refactor(skillSet): 基本功完成 新buff系统 优化DBuff与Attrs映射及转换逻辑
- 规范化DBuff的枚举命名,修正属性对应关系 - 统一DBuff与Attrs的双向映射,通过TransformBuffs函数处理转换 - 移除旧的getAttrFieldFromDebuff方法,改用更灵活的映射数组 - 更新Attrs枚举,增加被易伤、防护盾等新属性 - 重新调整AttrsType映射,保证属性类型一致性 refactor(hero): 重构Hero和Monster初始化属性及buff系统 - Hero初始化时完善基础属性赋值,新增基础移动速度与攻击距离 - Hero使用initAttrs替代initBuffsDebuffs,重构buff/debuff初始化流程 - Monster初始化简化,统一按Hero写法初始化基础属性和Attrs - 实现buff/debuff属性智能覆盖与叠加时长的改进逻辑 - 属性计算改用统一逻辑,支持数值型和百分比型准确计算 - 增加属性值范围限制,确保部分属性在合理区间内 refactor(heroViewComp): 优化buff/debuff管理及状态判断 - 统一buff和debuff的持久与临时管理字典及更新方法 - 优化临时buff/debuff的更新时间处理,自动触发属性重新计算 - 提供isStun和isFrost接口简化眩晕、冰冻状态判断 - 规范注释及代码格式,提升可读性和维护性 refactor(skillConComp): 优化眩晕与冰冻状态判断逻辑 - 移除遍历判断,改用HeroViewComp的isStun和isFrost方法 - 简化技能冷却更新逻辑,提升性能 chore(heroSet): 添加AttrSet枚举定义属性最大值限制 docs(rogueConfig): 更新说明文档中的属性枚举定义说明 - 将属性增强枚举由BuffAttr修改为Attrs,以保持一致性
This commit is contained in:
@@ -101,17 +101,18 @@ export enum DBuff {
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SLOW = 2, //减速 - 对应Attrs.AS (攻击速度), BType.RATIO
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SLOW = 2, //减速 - 对应Attrs.AS (攻击速度), BType.RATIO
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FROST = 3, //冰冻 - 对应Attrs.ICE_RES (冰冻抗性), BType.RATIO
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FROST = 3, //冰冻 - 对应Attrs.ICE_RES (冰冻抗性), BType.RATIO
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BURN = 4, //易伤 - 对应Attrs.DEF/MDEF (防御/魔防), BType.RATIO, 默认次数是5, 技能配置的devC是额外次数
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BURN = 4, //易伤 - 对应Attrs.DEF/MDEF (防御/魔防), BType.RATIO, 默认次数是5, 技能配置的devC是额外次数
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DEAS = 5, //减速 - 对应Attrs.AS (攻击速度), BType.RATIO, 直接+技能cd
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AS = 5, //减速 - 对应Attrs.AS (攻击速度), BType.RATIO, 直接+技能cd
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DEHP = 6, //减hp - 对应Attrs.HP_MAX (最大生命值), BType.RATIO
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HP_MAX = 6, //减hp - 对应Attrs.HP_MAX (最大生命值), BType.RATIO
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DEAP = 7, //减atk - 对应Attrs.AP (攻击力), BType.RATIO
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AP = 7, //减atk - 对应Attrs.AP (攻击力), BType.RATIO
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DEMGP = 8, //减魔法伤害 - 对应Attrs.MAP (魔法攻击力), BType.RATIO
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MGP = 8, //减魔法伤害 - 对应Attrs.MAP (魔法攻击力), BType.RATIO
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BACK = 9, //击退概率 - 对应Attrs.KNOCKBACK (击退概率), BType.RATIO
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DEBACK = 9, //击退概率 - 对应Attrs.BACK (击退概率), BType.RATIO
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CRITICAL = 10, //-暴击率 - 对应Attrs.CRITICAL (暴击率), BType.RATIO
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CRITICAL = 10, //-暴击率 - 对应Attrs.CRITICAL (暴击率), BType.RATIO
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CRIT_DAMAGE = 11, //-暴击伤害 - 对应Attrs.CRITICAL_DMG (暴击伤害), BType.RATIO
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CRIT_DAMAGE = 11, //-暴击伤害 - 对应Attrs.CRITICAL_DMG (暴击伤害), BType.RATIO
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DODGE = 12, //-闪避 - 对应Attrs.DODGE (闪避), BType.RATIO
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DODGE = 12, //-闪避 - 对应Attrs.DODGE (闪避), BType.RATIO
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DBUFFUP=13, //edbuff效果提升
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DBUFFUP=13, //edbuff效果提升
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BUFF_DOWN = 14,// buff效果减弱
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BUFF_DOWN = 14,// buff效果减弱
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SPEED = 15, //移动速度下降 - 对应Attrs.MOVE_SPEED (移动速度), BType.RATIO
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SPEED = 15, //移动速度下降 - 对应Attrs.MOVE_SPEED (移动速度), BType.RATIO
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DEBURN= 16, //被攻击带易伤
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}
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}
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@@ -131,19 +132,23 @@ export enum Attrs {
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AS = 12, //攻击速度,直接减技能cd
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AS = 12, //攻击速度,直接减技能cd
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REFLICT = 13, //反伤比率
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REFLICT = 13, //反伤比率
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LIFESTEAL = 14, //吸血比率
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LIFESTEAL = 14, //吸血比率
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KNOCKBACK = 15, //攻击带击退概率
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BACK = 15, //攻击带击退概率
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CON_RES = 16, //控制抗性
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DEBACK = 16, //被攻击击退概率
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ICE_RES = 17, //冰冻抗性
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CON_RES = 17, //控制抗性
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FIRE_RES = 18, //火抗性
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ICE_RES = 18, //冰冻抗性
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WIND_RES = 19, //风抗性
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FIRE_RES = 19, //火抗性
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ICE_POWER = 20, //冰冻伤害效果提升
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WIND_RES = 20, //风抗性
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FIRE_POWER = 21,//火伤害效果提升
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ICE_POWER = 21, //冰冻伤害效果提升
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WIND_POWER = 22,//风伤害效果提升
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FIRE_POWER = 22,//火伤害效果提升
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SHIELD_UP = 23, //护盾效果提升
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WIND_POWER = 23,//风伤害效果提升
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BUFF_UP = 24, //buff效果提升
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BUFF_UP = 24, //buff效果提升
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DBUFF_UP=25, //debuff效果提升
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DBUFF_UP=25, //debuff效果提升
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DIS=26, //攻击距离
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DIS=26, //攻击距离
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SPEED = 27, //移动速度加成,默认都是百分比
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SPEED = 27, //移动速度加成,默认都是百分比
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SHIELD_UP = 28, //护盾效果提升
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BURN = 29, //攻击带易伤
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DEBURN = 30, //被攻击易伤
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}
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}
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@@ -184,6 +189,8 @@ export const AttrsType: Record<Attrs, BType> = {
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[Attrs.DEF]: BType.VALUE, // 防御 - 数值型
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[Attrs.DEF]: BType.VALUE, // 防御 - 数值型
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[Attrs.MDEF]: BType.VALUE, // 魔法防御 - 数值型
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[Attrs.MDEF]: BType.VALUE, // 魔法防御 - 数值型
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[Attrs.DIS]: BType.VALUE, // 攻击距离 - 数值型
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[Attrs.DIS]: BType.VALUE, // 攻击距离 - 数值型
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[Attrs.BURN]: BType.VALUE, // 易伤 - 数值型
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[Attrs.DEBURN]: BType.VALUE, // 被攻击易伤 - 数值型
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// ========== 百分比型属性 ==========
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// ========== 百分比型属性 ==========
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[Attrs.CRITICAL]: BType.RATIO, // 暴击率 - 百分比型
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[Attrs.CRITICAL]: BType.RATIO, // 暴击率 - 百分比型
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@@ -194,7 +201,7 @@ export const AttrsType: Record<Attrs, BType> = {
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[Attrs.AS]: BType.RATIO, // 攻击速度 - 百分比型
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[Attrs.AS]: BType.RATIO, // 攻击速度 - 百分比型
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[Attrs.REFLICT]: BType.RATIO, // 反伤比率 - 百分比型
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[Attrs.REFLICT]: BType.RATIO, // 反伤比率 - 百分比型
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[Attrs.LIFESTEAL]: BType.RATIO, // 吸血比率 - 百分比型
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[Attrs.LIFESTEAL]: BType.RATIO, // 吸血比率 - 百分比型
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[Attrs.KNOCKBACK]: BType.RATIO, // 击退概率 - 百分比型
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[Attrs.BACK]: BType.RATIO, // 击退概率 - 百分比型
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[Attrs.CON_RES]: BType.RATIO, // 控制抗性 - 百分比型
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[Attrs.CON_RES]: BType.RATIO, // 控制抗性 - 百分比型
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[Attrs.ICE_RES]: BType.RATIO, // 冰冻抗性 - 百分比型
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[Attrs.ICE_RES]: BType.RATIO, // 冰冻抗性 - 百分比型
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[Attrs.FIRE_RES]: BType.RATIO, // 火抗性 - 百分比型
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[Attrs.FIRE_RES]: BType.RATIO, // 火抗性 - 百分比型
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@@ -202,10 +209,11 @@ export const AttrsType: Record<Attrs, BType> = {
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[Attrs.ICE_POWER]: BType.RATIO, // 冰冻伤害效果提升 - 百分比型
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[Attrs.ICE_POWER]: BType.RATIO, // 冰冻伤害效果提升 - 百分比型
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[Attrs.FIRE_POWER]: BType.RATIO, // 火伤害效果提升 - 百分比型
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[Attrs.FIRE_POWER]: BType.RATIO, // 火伤害效果提升 - 百分比型
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[Attrs.WIND_POWER]: BType.RATIO, // 风伤害效果提升 - 百分比型
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[Attrs.WIND_POWER]: BType.RATIO, // 风伤害效果提升 - 百分比型
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[Attrs.SHIELD_UP]: BType.RATIO, // 护盾效果提升 - 百分比型
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[Attrs.DEBACK]:BType.RATIO,
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[Attrs.BUFF_UP]: BType.RATIO, // buff效果提升 - 百分比型
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[Attrs.BUFF_UP]: BType.RATIO, // buff效果提升 - 百分比型
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[Attrs.DBUFF_UP]: BType.RATIO, // debuff效果提升 - 百分比型
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[Attrs.DBUFF_UP]: BType.RATIO, // debuff效果提升 - 百分比型
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[Attrs.SPEED]: BType.RATIO, // 移动速度加成 - 百分比型
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[Attrs.SPEED]: BType.RATIO, // 移动速度加成 - 百分比型
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[Attrs.SHIELD_UP]: BType.RATIO, // 护盾效果提升 - 百分比型
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};
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};
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/**
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/**
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@@ -227,61 +235,44 @@ export const getAttrType = (attrType: Attrs): BType => {
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};
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};
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/**
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/**
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* 获取 debuff 对应的属性字段
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* DBuff 与 Attrs 的双向映射关系表
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* @param debuffType DBuff 类型
