dd
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@@ -118,6 +118,7 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
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const view = caster.get(HeroViewComp);
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const comp = caster.get(HeroSkillsComp);
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const skillEntity = ecs.getEntity<Skill>(Skill);
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console.log(view.hero_name+"施放技能:"+config.uuid+"=>"+view.hero_name);
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// 处理CD和消耗
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@@ -134,7 +135,6 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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if (config.TargetGroup === TargetGroup.Enemy) {
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const targets = this.selectEnemyTargets(caster, config);
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if (targets.length === 0) return;
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const skillEntity = ecs.getEntity<Skill>(Skill);
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skillEntity.load(
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view.node.position, // 起始位置
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view.fac, // 阵营
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@@ -143,7 +143,8 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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targets[0]?.get(HeroViewComp).node.position // 目标位置
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);
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targets.forEach(target => {
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this.applySkillEffect(caster, target, config);
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this.applySkillEffect(caster, target, config,skillEntity);
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console.log("施放技能:"+config.uuid+"=>"+target.get(HeroViewComp).hero_name);
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});
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}
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@@ -151,11 +152,11 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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const targets = this.selectAllyTargets(caster, config);
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if (targets.length === 0) return;
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targets.forEach(target => {
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this.applySkillEffect(caster, target, config);
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this.applySkillEffect(caster, target, config,skillEntity);
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});
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}
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if (config.TargetGroup === TargetGroup.Self) {
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this.applySkillEffect(caster, caster, config);
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this.applySkillEffect(caster, caster, config,skillEntity);
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}
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}
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@@ -205,13 +206,15 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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}
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/** 应用技能效果 */
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private applySkillEffect(caster: ecs.Entity, target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
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private applySkillEffect(caster: ecs.Entity, target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet],skillEntity:ecs.Entity) {
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const casterView = caster.get(HeroViewComp);
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const targetView = target.get(HeroViewComp);
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// 直接计算伤害(包含防御减免)
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const damageResult = this.calculateDamage(caster, target, config);
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this.applyDamage(target, damageResult);
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// 将施法者传入applyDamage方法
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this.applyDamage(caster, target, damageResult,skillEntity);
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// 播放技能特效
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casterView.playSkillEffect(config.uuid);
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@@ -250,39 +253,60 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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return result;
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}
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private applyDamage(target: ecs.Entity, result: any) {
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private applyDamage(caster: ecs.Entity, target: ecs.Entity, result: any,skillEntity:ecs.Entity) {
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const casterView = caster.get(HeroViewComp);
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const targetView = target.get(HeroViewComp);
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const skillView = skillEntity.get(SkillCom);
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if (!casterView || !targetView || !skillView) return;
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// 计算距离
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const distance = this.calculateDistance(
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skillView.node.position,
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targetView.node.position
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);
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// 假设技能效果移动速度为 500 units/second
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const EFFECT_SPEED = 500;
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// 计算实际延迟时间(秒)
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const actualDelay = distance / EFFECT_SPEED;
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this._damageQueue.push({
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timer: result.delay,
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timer: actualDelay,
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callback: () => {
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const view = target.get(HeroViewComp);
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if (!view?.ent.has(HeroViewComp)) return;
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if (!targetView?.ent.has(HeroViewComp)) return;
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let remainingDamage = result.value;
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if (view.shield > 0) {
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const shieldAbsorb = Math.min(view.shield, remainingDamage);
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view.shield -= shieldAbsorb;
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if (targetView.shield > 0) {
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const shieldAbsorb = Math.min(targetView.shield, remainingDamage);
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targetView.shield -= shieldAbsorb;
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remainingDamage -= shieldAbsorb;
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if (view.shield <= 0) {
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view.BUFFCOMP.show_shield(false);
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if (targetView.shield <= 0) {
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targetView.BUFFCOMP.show_shield(false);
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}
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}
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if (remainingDamage > 0) {
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view.hp -= remainingDamage;
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if(view.hp <= 0) {
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view.BUFFCOMP.dead()
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view.to_grave();
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targetView.hp -= remainingDamage;
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if(targetView.hp <= 0) {
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targetView.BUFFCOMP.dead()
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targetView.to_grave();
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}
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view.showDamage(result.value, true);
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targetView.showDamage(result.value, true);
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} else {
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view.BUFFCOMP.tooltip(5,"*吸收*");
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targetView.BUFFCOMP.tooltip(5,"*吸收*");
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}
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}
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});
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}
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// 添加计算距离的辅助方法
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private calculateDistance(pos1: Vec3, pos2: Vec3): number {
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const dx = pos2.x - pos1.x;
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const dy = pos2.y - pos1.y;
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return Math.sqrt(dx * dx + dy * dy);
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}
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public clear_timer() {
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console.log("clear_timer");
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Object.values(this._timers).forEach(clearTimeout);
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