroy();
}
}

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@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "be4ced01-bd86-404f-b8f0-0e1ffcb8429c",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -0,0 +1,100 @@
import { instantiate, Node, Prefab, v3, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { BuffAttr, SkillSet } from "../common/config/SkillSet";
import { oops } from "db://oops-framework/core/Oops";
import { smc } from "../common/SingletonModuleComp";
import { FacSet } from "../common/config/BoxSet";
import { HType } from "../common/config/heroSet";
import { SkillViewCom } from "./SkillViewCom";
/** SkillCon 模块 */
@ecs.register(`SkillCon`)
export class SkillCon extends ecs.Entity {
load(startPos: Vec3, parent: Node, uuid: number, targetPos: Vec3, caster:any=null, angle:number=0,dmg:number=0) {
const config = SkillSet[uuid];
if (!config) {
console.error("[Skill] 技能配置不存在:", uuid);
return;
}
// 检查施法者
if (!caster) {
console.error("[Skill] 施法者为空");
return;
}
// 加载预制体
const path = `game/skill/atk/${config.sp_name}`;
const prefab:Prefab = oops.res.get(path, Prefab);
if (!prefab) {
console.error("[Skill] 预制体加载失败:", path);
return;
}
if(uuid==6001){
console.log("load skill startPos",startPos)
}
const node: Node = instantiate(prefab);
node.parent = parent;
// 设置节点属性
node.setPosition(startPos);
if(caster.fac==FacSet.MON){
node.scale=v3(node.scale.x*-1,1,1)
}else{
if(caster.type==HType.warrior){
if(caster.node.scale.x<0){
node.scale=v3(node.scale.x*-1,node.scale.y,1)
}
}
}
node.angle+=angle
// 添加技能组件
const SComp = node.getComponent(SkillViewCom); // 初始化技能参数
// 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,
// 位置和施法者信息
startPos: startPos,
targetPos: targetPos,
group: caster.box_group,
fac: caster.fac,
// 技能数值
ap: caster.Attrs[BuffAttr.AP],
caster_crit: caster.Attrs[BuffAttr.CRITICAL],
caster_crit_d: caster.Attrs[BuffAttr.CRITICAL_DMG],
puncture: caster.Attrs[BuffAttr.PUNCTURE],
puncture_damage: caster.Attrs[BuffAttr.PUNCTURE_DMG],
burn_count: caster.Attrs[BuffAttr.BURN_COUNT],
burn_value: caster.Attrs[BuffAttr.BURN_VALUE],
stun_time: caster.Attrs[BuffAttr.STUN_TIME],
stun_ratio: caster.Attrs[BuffAttr.STUN_RATIO],
frost_time: caster.Attrs[BuffAttr.FROST_TIME],
frost_ratio: caster.Attrs[BuffAttr.FROST_RATIO],
debuff_up: caster.Attrs[BuffAttr.DEBUFF_UP],
debuff_value: caster.Attrs[BuffAttr.DEBUFF_VALUE],
debuff_count: caster.Attrs[BuffAttr.DEBUFF_COUNT],
});
this.add(SComp);
}
/** 实始添加的数据层组件 */
protected init() {
// this.addComponents<ecs.Comp>();
}
/** 模块资源释放 */
destroy() {
// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
this.remove(SkillViewCom);
super.destroy();
}
}
/** SkillCon 模块业务逻辑系统组件,如无业务逻辑处理可删除此对象 */
export class EcsSkillConSystem extends ecs.System {
constructor() {
super();
// this.add(new ecs.ComblockSystem());
}
}

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@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "65a6cf41-5233-445e-b656-1fcf0e37d53d",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -0,0 +1,97 @@
import { _decorator } 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 { HeroViewComp } from "../hero/HeroViewComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('SkillViewCom')
@ecs.register('SkillView', false)
export class SkillViewCom extends CCComp {
/** 视图层逻辑代码分离演示 */
@property({ type: Boolean })
hasReady: boolean = false;
@property({ type: Number })
ReadyTime: number = 0;
@property({ type: Number })
postion_y: number = 0;
s_uuid:number=0;
s_count:number=1;
s_interval:number=0.2;
s_cd:number=0;
caster:HeroViewComp=null;
target:HeroViewComp=null;
parent:Node=null;
target_postions:any[]=null
// 战斗相关运行时数据
ap:number=0;
burn_count:number=0;
burn_value:number=0;
stun_time:number=0;
stun_ratio:number=0;
frost_ratio:number=0;
frost_time:number=0;
run_time:number=0;
hited_time:number=0;
hit_count:number=0;
caster_crit:number=0;
caster_crit_d:number=0;
puncture:number=0;
puncture_damage:number=0;
debuff_up:number=0;
debuff_value:number=0;
debuff_count:number=0;
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);
}
protected update(dt: number): void {
if(this.hasReady) {
this.doTimer(dt)
if(this.ReadyTime <= 0) {
this.doAtk(dt)
}
}{
this.doAtk(dt)
}
this.move(dt)
}
doTimer(dt: number){
if(this.ReadyTime <= 0) return
this.ReadyTime -= dt
}
doAtk(dt:number): void {
if(this.s_cd <= 0&&this.s_count > 0) {
this.doSkill()
this.s_count--
this.s_cd = this.s_interval
}
this.s_cd -= dt
}
doSkill(){
console.log("doSkill")
}
move(dt: number): void {
if(this.caster == null) return
if(this.caster.is_dead) return
if(this.caster.node.isValid) return
this.node.setPosition(this.caster.node.position.x,this.caster.node.position.y+this.postion_y)
console.log("[skillview]move",this.caster.node.position,this.node.position)
}
/** 全局消息逻辑处理 */
// private onHandler(event: string, args: any) {
// switch (event) {
// case ModuleEvent.Cmd:
// break;
// }
// }
/** 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.node.destroy();
}
}

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@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "fa24efd6-db87-4a3a-957f-cde0cc3a4054",
"files": [],
"subMetas": {},
"userData": {}
}