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* 格式:[DBuff, Attrs 或 -1(状态类)]
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* @returns 对应的 Attrs 字段,如果是状态类 debuff(只缓存)返回 -1
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*
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* 扩展说明:
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* 1. 普通 debuff:返回 Attrs 值(会直接修改属性)
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* 2. 状态类 debuff:返回 -1(只缓存,不修改属性)
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*
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* 新增 DBuff 时:
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* - 如果需要修改属性,在 debuffAttrMap 中添加映射: [DBuff.NEW]: Attrs.ATTR
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* - 如果只需缓存状态,在 stateDebuffSet 中添加: DBuff.NEW
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*/
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*/
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export const getAttrFieldFromDebuff = (debuffType: DBuff): number => {
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const DEBUFF_ATTR_MAP: [DBuff, number][] = [
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// 状态类 debuff(只需缓存,不影响属性)
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[DBuff.STUN, -1], // 眩晕 - 状态类
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const stateDebuffSet = new Set<DBuff>([
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[DBuff.SLOW, Attrs.SPEED], // 减速 -> 速度
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DBuff.STUN,
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[DBuff.FROST, -1], // 冰冻 - 状态类
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DBuff.FROST,
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[DBuff.DEBURN, Attrs.DEBURN], // 被易伤 -> 被易伤
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]);
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[DBuff.BURN, Attrs.BURN], // 易伤 -> 易伤效果
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[DBuff.AS, Attrs.AS], // 减cd -> 攻击速度
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// 检查是否是状态类 debuff
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[DBuff.HP_MAX, Attrs.HP_MAX], // 减hp -> 最大生命值
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if (stateDebuffSet.has(debuffType)) {
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[DBuff.AP, Attrs.AP], // 减atk -> 攻击力
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return -1; // 表示只缓存,不影响属性
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[DBuff.MGP, Attrs.MAP], // 减魔法 -> 魔法攻击力
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}
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[DBuff.DEBACK, Attrs.DEBACK], // 被击退 -> 被击退概率
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[DBuff.CRITICAL, Attrs.CRITICAL], // -暴击率 -> 暴击率
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[DBuff.CRIT_DAMAGE, Attrs.CRITICAL_DMG], // -暴击伤害 -> 暴击伤害
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[DBuff.DODGE, Attrs.DODGE], // -闪避 -> 闪避
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[DBuff.DBUFFUP, Attrs.DBUFF_UP], // debuff提升 -> debuff提升
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[DBuff.BUFF_DOWN, Attrs.BUFF_UP], // buff减弱 -> buff效果
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[DBuff.SPEED, Attrs.SPEED], // 移动速度下降 -> 移动速度
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];
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// ==================== 普通 Debuff 到 Attrs 的完整映射表 ====================
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/**
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// 格式: [DBuff 类型]: Attrs 属性(会直接修改属性值)
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* 双向转换:DBuff ⇄ Attrs
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// 注意:新增普通 debuff 时,在此添加映射关系即可
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* @param key DBuff 或 Attrs 枚举值
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const debuffAttrMap: Record<DBuff, number> = {
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* @param isDebuff true: key 是 DBuff, false: key 是 Attrs
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[DBuff.STUN]: Attrs.CON_RES, // 眩晕 -> 控制抗性
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* @returns 对应的转换值,未找到则返回 -1
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[DBuff.SLOW]: Attrs.AS, // 减速 -> 攻击速度
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*/
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[DBuff.FROST]: Attrs.ICE_RES, // 冰冻 -> 冰冻抗性
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export const TransformBuffs = (key: number, isDebuff: boolean): number => {
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[DBuff.BURN]: Attrs.DEF, // 易伤 -> 防御
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if (isDebuff) {
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[DBuff.DEAS]: Attrs.AS, // 减cd -> 攻击速度
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// DBuff → Attrs
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[DBuff.DEHP]: Attrs.HP_MAX, // 减hp -> 最大生命值
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const found = DEBUFF_ATTR_MAP.find(([debuff]) => debuff === key);
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[DBuff.DEAP]: Attrs.AP, // 减atk -> 攻击力
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return found ? found[1] : -1;
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[DBuff.DEMGP]: Attrs.MAP, // 减魔法 -> 魔法攻击力
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} else {
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[DBuff.BACK]: Attrs.KNOCKBACK, // 击退 -> 击退概率
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// Attrs → DBuff(只返回第一个匹配)
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[DBuff.CRITICAL]: Attrs.CRITICAL, // -暴击率 -> 暴击率
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const found = DEBUFF_ATTR_MAP.find(([, attr]) => attr === key);
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[DBuff.CRIT_DAMAGE]: Attrs.CRITICAL_DMG, // -暴击伤害 -> 暴击伤害
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return found ? found[0] : -1;
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[DBuff.DODGE]: Attrs.DODGE, // -闪避 -> 闪避
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[DBuff.DBUFFUP]: Attrs.DBUFF_UP, // debuff提升 -> debuff提升
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[DBuff.BUFF_DOWN]: Attrs.BUFF_UP, // buff减弱 -> buff效果
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[DBuff.SPEED]: Attrs.SPEED, // 移动速度下降 -> 移动速度
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};
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const attrField = debuffAttrMap[debuffType];
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// 如果映射不存在,打印警告信息(方便开发调试)
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if (attrField === undefined) {
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console.warn(`[SkillSet] 未知的 DBuff 类型: ${debuffType},请在 getAttrFieldFromDebuff 添加映射关系或放入 stateDebuffSet`);
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return -1;
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}
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}
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return attrField;
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};
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};
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/*
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/*
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@@ -26,7 +26,9 @@ import { debuff } from "../../skills/debuff"
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* 0:战士 1:远程 2:法师
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* 0:战士 1:远程 2:法师
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* * */
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* * */
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export enum AttrSet {
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ATTR_MAX = 85,
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}
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export enum HType {
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export enum HType {
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warrior = 0,
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warrior = 0,
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remote = 1,
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remote = 1,
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@@ -76,16 +76,19 @@ export class Hero extends ecs.Entity {
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hv.base_def=hero.def
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hv.base_def=hero.def
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hv.base_hp=hero.hp
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hv.base_hp=hero.hp
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hv.base_mp=hero.mp
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hv.base_mp=hero.mp
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hv.hp=hv.base_hp
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hv.base_dis=hero.dis
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hv.mp=hv.base_mp
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hv.base_speed=hero.speed
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hv.Attrs=getAttrs()
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hv.Attrs=getAttrs()
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hv.Attrs[Attrs.HP_MAX]=hv.base_hp
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hv.hp=hv.Attrs[Attrs.HP_MAX]=hv.base_hp
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hv.Attrs[Attrs.MP_MAX]=hv.base_mp
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hv.mp=hv.Attrs[Attrs.MP_MAX]=hv.base_mp
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hv.Attrs[Attrs.DEF]=hv.base_def
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hv.Attrs[Attrs.DEF]=hv.base_def
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hv.Attrs[Attrs.AP]=hv.base_ap
|
hv.Attrs[Attrs.AP]=hv.base_ap
|
||||||
hv.Attrs[Attrs.MAP]=hv.base_map
|
hv.Attrs[Attrs.MAP]=hv.base_map
|
||||||
|
hv.Attrs[Attrs.SPEED]=hero.speed
|
||||||
|
hv.Attrs[Attrs.DIS]=hero.dis
|
||||||
|
|
||||||
// 初始化 buff/debuff 系统
|
// 初始化 buff/debuff 系统
|
||||||
hv.initBuffsDebuffs();
|
hv.initAttrs();
|
||||||
return hv
|
return hv
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -5,36 +5,36 @@ import { HeroSpine } from "./HeroSpine";
|
|||||||
import { BoxSet, FacSet } from "../common/config/BoxSet";
|
import { BoxSet, FacSet } from "../common/config/BoxSet";
|
||||||
import { smc } from "../common/SingletonModuleComp";
|
import { smc } from "../common/SingletonModuleComp";
|
||||||
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
|
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
|
||||||
import { Attrs, DBuff, SkillSet, BType, BuffConf, DbuffConf, getAttrFieldFromDebuff } from "../common/config/SkillSet";
|
import { Attrs, DBuff, SkillSet, BType, BuffConf, DbuffConf, TransformBuffs, AttrsType } from "../common/config/SkillSet";
|
||||||
import { BuffComp } from "./BuffComp";
|
import { BuffComp } from "./BuffComp";
|
||||||
import { oops } from "db://oops-framework/core/Oops";
|
import { oops } from "db://oops-framework/core/Oops";
|
||||||
import { GameEvent } from "../common/config/GameEvent";
|
import { GameEvent } from "../common/config/GameEvent";
|
||||||
import { FightSet, TooltipTypes } from "../common/config/Mission";
|
import { FightSet, TooltipTypes } from "../common/config/Mission";
|
||||||
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
|
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
|
||||||
import { HeroInfo, HeroUpSet } from "../common/config/heroSet";
|
import { AttrSet, HeroInfo, HeroUpSet } from "../common/config/heroSet";
|
||||||
const { ccclass, property } = _decorator;
|
const { ccclass, property } = _decorator;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* ==================== BUFF 系统使用说明 ====================
|
* ==================== BUFF 系统使用说明 ====================
|
||||||
*
|
*
|
||||||
* 1. 系统架构<EFBFBD><EFBFBD>?
