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

View File

@@ -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();
}
}