feat(HeroAtkSystem): Integrate visual feedback for attack and death events
- Added HeroViewComp integration to trigger visual effects during attacks and upon hero death. - Updated doAttack method to call do_atked and do_dead methods in HeroViewComp for enhanced visual representation. - Cleaned up console log messages for better clarity in debugging.
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@@ -4,6 +4,7 @@ import { Attrs } from "../common/config/HeroAttrs";
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import { FightSet } from "../common/config/Mission";
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import { SkillSet } from "../common/config/SkillSet";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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/** 业务层对象 */
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@ecs.register('HeroAtk')
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@@ -46,6 +47,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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*/
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public doAttack(target: ecs.Entity, remainingDamage: number, attackerAttrs: any, skillId: number): number {
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const targetModel = target.get(HeroAttrsComp);
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const targetView = target.get(HeroViewComp);
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if (!targetModel || targetModel.is_dead) return 0;
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// 获取技能配置
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@@ -56,6 +58,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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// 闪避判定
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if (this.checkDodge(targetModel)) {
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// TODO: 触发闪避视图表现
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return 0;
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}
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@@ -75,17 +78,26 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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if (damage <= 0) return 0;
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// 应用伤害
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// 应用伤害到数据层
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targetModel.hp -= damage;
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targetModel.atked_count++;
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// ✅ 触发视图层表现(伤害数字、受击动画、后退)
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if (targetView) {
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targetView.do_atked(damage, isCrit, skillId);
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}
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// 检查死亡
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if (targetModel.hp <= 0) {
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this.doDead(target);
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// ✅ 触发死亡视图表现
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if (targetView) {
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targetView.do_dead();
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}
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}
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if (this.debugMode) {
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console.log(`[HeroBattleSystem] ${targetModel.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
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console.log(`[HeroAtkSystem] ${targetModel.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
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}
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return damage;
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@@ -93,13 +93,12 @@ export class HeroViewComp extends CCComp {
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* 注意:数据更新逻辑已移到 HeroAttrSystem,这里只负责显示
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*/
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update(dt: number){
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if(!smc.mission.play||smc.mission.pause) return
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if(!smc.mission.play || smc.mission.pause) return;
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// ✅ View 层职责:处理表现相关的逻辑
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this.in_stop(dt); // 动画状态
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this.processDamageQueue(); // 伤害数字显示队列
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// ✅ 更新显示(数据由 HeroAttrSystem 更新)
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// ✅ 更新 UI 显示(数据由 HeroAttrSystem 更新)
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this.hp_show(this.model.hp, this.model.Attrs[Attrs.HP_MAX]);
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this.mp_show(this.model.mp, this.model.Attrs[Attrs.MP_MAX]);
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this.show_shield(this.model.shield, this.model.Attrs[Attrs.SHIELD_MAX]);
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@@ -236,16 +235,13 @@ export class HeroViewComp extends CCComp {
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get isActive() {
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return this.ent.has(HeroViewComp) && this.node?.isValid;
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}
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//状态切
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/** 状态切换(动画) */
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status_change(type:string){
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this.status=type
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if(type == "idle"){
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this.as.idle()
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// this.as.change_default("idle")
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}
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if(type == "move"){
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this.as.move()
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// this.as.change_default("move")
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this.status = type;
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if(type === "idle"){
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this.as.idle();
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} else if(type === "move"){
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this.as.move();
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}
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}
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add_shield(shield:number){
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@@ -260,30 +256,35 @@ export class HeroViewComp extends CCComp {
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}
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/** 静止时间 */
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in_stop (dt: number) {
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}
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/**
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* 死亡视图表现
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* 由 HeroAtkSystem 调用,只负责视觉效果和事件通知
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*/
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do_dead(){
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// 死亡逻辑主要由 HeroBattleSystem 处理
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// 这里只保留视图层的表现逻辑
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if(this.model.is_count_dead) return
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// 防止重复触发
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if(this.model.is_count_dead) return;
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this.model.is_count_dead = true; // 防止重复触发,必须存在防止重复调用
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if(this.model.fac==FacSet.MON){
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this.scheduleOnce(()=>{
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this.do_drop()
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},0.1)
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}
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if(this.model.fac==FacSet.HERO){
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this.scheduleOnce(()=>{
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oops.message.dispatchEvent(GameEvent.HeroDead,{hero_uuid:this.model.hero_uuid})
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},0.1)
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}
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}
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do_drop(){
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// 播放死亡特效
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this.dead();
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// 根据阵营触发不同事件
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if(this.model.fac === FacSet.MON){
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// 怪物死亡:延迟触发掉落(暂时不发事件,等待实现)
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// this.scheduleOnce(() => {
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// oops.message.dispatchEvent(GameEvent.MonsterDead, {
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// hero_uuid: this.model.hero_uuid,
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// position: this.node.position
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// });
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// }, 0.2);
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} else if(this.model.fac === FacSet.HERO){
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// 英雄死亡:延迟触发死亡事件
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this.scheduleOnce(() => {
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oops.message.dispatchEvent(GameEvent.HeroDead, {
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hero_uuid: this.model.hero_uuid
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});
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}, 0.2);
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}
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}
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do_atked(damage:number,isCrit:boolean,s_uuid:number){
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@@ -308,13 +309,16 @@ export class HeroViewComp extends CCComp {
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}
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// 伤害计算和战斗逻辑已迁移到 HeroBattleSystem
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do_dead_trigger(){ //死亡特殊处理
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if(this.model.is_dead||this.model.fac==FacSet.MON) return
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/** 死亡触发器(预留,用于天赋/特殊效果) */
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do_dead_trigger(){
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if(this.model.is_dead || this.model.fac === FacSet.MON) return;
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// 预留:天赋触发、复活检查等
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}
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do_atked_trigger(){ //受伤特殊处理
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if(this.model.is_dead||this.model.fac==FacSet.MON) return
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/** 受击触发器(预留,用于天赋/特殊效果) */
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do_atked_trigger(){
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if(this.model.is_dead || this.model.fac === FacSet.MON) return;
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// 预留:反击、护盾触发等
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}
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to_grave(){
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@@ -326,8 +330,9 @@ export class HeroViewComp extends CCComp {
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}
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/** 调试日志(已禁用) */
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to_console(value:any, value2:any=null, value3:any=null){
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//console.log("["+this.scale+this.hero_name+']'+value,value2,value3)
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// 调试用,生产环境已禁用
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}
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reset() {
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