|
* 1. 系统架构
|
||||||
* - BUFF_V/BUFFS_V: 数值型 buff(持<EFBFBD><EFBFBD>?临时<E4B8B4><E697B6>?
|
* - BUFF_V/BUFFS_V: 数值型 buff(持临时
|
||||||
* - BUFF_R/BUFFS_R: 百分比型 buff(持<EFBFBD><EFBFBD>?临时<E4B8B4><E697B6>?
|
* - BUFF_R/BUFFS_R: 百分比型 buff(持临时
|
||||||
* - DBUFF_V/DBUFFS_V: 数值型 debuff(持<EFBFBD><EFBFBD>?临时<E4B8B4><E697B6>?
|
* - DBUFF_V/DBUFFS_V: 数值型 debuff(持临时
|
||||||
* - DBUFF_R/DBUFFS_R: 百分比型 debuff(持<EFBFBD><EFBFBD>?临时<E4B8B4><E697B6>?
|
* - DBUFF_R/DBUFFS_R: 百分比型 debuff(持临时
|
||||||
*
|
*
|
||||||
* 2. 智能覆盖规则<EFBFBD><EFBFBD>?
|
* 2. 智能覆盖规则
|
||||||
* - 值更小:不添加(弱效果不覆盖强效果)
|
* - 值更小:不添加(弱效果不覆盖强效果)
|
||||||
* - 值相同且临时:叠加时<EFBFBD><EFBFBD>?
|
* - 值相同且临时:叠加时
|
||||||
* - 值更大:更新为新值(临时则更新值和时间<EFBFBD><EFBFBD>?
|
* - 值更大:更新为新值(临时则更新值和时间
|
||||||
*
|
*
|
||||||
* 3. 性能优化<EFBFBD><EFBFBD>?
|
* 3. 性能优化
|
||||||
* - 增量计算:添<EFBFBD><EFBFBD>?删除时只重算受影响的属<EFBFBD>?
|
* - 增量计算:添删除时只重算受影响的属
|
||||||
* - 批量计算:initBuffsDebuffs() 中使<EFBFBD><EFBFBD>?recalculateAttrs() 一次性计算所<EFBFBD><EFBFBD>?
|
* - 批量计算:initBuffsDebuffs() 中使recalculateAttrs() 一次性计算所
|
||||||
*/
|
*/
|
||||||
/** 角色显示组件 */
|
/** 角色显示组件 */
|
||||||
@ccclass('HeroViewComp') // 定义<EFBFBD><EFBFBD>?Cocos Creator 组件
|
@ccclass('HeroViewComp') // 定义Cocos Creator 组件
|
||||||
@ecs.register('HeroView', false) // 定义<EFBFBD><EFBFBD>?ECS 组件
|
@ecs.register('HeroView', false) // 定义ECS 组件
|
||||||
export class HeroViewComp extends CCComp {
|
export class HeroViewComp extends CCComp {
|
||||||
BUFFCOMP:BuffComp=null!
|
BUFFCOMP:BuffComp=null!
|
||||||
as: HeroSpine = null!
|
as: HeroSpine = null!
|
||||||
@@ -43,7 +43,7 @@ export class HeroViewComp extends CCComp {
|
|||||||
hero_name : string = "hero";
|
hero_name : string = "hero";
|
||||||
lv:number =1;
|
lv:number =1;
|
||||||
scale: number = 1; /** 角色阵营 1:hero -1 :mon */
|
scale: number = 1; /** 角色阵营 1:hero -1 :mon */
|
||||||
type: number = 0; /**角色类型 0近战-需要贴<EFBFBD><EFBFBD>?1远程-保持距离 2辅助 */
|
type: number = 0; /**角色类型 0近战-需要贴1远程-保持距离 2辅助 */
|
||||||
fac:number=0; //阵营 0:hero 1:monster
|
fac:number=0; //阵营 0:hero 1:monster
|
||||||
box_group:number = BoxSet.HERO;
|
box_group:number = BoxSet.HERO;
|
||||||
is_dead:boolean = false; //是否摧毁
|
is_dead:boolean = false; //是否摧毁
|
||||||
@@ -58,27 +58,27 @@ export class HeroViewComp extends CCComp {
|
|||||||
is_kalami:boolean =false;
|
is_kalami:boolean =false;
|
||||||
|
|
||||||
mp: number = 100;
|
mp: number = 100;
|
||||||
hp: number = 100; /** 血<EFBFBD><EFBFBD>?*/
|
hp: number = 100; /** 血*/
|
||||||
shield:number=0; //当前护甲<EFBFBD><EFBFBD>?
|
shield:number=0; //当前护甲
|
||||||
/** 基础属<EFBFBD>?有初始值的基础属<EFBFBD>?后续Attrs 属性计算时用到*/
|
/** 基础属有初始值的基础属后续Attrs 属性计算时用到*/
|
||||||
base_ap: number = 0; //基础攻击<EFBFBD><EFBFBD>?
|
base_ap: number = 0; //基础攻击
|
||||||
base_map: number = 0;
|
base_map: number = 0;
|
||||||
base_def: number = 5;
|
base_def: number = 5;
|
||||||
base_hp: number = 100;
|
base_hp: number = 100;
|
||||||
base_mp: number = 100;
|
base_mp: number = 100;
|
||||||
base_speed: number = 100; /** 角色移动速度 */
|
base_speed: number = 100; /** 角色移动速度 */
|
||||||
|
base_dis: number = 100;
|
||||||
Attrs:any=[]
|
Attrs:any=[]
|
||||||
// Buff/Debuff 字典结构,通过属性索引直接访<EFBFBD><EFBFBD>?
|
// Buff/Debuff 字典结构,通过属性索引直接访
|
||||||
// 结构: { [attrIndex: number]: { value: number, remainTime?: number } }
|
// 结构: { [attrIndex: number]: { value: number, remainTime?: number } }
|
||||||
DBUFF_V: Record<number, {value: number}> = {} // 持久型数<EFBFBD><EFBFBD>?debuff
|
DBUFF_V: Record<number, {value: number}> = {} // 持久型数debuff
|
||||||
DBUFF_R: Record<number, {value: number}> = {} // 持久型百分比 debuff
|
DBUFF_R: Record<number, {value: number}> = {} // 持久型百分比 debuff
|
||||||
BUFF_V: Record<number, {value: number}> = {} // 持久型数<EFBFBD><EFBFBD>?buff
|
BUFF_V: Record<number, {value: number}> = {} // 持久型数buff
|
||||||
BUFF_R: Record<number, {value: number}> = {} // 持久型百分比 buff
|
BUFF_R: Record<number, {value: number}> = {} // 持久型百分比 buff
|
||||||
|
|
||||||
DBUFFS_V: Record<number, {value: number, remainTime: number}> = {} // 临时型数<EFBFBD><EFBFBD>?debuff
|
DBUFFS_V: Record<number, {value: number, remainTime: number}> = {} // 临时型数debuff
|
||||||
DBUFFS_R: Record<number, {value: number, remainTime: number}> = {} // 临时型百分比 debuff
|
DBUFFS_R: Record<number, {value: number, remainTime: number}> = {} // 临时型百分比 debuff
|
||||||
BUFFS_V: Record<number, {value: number, remainTime: number}> = {} // 临时型数<EFBFBD><EFBFBD>?buff
|
BUFFS_V: Record<number, {value: number, remainTime: number}> = {} // 临时型数buff
|
||||||
BUFFS_R: Record<number, {value: number, remainTime: number}> = {} // 临时型百分比 buff
|
BUFFS_R: Record<number, {value: number, remainTime: number}> = {} // 临时型百分比 buff
|
||||||
|
|
||||||
atk_count: number = 0;
|
atk_count: number = 0;
|
||||||
@@ -102,7 +102,7 @@ export class HeroViewComp extends CCComp {
|
|||||||
this.on(GameEvent.FightEnd,this.do_fight_end,this)
|
this.on(GameEvent.FightEnd,this.do_fight_end,this)
|
||||||
const collider = this.node.getComponent(BoxCollider2D);
|
const collider = this.node.getComponent(BoxCollider2D);
|
||||||
this.scheduleOnce(()=>{
|
this.scheduleOnce(()=>{
|
||||||
if (collider) collider.enabled = true; // 先禁<EFBFBD><EFBFBD>?
