必杀技和卡牌技能 签到 skillconcomp,统一执行
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@@ -12,6 +12,7 @@ import { FightConComp } from '../map/FightConComp';
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import { MonModelComp } from './MonModelComp';
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import { HeroModelComp } from './HeroModelComp';
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import { FightSet } from '../common/config/Mission';
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import { MasterModelComp } from './MasterModel';
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const { ccclass, property } = _decorator;
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@ccclass('SkillCon')
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@@ -22,6 +23,14 @@ export class SkillConComp extends CCComp {
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HeroEntity:any=null;
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private _timers: { [key: string]: number } = {};
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private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
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aoe_queues:any[]=[] // 范围伤害技能执行队列
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private aoe_timers: Map<number, number> = new Map(); // 每个技能的独立计时器
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private readonly AOE_INTERVAL: number = 0.4; // 执行间隔,单位秒
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private skill_id_counter: number = 0; // 技能ID计数器
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aoe_target_pos:Vec3=new Vec3(180,0,0)
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init(): void {
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oops.message.on(GameEvent.FightEnd, this.clear_timer, this);
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}
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@@ -30,6 +39,8 @@ export class SkillConComp extends CCComp {
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this.FIGHTCON=this.node.parent.getComponent(FightConComp)
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// console.log(this.HeroView.uuid+"=>"+this.HeroView.hero_name+"=> SkillConComp onLoad")
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this.on(GameEvent.CastHeroSkill,this.cast_master_skill,this)
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oops.message.on(GameEvent.MaxSkill,this.use_max_skill,this)
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}
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start() {
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// console.log(this.HeroView.uuid+"=>"+this.HeroView.hero_name+"=> SkillConComp start")
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@@ -52,6 +63,34 @@ export class SkillConComp extends CCComp {
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this.HeroView.friend_count_atk_count()
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this.HeroView.at = 0;
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}
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if (this.aoe_queues.length > 0) {
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console.log("[FightConComp]:aoe_queues:",this.aoe_queues)
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// 遍历所有必杀技技能,更新它们的计时器
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for (let i = this.aoe_queues.length - 1; i >= 0; i--) {
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let skill = this.aoe_queues[i];
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let timer = this.aoe_timers.get(skill.id) || 0;
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timer += dt;
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this.aoe_timers.set(skill.id, timer);
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// 检查是否到达执行间隔
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if (timer >= this.AOE_INTERVAL) {
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// 重置计时器
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this.aoe_timers.set(skill.id, 0);
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// 执行技能
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this.aoe_skill_execute(skill);
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skill.count--;
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// 如果技能执行完毕,从队列中移除
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if (skill.count <= 0) {
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this.aoe_queues.splice(i, 1);
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this.aoe_timers.delete(skill.id);
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}
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}
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}
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}
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}
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cast_master_skill(e:string,uuid:any){
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@@ -70,6 +109,20 @@ export class SkillConComp extends CCComp {
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}
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use_max_skill(e:GameEvent,data:any){
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if(!this.HeroView) return
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if(!this.HeroView.is_master) return
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console.log("[SkillConComp]:use_max_skill:",data)
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this.skill_id_counter++;
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this.aoe_queues.push({
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id: this.skill_id_counter,
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s_uuid:data.uuid,
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count:SkillSet[data.uuid].maxC,
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damage:0})
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// 初始化该技能的计时器
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this.aoe_timers.set(this.skill_id_counter, 0);
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}
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private doSkill(config: typeof SkillSet[keyof typeof SkillSet],is_wfuny:boolean=false,dmg:number=0) {
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// 添加节点有效性检查
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if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) {
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@@ -196,6 +249,43 @@ export class SkillConComp extends CCComp {
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return pos
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}
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private aoe_skill_execute(data:any){
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let skill=ecs.getEntity<Skill>(Skill)
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let master = ecs.query(ecs.allOf(MasterModelComp))
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// 检查必要参数
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if (!master || master.length === 0) {
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console.error("[FightConComp] 未找到主角实体");
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return;
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}
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let masterView = master[0].get(HeroViewComp);
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if (!masterView) {
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console.error("[FightConComp] 主角视图组件获取失败");
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return;
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}
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let angle=0
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let targets = this.pickRandomTarget(data.count)
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let target_pos= new Vec3(0,0,0)
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if(targets.length==0){
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target_pos=this.aoe_target_pos
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}else{
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target_pos= new Vec3(targets[0].get(HeroViewComp).node.position.x,0,0)
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}
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let start_pos=new Vec3(-280,50,0)
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// console.log("[Skill]:node=>",start_pos)
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skill.load(
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start_pos,
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this.node.parent,
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data.s_uuid,
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target_pos,
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masterView,
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angle,
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data.damage
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);
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}
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/** 随机选择目标 */
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private pickRandomTarget(count: number): ecs.Entity[] {
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let entities:any=null
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@@ -255,6 +345,9 @@ export class SkillConComp extends CCComp {
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}
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reset() {
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this.clear_timer();
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this.aoe_queues = [] // 清空技能队列
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this.aoe_timers = new Map(); // 重置计时器
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this.skill_id_counter = 0; // 重置技能ID计数器
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}
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onDestroy() {
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