|
if (collider) collider.enabled = true; // 先禁
|
||||||
},1)
|
},1)
|
||||||
// let anm = this.node.getChildByName("anm")
|
// let anm = this.node.getChildByName("anm")
|
||||||
// anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
|
// anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
|
||||||
@@ -118,17 +118,17 @@ export class HeroViewComp extends CCComp {
|
|||||||
if(this.is_boss){
|
if(this.is_boss){
|
||||||
this.node.getChildByName("top").position=v3(this.node.position.x,this.node.position.y+100,0)
|
this.node.getChildByName("top").position=v3(this.node.position.x,this.node.position.y+100,0)
|
||||||
}
|
}
|
||||||
/* 显示角色血<EFBFBD><EFBFBD>?*/
|
/* 显示角色血*/
|
||||||
this.node.getChildByName("top").getChildByName("hp").active = true;
|
this.node.getChildByName("top").getChildByName("hp").active = true;
|
||||||
this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
|
this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
|
||||||
}
|
}
|
||||||
|
|
||||||
// ==================== BUFF系统初始<EFBFBD><EFBFBD>?====================
|
// ==================== BUFF系统初始====================
|
||||||
/**
|
/**
|
||||||
* 初始化角色的 buff <EFBFBD><EFBFBD>?debuff
|
* 初始化角色的 buff debuff
|
||||||
* <EFBFBD><EFBFBD>?HeroInfo 读取初始配置,建立属性系<EFBFBD><EFBFBD>?
|
* HeroInfo 读取初始配置,建立属性系
|
||||||
*/
|
*/
|
||||||
initBuffsDebuffs() {
|
initAttrs() {
|
||||||
// 清空现有 buff/debuff
|
// 清空现有 buff/debuff
|
||||||
this.BUFF_V = {};
|
this.BUFF_V = {};
|
||||||
this.BUFFS_V = {};
|
this.BUFFS_V = {};
|
||||||
@@ -143,19 +143,28 @@ export class HeroViewComp extends CCComp {
|
|||||||
if (!heroInfo) return;
|
if (!heroInfo) return;
|
||||||
|
|
||||||
|
|
||||||
// 1. 重置为基础<EFBFBD><EFBFBD>?
|
// 1. 重置为基础
|
||||||
this.Attrs[Attrs.HP_MAX] = this.base_hp;
|
this.Attrs[Attrs.HP_MAX] = this.base_hp;
|
||||||
this.Attrs[Attrs.MP_MAX] = this.base_mp;
|
this.Attrs[Attrs.MP_MAX] = this.base_mp;
|
||||||
this.Attrs[Attrs.DEF] = this.base_def;
|
this.Attrs[Attrs.DEF] = this.base_def;
|
||||||
this.Attrs[Attrs.AP] = this.base_ap;
|
this.Attrs[Attrs.AP] = this.base_ap;
|
||||||
this.Attrs[Attrs.MAP] = this.base_map;
|
this.Attrs[Attrs.MAP] = this.base_map;
|
||||||
this.Attrs[Attrs.SPEED] = this.base_speed;
|
this.Attrs[Attrs.SPEED] = this.base_speed;
|
||||||
this.Attrs[Attrs.SHIELD_MAX] = 0; // 护盾默认<E9BB98><E8AEA4>?0
|
this.Attrs[Attrs.DIS] = this.base_dis;
|
||||||
|
|
||||||
// 2. 初始化其他属性(无初始值的<EFBFBD><EFBFBD>?
|
// 2. 初始化其他属性(无初始值的
|
||||||
for (const attrKey in this.Attrs) {
|
for (const attrKey in this.Attrs) {
|
||||||
const attrIndex = parseInt(attrKey);
|
const attrIndex = parseInt(attrKey);
|
||||||
if(attrIndex !== Attrs.HP_MAX && attrIndex !== Attrs.MP_MAX && attrIndex !== Attrs.DEF && attrIndex !== Attrs.AP && attrIndex !== Attrs.MAP && attrIndex !== Attrs.SPEED) {
|
if(
|
||||||
|
attrIndex !== Attrs.HP_MAX &&
|
||||||
|
attrIndex !== Attrs.MP_MAX&&
|
||||||
|
attrIndex !== Attrs.DEF &&
|
||||||
|
attrIndex !== Attrs.AP &&
|
||||||
|
attrIndex !== Attrs.MAP &&
|
||||||
|
attrIndex !== Attrs.SPEED &&
|
||||||
|
attrIndex !== Attrs.DIS
|
||||||
|
|
||||||
|
) {
|
||||||
this.Attrs[attrIndex] = 0;
|
this.Attrs[attrIndex] = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -165,7 +174,6 @@ export class HeroViewComp extends CCComp {
|
|||||||
this.addBuff(buffConf);
|
this.addBuff(buffConf);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 加载初始 debuff
|
// 加载初始 debuff
|
||||||
if (heroInfo.debuff && heroInfo.debuff.length > 0) {
|
if (heroInfo.debuff && heroInfo.debuff.length > 0) {
|
||||||
for (const dbuffConf of heroInfo.debuff) {
|
for (const dbuffConf of heroInfo.debuff) {
|
||||||
@@ -176,27 +184,27 @@ export class HeroViewComp extends CCComp {
|
|||||||
// ==================== BUFF管理 ====================
|
// ==================== BUFF管理 ====================
|
||||||
/**
|
/**
|
||||||
* 添加 buff 效果(智能覆盖)
|
* 添加 buff 效果(智能覆盖)
|
||||||
* @param buffConf buff 配置 (来自 SkillSet.BuffConf <EFBFBD><EFBFBD>?heroSet.buff)
|
* @param buffConf buff 配置 (来自 SkillSet.BuffConf heroSet.buff)
|
||||||
*
|
*
|
||||||
* 智能覆盖规则<EFBFBD><EFBFBD>?
|
* 智能覆盖规则
|
||||||
* 1. 值更小:不添<EFBFBD><EFBFBD>?
|
* 1. 值更小:不添
|
||||||
* 2. 值相同且都是临时:叠加时<EFBFBD><EFBFBD>?
|
* 2. 值相同且都是临时:叠加时
|
||||||
* 3. 值更大:更新为新值(临时则更新值和时间<EFBFBD><EFBFBD>?
|
* 3. 值更大:更新为新值(临时则更新值和时间
|
||||||
*/
|
*/
|
||||||
addBuff(buffConf: BuffConf) {
|
addBuff(buffConf: BuffConf) {
|
||||||
const isValue = buffConf.BType === BType.VALUE;
|
const isValue = buffConf.BType === BType.VALUE;
|
||||||
const isPermanent = buffConf.time === 0;
|
const isPermanent = buffConf.time === 0;
|
||||||
const attrIndex = buffConf.buff;
|
const attrIndex = buffConf.buff;
|
||||||
|
|
||||||
// 根据类型选择对应<EFBFBD><EFBFBD>?buff 字典
|
// 根据类型选择对应buff 字典
|
||||||
const permanentBuffs = isValue ? this.BUFF_V : this.BUFF_R;
|
const permanentBuffs = isValue ? this.BUFF_V : this.BUFF_R;
|
||||||
const temporaryBuffs = isValue ? this.BUFFS_V : this.BUFFS_R;
|
const temporaryBuffs = isValue ? this.BUFFS_V : this.BUFFS_R;
|
||||||
|
|
||||||
if (isPermanent) {
|
if (isPermanent) {
|
||||||
// 添加持久<EFBFBD><EFBFBD>?buff
|
// 添加持久buff
|
||||||
const existing = permanentBuffs[attrIndex];
|
const existing = permanentBuffs[attrIndex];
|
||||||
if (existing) {
|
if (existing) {
|
||||||
// 值更小,不添<EFBFBD><EFBFBD>?
|
// 值更小,不添
|
||||||
if (buffConf.value <= existing.value) {
|
if (buffConf.value <= existing.value) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -207,16 +215,16 @@ export class HeroViewComp extends CCComp {
|
|||||||
permanentBuffs[attrIndex] = { value: buffConf.value };
|
permanentBuffs[attrIndex] = { value: buffConf.value };
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
// 添加临时<EFBFBD><EFBFBD>?buff
|
// 添加临时buff
|
||||||
const existing = temporaryBuffs[attrIndex];
|
const existing = temporaryBuffs[attrIndex];
|
||||||
if (existing) {
|
if (existing) {
|
||||||
if (buffConf.value < existing.value) {
|
if (buffConf.value < existing.value) {
|
||||||
// 值更小,不添<EFBFBD><EFBFBD>?
|
// 值更小,不添
|
||||||
return;
|
return;
|
||||||
} else if (buffConf.value === existing.value) {
|
} else if (buffConf.value === existing.value) {
|
||||||
// 值相同,叠加时间
|
// 值相同,叠加时间
|
||||||
existing.remainTime += buffConf.time;
|
existing.remainTime += buffConf.time;
|
||||||
return; // 时间叠加不需要重算属<EFBFBD><EFBFBD>?
|
return; // 时间叠加不需要重算属
|
||||||
} else {
|
} else {
|
||||||
// 值更大,更新值和时间
|
// 值更大,更新值和时间
|
||||||
existing.value = buffConf.value;
|
existing.value = buffConf.value;
|
||||||
@@ -231,44 +239,40 @@ export class HeroViewComp extends CCComp {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 只重新计算受影响的属<E79A84><E5B19E>?
|
|
||||||
this.recalculateSingleAttr(buffConf.buff);
|
this.recalculateSingleAttr(buffConf.buff);
|
||||||
}
|
}
|
||||||
|
|
||||||
// ==================== DEBUFF管理 ====================
|
// ==================== DEBUFF管理 ====================
|
||||||
/**
|
/**
|
||||||
* 添加 debuff 效果(智能覆盖)
|
* 添加 debuff 效果(智能覆盖)
|
||||||
* @param dbuffConf debuff 配置 (来自 SkillSet.DbuffConf <EFBFBD><EFBFBD>?heroSet.debuff)
|
* @param dbuffConf debuff 配置 (来自 SkillSet.DbuffConf heroSet.debuff)
|
||||||
*
|
*
|
||||||
* 支持两种 debuff<EFBFBD><EFBFBD>?
|
* 支持两种 debuff
|
||||||
* 1. 属性型 debuff:直接修改属性值(有对应的 Attrs<EFBFBD><EFBFBD>?
|
* 1. 属性型 debuff:直接修改属性值(有对应的 Attrs
|
||||||
* 2. 状态型 debuff:只缓存状态(无对应的 Attrs,用于状态检查)
|
* 2. 状态型 debuff:只缓存状态(无对应的 Attrs,用于状态检查)
|
||||||
*
|
*
|
||||||
* 智能覆盖规则<EFBFBD><EFBFBD>?
|
* 智能覆盖规则
|
||||||
* 1. 值更小:不添<EFBFBD><EFBFBD>?
|
* 1. 值更小:不添
|
||||||
* 2. 值相同且都是临时:叠加时<EFBFBD><EFBFBD>?
|
* 2. 值相同且都是临时:叠加时
|
||||||
* 3. 值更大:更新为新值(临时则更新值和时间<EFBFBD><EFBFBD>?
|
* 3. 值更大:更新为新值(临时则更新值和时间
|
||||||
*/
|
*/
|
||||||
addDebuff(dbuffConf: DbuffConf) {
|
addDebuff(dbuffConf: DbuffConf) {
|
||||||
// 获取 debuff 对应的属性字<EFBFBD><EFBFBD>?
|
// 获取 debuff 对应的属性字
|
||||||
// attrField = -1 表示状态类 debuff(只缓存,不修改属性)
|
|
||||||
// attrField >= 0 表示属性类 debuff(会修改属性)
|
|
||||||
const attrField = getAttrFieldFromDebuff(dbuffConf.debuff);
|
|
||||||
const isValue = dbuffConf.BType === BType.VALUE;
|
const isValue = dbuffConf.BType === BType.VALUE;
|
||||||
const isPermanent = dbuffConf.time === 0;
|
const isPermanent = dbuffConf.time === 0;
|
||||||
|
|
||||||
// 根据类型选择对应<EFBFBD><EFBFBD>?debuff 字典
|
// 根据类型选择对应debuff 字典
|
||||||
const permanentDebuffs = isValue ? this.DBUFF_V : this.DBUFF_R;
|
const permanentDebuffs = isValue ? this.DBUFF_V : this.DBUFF_R;
|
||||||
const temporaryDebuffs = isValue ? this.DBUFFS_V : this.DBUFFS_R;
|
const temporaryDebuffs = isValue ? this.DBUFFS_V : this.DBUFFS_R;
|
||||||
|
|
||||||
// 状态类 debuff 使用 debuff 类型作为 key,属性类 debuff 使用 attrField 作为 key
|
// 状态类 debuff 使用 debuff 类型作为 key,属性类 debuff 使用 attrField 作为 key
|
||||||
const key = attrField >= 0 ? attrField : dbuffConf.debuff;
|
const key = dbuffConf.debuff;
|
||||||
|
|
||||||
if (isPermanent) {
|
if (isPermanent) {
|
||||||
// 添加持久<EFBFBD><EFBFBD>?debuff
|
// 添加持久debuff
|
||||||
const existing = permanentDebuffs[key];
|
const existing = permanentDebuffs[key];
|
||||||
if (existing) {
|
if (existing) {
|
||||||
// 值更小,不添<EFBFBD><EFBFBD>?
|
// 值更小,不添
|
||||||
if (dbuffConf.value <= existing.value) {
|
if (dbuffConf.value <= existing.value) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -279,16 +283,16 @@ export class HeroViewComp extends CCComp {
|
|||||||
permanentDebuffs[key] = { value: dbuffConf.value };
|
permanentDebuffs[key] = { value: dbuffConf.value };
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
// 添加临时<EFBFBD><EFBFBD>?debuff
|
// 添加临时debuff
|
||||||
const existing = temporaryDebuffs[key];
|
const existing = temporaryDebuffs[key];
|
||||||
if (existing) {
|
if (existing) {
|
||||||
if (dbuffConf.value < existing.value) {
|
if (dbuffConf.value < existing.value) {
|
||||||
// 值更小,不添<EFBFBD><EFBFBD>?
|
// 值更小,不添
|
||||||
return;
|
return;
|
||||||
} else if (dbuffConf.value === existing.value) {
|
} else if (dbuffConf.value === existing.value) {
|
||||||
// 值相同,叠加时间
|
// 值相同,叠加时间
|
||||||
existing.remainTime += dbuffConf.time;
|
existing.remainTime += dbuffConf.time;
|
||||||
return; // 时间叠加不需要重算属<EFBFBD><EFBFBD>?
|
return; // 时间叠加不需要重算属
|
||||||
} else {
|
} else {
|
||||||
// 值更大,更新值和时间
|
// 值更大,更新值和时间
|
||||||
existing.value = dbuffConf.value;
|
existing.value = dbuffConf.value;
|
||||||
@@ -302,20 +306,24 @@ export class HeroViewComp extends CCComp {
|
|||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
let attrField = TransformBuffs(dbuffConf.debuff,true);
|
||||||
// 只重新计算受影响的属性(状态类 debuff 不需要计算)
|
// 只重新计算受影响的属性(状态类 debuff 不需要计算)
|
||||||
if (attrField >= 0) {
|
if (attrField > 0 ) {
|
||||||
this.recalculateSingleAttr(attrField);
|
this.recalculateSingleAttr(attrField);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ==================== 属性计算系<EFBFBD><EFBFBD>?====================
|
// ==================== 属性计算系====================
|
||||||
/**
|
/**
|
||||||
* 重新计算单个属<EFBFBD>?
|
* 重新计算单个属性
|
||||||
* @param attrIndex 属性索<EFBFBD><EFBFBD>?
|
* @param attrIndex 属性索引
|
||||||
|
*
|
||||||
|
* 计算公式:
|
||||||
|
* - 数值型属性:最终值 = (基础值 + 数值型buff - 数值型debuff) × (1 + 百分比buff/100 - 百分比debuff/100)
|
||||||
|
* - 百分比型属性:最终值 = 基础值 + 数值型buff - 数值型debuff + 百分比buff - 百分比debuff
|
||||||
*/
|
*/
|
||||||
private recalculateSingleAttr(attrIndex: number) {
|
private recalculateSingleAttr(attrIndex: number) {
|
||||||
// 1. 重置为基础<EFBFBD><EFBFBD>?
|
// 1. 获取基础值
|
||||||
const baseValues: Record<number, number> = {
|
const baseValues: Record<number, number> = {
|
||||||
[Attrs.HP_MAX]: this.base_hp,
|
[Attrs.HP_MAX]: this.base_hp,
|
||||||
[Attrs.MP_MAX]: this.base_mp,
|
[Attrs.MP_MAX]: this.base_mp,
|
||||||
@@ -326,46 +334,68 @@ export class HeroViewComp extends CCComp {
|
|||||||
[Attrs.SHIELD_MAX]: 0
|
[Attrs.SHIELD_MAX]: 0
|
||||||
};
|
};
|
||||||
|
|
||||||
this.Attrs[attrIndex] = baseValues[attrIndex] !== undefined ? baseValues[attrIndex] : 0;
|
const baseVal = baseValues[attrIndex] !== undefined ? baseValues[attrIndex] : 0;
|
||||||
|
|
||||||
// 2. 应用数值型 buff - 直接访问
|
// 2. 收集所有数值型 buff/debuff
|
||||||
|
let totalValue = baseVal;
|
||||||
|
|
||||||
|
// Buff:直接使用 Attrs 索引
|
||||||
if (this.BUFF_V[attrIndex]) {
|
if (this.BUFF_V[attrIndex]) {
|
||||||
this.Attrs[attrIndex] += this.BUFF_V[attrIndex].value;
|
totalValue += this.BUFF_V[attrIndex].value;
|
||||||
}
|
}
|
||||||
if (this.BUFFS_V[attrIndex]) {
|
if (this.BUFFS_V[attrIndex]) {
|
||||||
this.Attrs[attrIndex] += this.BUFFS_V[attrIndex].value;
|
totalValue += this.BUFFS_V[attrIndex].value;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 3. 应用百分比型 buff - 直接访问
|
// Debuff:需要通过 DBuff key 查找
|
||||||
const baseVal = baseValues[attrIndex] !== undefined ? baseValues[attrIndex] : this.Attrs[attrIndex];
|
const deKey = TransformBuffs(attrIndex, false);
|
||||||
|
if (deKey !== -1) {
|
||||||
|
if (this.DBUFF_V[deKey]) {
|
||||||
|
totalValue -= this.DBUFF_V[deKey].value;
|
||||||
|
}
|
||||||
|
if (this.DBUFFS_V[deKey]) {
|
||||||
|
totalValue -= this.DBUFFS_V[deKey].value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// 3. 收集所有百分比型 buff/debuff
|
||||||
|
let totalRatio = 0; // 总百分比(可正可负)
|
||||||
|
|
||||||
|
// Buff:直接使用 Attrs 索引
|
||||||
if (this.BUFF_R[attrIndex]) {
|
if (this.BUFF_R[attrIndex]) {
|
||||||
this.Attrs[attrIndex] += Math.floor(baseVal * (this.BUFF_R[attrIndex].value / 100));
|
totalRatio += this.BUFF_R[attrIndex].value;
|
||||||
}
|
}
|
||||||
if (this.BUFFS_R[attrIndex]) {
|
if (this.BUFFS_R[attrIndex]) {
|
||||||
this.Attrs[attrIndex] += Math.floor(baseVal * (this.BUFFS_R[attrIndex].value / 100));
|
totalRatio += this.BUFFS_R[attrIndex].value;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Debuff:需要通过 DBuff key 查找
|
||||||
|
if (deKey !== -1) {
|
||||||
|
if (this.DBUFF_R[deKey]) {
|
||||||
|
totalRatio -= this.DBUFF_R[deKey].value;
|
||||||
|
}
|
||||||
|
if (this.DBUFFS_R[deKey]) {
|
||||||
|
totalRatio -= this.DBUFFS_R[deKey].value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// 4. 根据属性类型计算最终值
|
||||||
|
const attrType = AttrsType[attrIndex];
|
||||||
|
const isRatioAttr = attrType === BType.RATIO;
|
||||||
|
|
||||||
|
if (isRatioAttr) {
|
||||||
|
// 百分比型属性:直接加减
|
||||||
|
this.Attrs[attrIndex] = totalValue + totalRatio;
|
||||||
|
} else {
|
||||||
|
// 数值型属性:(基础值+数值) × (1 + 百分比/100)
|
||||||
|
this.Attrs[attrIndex] = Math.floor(totalValue * (1 + totalRatio / 100));
|
||||||
}
|
}
|
||||||
|
|
||||||
// 4. 应用数值型 debuff - 直接访问
|
// 5. 确保属性值合理
|
||||||
if (this.DBUFF_V[attrIndex]) {
|
|
||||||
this.Attrs[attrIndex] -= this.DBUFF_V[attrIndex].value;
|
|
||||||
}
|
|
||||||
if (this.DBUFFS_V[attrIndex]) {
|
|
||||||
this.Attrs[attrIndex] -= this.DBUFFS_V[attrIndex].value;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 5. 应用百分比型 debuff - 直接访问
|
|
||||||
if (this.DBUFF_R[attrIndex]) {
|
|
||||||
this.Attrs[attrIndex] -= Math.floor(baseVal * (this.DBUFF_R[attrIndex].value / 100));
|
|
||||||
}
|
|
||||||
if (this.DBUFFS_R[attrIndex]) {
|
|
||||||
this.Attrs[attrIndex] -= Math.floor(baseVal * (this.DBUFFS_R[attrIndex].value / 100));
|
|
||||||
}
|
|
||||||
|
|
||||||
// 6. 确保属性值合<E580BC><E59088>?
|
|
||||||
this.clampSingleAttr(attrIndex);
|
this.clampSingleAttr(attrIndex);
|
||||||
}
|
}
|
||||||
/**
|
/**
|
||||||
* 确保单个属性值合<EFBFBD><EFBFBD>?
|
* 确保单个属性值合
|
||||||
*/
|
*/
|
||||||
private clampSingleAttr(attrIndex: number) {
|
private clampSingleAttr(attrIndex: number) {
|
||||||
switch(attrIndex) {
|
switch(attrIndex) {
|
||||||
@@ -376,26 +406,25 @@ export class HeroViewComp extends CCComp {
|
|||||||
case Attrs.DEF:
|
case Attrs.DEF:
|
||||||
case Attrs.AP:
|
case Attrs.AP:
|
||||||
case Attrs.MAP:
|
case Attrs.MAP:
|
||||||
this.Attrs[attrIndex] = Math.max(0, this.Attrs[attrIndex]);
|
this.Attrs[attrIndex] = Math.max(1, this.Attrs[attrIndex]);
|
||||||
break;
|
break;
|
||||||
case Attrs.CRITICAL:
|
case Attrs.CRITICAL:
|
||||||
case Attrs.DODGE:
|
case Attrs.DODGE:
|
||||||
case Attrs.HIT:
|
case Attrs.HIT:
|
||||||
this.Attrs[attrIndex] = Math.max(0, Math.min(85, this.Attrs[attrIndex]));
|
this.Attrs[attrIndex] = Math.max(0, Math.min(AttrSet.ATTR_MAX, this.Attrs[attrIndex])); //AttrSet.ATTR_MAX =85
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ==================== 临时 BUFF/DEBUFF 更新 ====================
|
// ==================== 临时 BUFF/DEBUFF 更新 ====================
|
||||||
/**
|
/**
|
||||||
* 更新临时 buff/debuff 的剩余时<EFBFBD><EFBFBD>?
|
* 更新临时 buff/debuff 的剩余时
|
||||||
* 应在 update 中定期调<EFBFBD><EFBFBD>?
|
* 应在 update 中定期调
|
||||||
* @param dt 时间<EFBFBD><EFBFBD>?
|
* @param dt 时间
|
||||||
*/
|
*/
|
||||||
updateTemporaryBuffsDebuffs(dt: number) {
|
updateTemporaryBuffsDebuffs(dt: number) {
|
||||||
const affectedAttrs = new Set<number>();
|
const affectedAttrs = new Set<number>();
|
||||||
|
// 更新临时型数buff
|
||||||
// 更新临时型数<E59E8B><E695B0>?buff
|
|
||||||
for (const attrIndex in this.BUFFS_V) {
|
for (const attrIndex in this.BUFFS_V) {
|
||||||
const buff = this.BUFFS_V[attrIndex];
|
const buff = this.BUFFS_V[attrIndex];
|
||||||
buff.remainTime -= dt;
|
buff.remainTime -= dt;
|
||||||
@@ -404,7 +433,6 @@ export class HeroViewComp extends CCComp {
|
|||||||
affectedAttrs.add(parseInt(attrIndex));
|
affectedAttrs.add(parseInt(attrIndex));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 更新临时型百分比 buff
|
// 更新临时型百分比 buff
|
||||||
for (const attrIndex in this.BUFFS_R) {
|
for (const attrIndex in this.BUFFS_R) {
|
||||||
const buff = this.BUFFS_R[attrIndex];
|
const buff = this.BUFFS_R[attrIndex];
|
||||||
@@ -415,13 +443,15 @@ export class HeroViewComp extends CCComp {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 更新临时型数<EFBFBD><EFBFBD>?debuff
|
// 更新临时型数debuff
|
||||||
for (const key in this.DBUFFS_V) {
|
for (const key in this.DBUFFS_V) {
|
||||||
const debuff = this.DBUFFS_V[key];
|
const debuff = this.DBUFFS_V[key];
|
||||||
debuff.remainTime -= dt;
|
debuff.remainTime -= dt;
|
||||||
if (debuff.remainTime <= 0) {
|
if (debuff.remainTime <= 0) {
|
||||||
delete this.DBUFFS_V[key];
|
delete this.DBUFFS_V[key];
|
||||||
affectedAttrs.add(parseInt(key));
|
const keyNum = parseInt(key);
|
||||||
|
const attrField = TransformBuffs(keyNum,true)
|
||||||
|
if(attrField > 0) affectedAttrs.add(attrField);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -431,21 +461,23 @@ export class HeroViewComp extends CCComp {
|
|||||||
debuff.remainTime -= dt;
|
debuff.remainTime -= dt;
|
||||||
if (debuff.remainTime <= 0) {
|
if (debuff.remainTime <= 0) {
|
||||||
delete this.DBUFFS_R[key];
|
delete this.DBUFFS_R[key];
|
||||||
affectedAttrs.add(parseInt(key));
|
const keyNum = parseInt(key);
|
||||||
|
const attrField = TransformBuffs(keyNum,true)
|
||||||
|
if(attrField > 0) affectedAttrs.add(attrField);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 只重新计算受影响的属<EFBFBD><EFBFBD>?
|
// 只重新计算受影响的属
|
||||||
affectedAttrs.forEach(attrIndex => {
|
affectedAttrs.forEach(attrIndex => {
|
||||||
this.recalculateSingleAttr(attrIndex);
|
this.recalculateSingleAttr(attrIndex);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
public isStun() {
|
public isStun() {
|
||||||
return this.DBUFF_V[DBuff.STUN] !== undefined || this.DBUFFS_V[DBuff.STUN] !== undefined
|
this.DBUFFS_V[DBuff.STUN] !== undefined
|
||||||
}
|
}
|
||||||
public isFrost() {
|
public isFrost() {
|
||||||
return this.DBUFF_V[DBuff.FROST] !== undefined || this.DBUFFS_V[DBuff.FROST] !== undefined
|
this.DBUFFS_V[DBuff.FROST] !== undefined
|
||||||
}
|
}
|
||||||
|
|
||||||
update(dt: number){
|
update(dt: number){
|
||||||
@@ -475,7 +507,7 @@ export class HeroViewComp extends CCComp {
|
|||||||
get isActive() {
|
get isActive() {
|
||||||
return this.ent.has(HeroViewComp) && this.node?.isValid;
|
return this.ent.has(HeroViewComp) && this.node?.isValid;
|
||||||
}
|
}
|
||||||
//状态切<EFBFBD><EFBFBD>?
|
//状态切
|
||||||
status_change(type:string){
|
status_change(type:string){
|
||||||
this.status=type
|
this.status=type
|
||||||
if(type == "idle"){
|
if(type == "idle"){
|
||||||
@@ -743,7 +775,7 @@ export class HeroViewComp extends CCComp {
|
|||||||
|
|
||||||
this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit,damageInfo.anm);
|
this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit,damageInfo.anm);
|
||||||
|
|
||||||
// 设置延时处理下一个伤<EFBFBD><EFBFBD>?
|
// 设置延时处理下一个伤
|
||||||
this.scheduleOnce(() => {
|
this.scheduleOnce(() => {
|
||||||
this.isProcessingDamage = false;
|
this.isProcessingDamage = false;
|
||||||
}, this.damageInterval);
|
}, this.damageInterval);
|
||||||
@@ -757,7 +789,7 @@ export class HeroViewComp extends CCComp {
|
|||||||
this.atked_count++;
|
this.atked_count++;
|
||||||
if (isCrit) {
|
if (isCrit) {
|
||||||
this.BUFFCOMP.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage);
|
this.BUFFCOMP.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage);
|
||||||
// //console.log("暴击伤害<EFBFBD><EFBFBD>? + damage);
|
// //console.log("暴击伤害 + damage);
|
||||||
} else {
|
} else {
|
||||||
this.BUFFCOMP.hp_tip(TooltipTypes.life, damage.toFixed(0), damage);
|
this.BUFFCOMP.hp_tip(TooltipTypes.life, damage.toFixed(0), damage);
|
||||||
// //console.log("普通伤害:" + damage);
|
// //console.log("普通伤害:" + damage);
|
||||||
|
|||||||
@@ -8,7 +8,7 @@ import { HeroInfo } from "../common/config/heroSet";
|
|||||||
import { MonModelComp } from "./MonModelComp";
|
import { MonModelComp } from "./MonModelComp";
|
||||||
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
|
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
|
||||||
import { SkillConComp } from "./SkillConComp";
|
import { SkillConComp } from "./SkillConComp";
|
||||||
import { BuffAttr, getBuffNum, SkillSet } from "../common/config/SkillSet";
|
import { Attrs, getAttrs, SkillSet } from "../common/config/SkillSet";
|
||||||
/** 角色实体 */
|
/** 角色实体 */
|
||||||
@ecs.register(`Monster`)
|
@ecs.register(`Monster`)
|
||||||
export class Monster extends ecs.Entity {
|
export class Monster extends ecs.Entity {
|
||||||
@@ -64,9 +64,11 @@ export class Monster extends ecs.Entity {
|
|||||||
}
|
}
|
||||||
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false,enhancement?: any, stageMultipliers?: any) {
|
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false,enhancement?: any, stageMultipliers?: any) {
|
||||||
var hv = node.getComponent(HeroViewComp)!;
|
var hv = node.getComponent(HeroViewComp)!;
|
||||||
hv.hide_info()
|
|
||||||
|
|
||||||
// console.log("hero_init",buff)
|
// console.log("hero_init",buff)
|
||||||
let hero= HeroInfo[uuid] // 共用英雄数据
|
let hero= HeroInfo[uuid] // 共用英雄数据
|
||||||
|
|
||||||
hv.scale = scale;
|
hv.scale = scale;
|
||||||
hv.fac = FacSet.MON;
|
hv.fac = FacSet.MON;
|
||||||
hv.type = hero.type;
|
hv.type = hero.type;
|
||||||
@@ -77,11 +79,9 @@ export class Monster extends ecs.Entity {
|
|||||||
hv.box_group = box_group;
|
hv.box_group = box_group;
|
||||||
hv.hero_uuid= uuid;
|
hv.hero_uuid= uuid;
|
||||||
hv.hero_name= hero.name;
|
hv.hero_name= hero.name;
|
||||||
|
|
||||||
// 初始化Attrs属性系统,参考Hero.ts的实现
|
// 初始化Attrs属性系统,参考Hero.ts的实
|
||||||
hv.Attrs = getBuffNum();
|
// 计算基础属性(使用关卡倍数)
|
||||||
|
|
||||||
// 计算基础属性(使用关卡倍数)
|
|
||||||
const baseHp = hero.hp;
|
const baseHp = hero.hp;
|
||||||
const baseAp = hero.ap;
|
const baseAp = hero.ap;
|
||||||
|
|
||||||
@@ -93,46 +93,29 @@ export class Monster extends ecs.Entity {
|
|||||||
finalHp = Math.floor(baseHp * stageMultipliers.hp);
|
finalHp = Math.floor(baseHp * stageMultipliers.hp);
|
||||||
finalAp = Math.floor(baseAp * stageMultipliers.attack);
|
finalAp = Math.floor(baseAp * stageMultipliers.attack);
|
||||||
// console.log(`[Monster]: 怪物${hero.name} 关卡倍数 - HP: ${baseHp} x ${stageMultipliers.hp.toFixed(2)} = ${finalHp}, AP: ${baseAp} x ${stageMultipliers.attack.toFixed(2)} = ${finalAp}`);
|
// console.log(`[Monster]: 怪物${hero.name} 关卡倍数 - HP: ${baseHp} x ${stageMultipliers.hp.toFixed(2)} = ${finalHp}, AP: ${baseAp} x ${stageMultipliers.attack.toFixed(2)} = ${finalAp}`);
|
||||||
} else {
|
|
||||||
// console.log(`[Monster]: 怪物${hero.name} 使用基础属性 - HP: ${finalHp}, AP: ${finalAp}`);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
hv.base_ap=finalAp
|
||||||
|
hv.base_map=hero.mp
|
||||||
|
hv.base_def=hero.def
|
||||||
|
hv.base_hp=finalHp
|
||||||
|
hv.base_mp=hero.mp
|
||||||
|
hv.hp=hv.base_hp
|
||||||
|
hv.mp=hv.base_mp
|
||||||
|
hv.Attrs=getAttrs()
|
||||||
|
hv.Attrs[Attrs.HP_MAX]=hv.base_hp
|
||||||
|
hv.Attrs[Attrs.MP_MAX]=hv.base_mp
|
||||||
|
hv.Attrs[Attrs.DEF]=hv.base_def
|
||||||
|
hv.Attrs[Attrs.AP]=hv.base_ap
|
||||||
|
hv.Attrs[Attrs.MAP]=hv.base_map
|
||||||
|
hv.Attrs[Attrs.SPEED]=hero.speed
|
||||||
|
hv.Attrs[Attrs.DIS]=hero.dis
|
||||||
|
// 初始化 buff/debuff 系统
|
||||||
|
hv.initAttrs();
|
||||||
|
|
||||||
hv.hp = hv.hp_max = finalHp;
|
|
||||||
hv.ap = finalAp;
|
|
||||||
hv.ap_base = finalAp;
|
|
||||||
|
|
||||||
// 设置基础属性到Attrs系统
|
|
||||||
hv.Attrs[BuffAttr.SPEED] = hv.speed = hv.speed_base = hero.speed;
|
|
||||||
hv.Attrs[BuffAttr.DIS] = hv.dis = hero.dis;
|
|
||||||
hv.Attrs[BuffAttr.ATK_CD] = hv.cd = hero.cd;
|
|
||||||
hv.Attrs[BuffAttr.HP_MAX] = hv.hp_max;
|
|
||||||
hv.Attrs[BuffAttr.AP] = hv.ap;
|
|
||||||
hv.Attrs[BuffAttr.DEF] = hv.def;
|
|
||||||
|
|
||||||
// 处理原有Buff,使用统一的apply_buff方法
|
|
||||||
hero.buff.forEach((buff:any)=>{
|
|
||||||
hv.apply_buff(buff.type, buff.value);
|
|
||||||
})
|
|
||||||
|
|
||||||
// 处理肉鸽模式的增强属性
|
|
||||||
if (enhancement && enhancement.buffList && enhancement.buffList.length > 0) {
|
|
||||||
// console.log(`[Monster]: 怪物${hero.name}应用增强属性:`, enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`));
|
|
||||||
enhancement.buffList.forEach((buff:any)=>{
|
|
||||||
hv.apply_buff(buff.buffType, buff.value);
|
|
||||||
})
|
|
||||||
}
|
|
||||||
|
|
||||||
// 重新计算最终HP(因为buff可能修改了hp_max)
|
|
||||||
hv.hp = hv.hp_max;
|
|
||||||
|
|
||||||
for(let i=0;i<hero.skills.length;i++){
|
|
||||||
hv.skills.push({
|
|
||||||
cd:0,
|
|
||||||
uuid:hero.skills[i],
|
|
||||||
cd_max:i==0?hero.cd:SkillSet[hero.skills[i]].cd
|
|
||||||
})
|
|
||||||
}
|
|
||||||
|
|
||||||
this.add(hv);
|
this.add(hv);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -32,9 +32,8 @@ export class SkillConComp extends CCComp {
|
|||||||
|
|
||||||
update(dt: number) {
|
update(dt: number) {
|
||||||
if(!smc.mission.play||smc.mission.pause) return
|
if(!smc.mission.play||smc.mission.pause) return
|
||||||
const hasStun = this.HeroView.V_DBUFF.some(d => d.debuff === DBuff.STUN);
|
|
||||||
const hasFrost = this.HeroView.V_DBUFF.some(d => d.debuff === DBuff.FROST);
|
if(!this.HeroView.isStun() && !this.HeroView.isFrost()) {
|
||||||
if(!hasStun && !hasFrost) {
|
|
||||||
let skills=this.HeroView.skills
|
let skills=this.HeroView.skills
|
||||||
for(let i=0;i<skills.length;i++){
|
for(let i=0;i<skills.length;i++){
|
||||||
skills[i].cd += dt;
|
skills[i].cd += dt;
|
||||||
@@ -49,7 +48,6 @@ export class SkillConComp extends CCComp {
|
|||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -3,7 +3,7 @@
|
|||||||
*
|
*
|
||||||
* 功能说明:
|
* 功能说明:
|
||||||
* - 提供基于怪物类型的属性加成配置
|
* - 提供基于怪物类型的属性加成配置
|
||||||
* - 使用BuffAttr枚举定义属性增强
|
* - 使用Attrs枚举定义属性增强
|
||||||
* - 供游戏系统调用获取怪物增强数据
|
* - 供游戏系统调用获取怪物增强数据
|
||||||
*
|
*
|
||||||
* @author 游戏开发团队
|
* @author 游戏开发团队
|
||||||
@@ -12,7 +12,7 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
import { QualitySet } from "../common/config/BoxSet";
|
import { QualitySet } from "../common/config/BoxSet";
|
||||||
import { BuffAttr } from "../common/config/SkillSet";
|
import { Attrs } from "../common/config/SkillSet";
|
||||||
import { getMonList } from "../common/config/heroSet";
|
import { getMonList } from "../common/config/heroSet";
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -92,16 +92,14 @@ export const StageConfigRules = {
|
|||||||
* 按权重排序,数值越大优先级越高
|
* 按权重排序,数值越大优先级越高
|
||||||
*/
|
*/
|
||||||
export const AvailableEnhancementPool = [
|
export const AvailableEnhancementPool = [
|
||||||
{ buffType: BuffAttr.HP, weight: 10, baseValue: 80, name: "生命值增强" },
|
{ buffType: Attrs.HP_MAX, weight: 10, baseValue: 80, name: "生命值增强" },
|
||||||
{ buffType: BuffAttr.ATK, weight: 9, baseValue: 50, name: "攻击力增强" },
|
{ buffType: Attrs.AP, weight: 9, baseValue: 50, name: "攻击力增强" },
|
||||||
{ buffType: BuffAttr.CRITICAL, weight: 8, baseValue: 30, name: "暴击率增强" },
|
{ buffType: Attrs.CRITICAL, weight: 8, baseValue: 30, name: "暴击率增强" },
|
||||||
{ buffType: BuffAttr.DEF, weight: 7, baseValue: 40, name: "防御增强" },
|
{ buffType: Attrs.DEF, weight: 7, baseValue: 40, name: "防御增强" },
|
||||||
{ buffType: BuffAttr.CRITICAL_DMG, weight: 6, baseValue: 60, name: "暴击伤害增强" },
|
{ buffType: Attrs.CRITICAL_DMG, weight: 6, baseValue: 60, name: "暴击伤害增强" },
|
||||||
{ buffType: BuffAttr.DODGE, weight: 5, baseValue: 25, name: "闪避增强" },
|
{ buffType: Attrs.DODGE, weight: 5, baseValue: 25, name: "闪避增强" },
|
||||||
{ buffType: BuffAttr.ATK_CD, weight: 4, baseValue: 20, name: "攻击速度增强" },
|
{ buffType: Attrs.AS, weight: 4, baseValue: 20, name: "攻击速度增强" },
|
||||||
{ buffType: BuffAttr.LIFESTEAL, weight: 3, baseValue: 15, name: "吸血" },
|
{ buffType: Attrs.LIFESTEAL, weight: 3, baseValue: 15, name: "吸血" },
|
||||||
{ buffType: BuffAttr.DMG_RED, weight: 2, baseValue: 20, name: "免伤" },
|
|
||||||
{ buffType: BuffAttr.PUNCTURE, weight: 1, baseValue: 2, name: "穿刺" }
|
|
||||||
];
|
];
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -128,8 +126,8 @@ export const MonsterTypeBaseConfig = {
|
|||||||
export interface MonsterEnhancementData {
|
export interface MonsterEnhancementData {
|
||||||
name: string;
|
name: string;
|
||||||
description: string;
|
description: string;
|
||||||
buffs: { [key in BuffAttr]?: number };
|
buffs: { [key in Attrs]?: number };
|
||||||
buffList: Array<{ buffType: BuffAttr; value: number; name: string }>;
|
buffList: Array<{ buffType: Attrs; value: number; name: string }>;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -138,7 +136,7 @@ export interface MonsterEnhancementData {
|
|||||||
* @param excludeTypes 排除的属性类型
|
* @param excludeTypes 排除的属性类型
|
||||||
* @returns 选中的增强属性数组
|
* @returns 选中的增强属性数组
|
||||||
*/
|
*/
|
||||||
export function selectRandomEnhancements(count: number, excludeTypes: BuffAttr[] = []): Array<{buffType: BuffAttr, weight: number, baseValue: number, name: string}> {
|
export function selectRandomEnhancements(count: number, excludeTypes: Attrs[] = []): Array<{buffType: Attrs, weight: number, baseValue: number, name: string}> {
|
||||||
if (count <= 0) return [];
|
if (count <= 0) return [];
|
||||||
|
|
||||||
// 过滤掉排除的属性类型
|
// 过滤掉排除的属性类型
|
||||||
@@ -147,7 +145,7 @@ export function selectRandomEnhancements(count: number, excludeTypes: BuffAttr[]
|
|||||||
if (availablePool.length === 0) return [];
|
if (availablePool.length === 0) return [];
|
||||||
|
|
||||||
const selectedEnhancements = [];
|
const selectedEnhancements = [];
|
||||||
const usedTypes = new Set<BuffAttr>();
|
const usedTypes = new Set<Attrs>();
|
||||||
|
|
||||||
for (let i = 0; i < count && i < availablePool.length; i++) {
|
for (let i = 0; i < count && i < availablePool.length; i++) {
|
||||||
// 计算权重总和
|
// 计算权重总和
|
||||||
@@ -185,7 +183,7 @@ export function getMonsterEnhancement(monsterType: MonsterType, useRandom: boole
|
|||||||
const baseConfig = MonsterTypeBaseConfig[monsterType];
|
const baseConfig = MonsterTypeBaseConfig[monsterType];
|
||||||
const enhancementCount = MonsterEnhancementCountConfig[monsterType];
|
const enhancementCount = MonsterEnhancementCountConfig[monsterType];
|
||||||
|
|
||||||
let selectedEnhancements: Array<{buffType: BuffAttr, weight: number, baseValue: number, name: string}> = [];
|
let selectedEnhancements: Array<{buffType: Attrs, weight: number, baseValue: number, name: string}> = [];
|
||||||
|
|
||||||
if (useRandom) {
|
if (useRandom) {
|
||||||
// 随机生成增强属性
|
// 随机生成增强属性
|
||||||
@@ -198,8 +196,8 @@ export function getMonsterEnhancement(monsterType: MonsterType, useRandom: boole
|
|||||||
}
|
}
|
||||||
|
|
||||||
// 构建buffs对象
|
// 构建buffs对象
|
||||||
const buffs: { [key in BuffAttr]?: number } = {};
|
const buffs: { [key in Attrs]?: number } = {};
|
||||||
const buffList: Array<{ buffType: BuffAttr; value: number; name: string }> = [];
|
const buffList: Array<{ buffType: Attrs; value: number; name: string }> = [];
|
||||||
|
|
||||||
selectedEnhancements.forEach(enhancement => {
|
selectedEnhancements.forEach(enhancement => {
|
||||||
buffs[enhancement.buffType] = enhancement.baseValue;
|
buffs[enhancement.buffType] = enhancement.baseValue;
|
||||||
|
|||||||
@@ -38,7 +38,6 @@ load(startPos: Vec3, parent: Node, uuid: number, targetPos: any[], caster:Hero
|
|||||||
node.setPosition(startPos);
|
node.setPosition(startPos);
|
||||||
if(caster.fac==FacSet.MON){
|
if(caster.fac==FacSet.MON){
|
||||||
node.scale=v3(node.scale.x*-1,1,1)
|
node.scale=v3(node.scale.x*-1,1,1)
|
||||||
|
|
||||||
}else{
|
}else{
|
||||||
if(caster.type==HType.warrior){
|
if(caster.type==HType.warrior){
|
||||||
if(caster.node.scale.x<0){
|
if(caster.node.scale.x<0){
|
||||||
@@ -49,21 +48,18 @@ load(startPos: Vec3, parent: Node, uuid: number, targetPos: any[], caster:Hero
|
|||||||
// 添加技能组件
|
// 添加技能组件
|
||||||
const SComp = node.getComponent(SkillViewCom); // 初始化技能参数
|
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
|
// 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
|
// 核心标识
|
||||||
s_uuid: uuid,
|
SComp.s_uuid= uuid
|
||||||
cName:caster.hero_name,
|
SComp.cName=caster.hero_name
|
||||||
scale: caster.node.scale.x,
|
SComp.scale= caster.node.scale.x
|
||||||
// 位置和施法者信息
|
// 位置和施法者信息
|
||||||
startPos: startPos,
|
SComp.startPos= startPos
|
||||||
targetPos: targetPos,
|
SComp.targetPos= targetPos
|
||||||
group: caster.box_group,
|
SComp.group= caster.box_group
|
||||||
fac: caster.fac,
|
SComp.fac= caster.fac,
|
||||||
// 技能数值
|
// 技能数值
|
||||||
ap: caster.Attrs[Attrs.AP],
|
SComp.Attrs= caster.Attrs
|
||||||
caster: caster,
|
SComp.caster= caster,
|
||||||
|
|
||||||
});
|
|
||||||
this.add(SComp);
|
this.add(SComp);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -40,11 +40,12 @@ export class SkillViewCom extends CCComp {
|
|||||||
target:HeroViewComp=null;
|
target:HeroViewComp=null;
|
||||||
parent:Node=null;
|
parent:Node=null;
|
||||||
target_postions:any[]=null
|
target_postions:any[]=null
|
||||||
group:0
|
group:number=0
|
||||||
fac: 0
|
fac:number=0
|
||||||
// 战斗相关运行时数据
|
// 战斗相关运行时数据
|
||||||
Attrs:any=null
|
Attrs:any=null
|
||||||
targetPos:any[]=null
|
startPos:any=null
|
||||||
|
targetPos:any=null
|
||||||
start() {
|
start() {
|
||||||
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
|
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
|
||||||
this.node.getChildByName("ready").active = this.hasReady
|
this.node.getChildByName("ready").active = this.hasReady
|
||||||
|
|||||||
Reference in New Issue
Block a user