战斗系统 重构继续

This commit is contained in:
2025-10-30 10:39:46 +08:00
parent a79cb9f35d
commit 2d358e450d
23 changed files with 515 additions and 911 deletions

View File

@@ -1,4 +1,4 @@
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color, BoxCollider2D} from "cc";
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color, BoxCollider2D, UITransform} from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { HeroSpine } from "./HeroSpine";
@@ -6,7 +6,6 @@ import { BoxSet, FacSet } from "../common/config/BoxSet";
import { smc } from "../common/SingletonModuleComp";
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
import { SkillSet,BuffConf,} from "../common/config/SkillSet";
import { BuffComp } from "./BuffComp";
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { FightSet, TooltipTypes } from "../common/config/Mission";
@@ -14,7 +13,12 @@ import { RandomManager } from "db://oops-framework/core/common/random/RandomMana
import { AttrSet, HeroInfo, HeroUpSet } from "../common/config/heroSet";
import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
import { TalComp } from "./TalComp";
import { HeroModelComp, HeroBattleSystem } from "./HeroModelComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { EBusComp } from "./EBusComp";
import { HeroAtkSystem } from "./HeroAtk";
import { Tooltip } from "../skill/Tooltip";
import { timedCom } from "../skill/timedCom";
const { ccclass, property } = _decorator;
/** 角色显示组件 */
@@ -27,18 +31,18 @@ export interface BuffInfo {
@ecs.register('HeroView', false) // 定义ECS 组件
export class HeroViewComp extends CCComp {
// ==================== View 层属性(表现相关)====================
BUFFCOMP:BuffComp=null!
TALCOMP:any=null!
EBus:any=null!
as: HeroSpine = null!
status:String = "idle"
scale: number = 1; // 显示方向
box_group:number = BoxSet.HERO; // 碰撞组
is_stop:boolean = false;
is_atking:boolean = false;
// ==================== UI 节点引用 ====================
private top_node: Node = null!;
// ==================== 直接访问 HeroModelComp ====================
// ==================== 直接访问 HeroAttrsComp ====================
private get model() {
return this.ent.get(HeroModelComp);
return this.ent.get(HeroAttrsComp);
}
private damageQueue: Array<{
@@ -51,6 +55,7 @@ export class HeroViewComp extends CCComp {
private damageInterval: number = 0.01; // 伤害数字显示间隔
onLoad() {
this.as = this.getComponent(HeroSpine);
this.EBus=this.ent.get(EBusComp);
//console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
this.on(GameEvent.FightEnd,this.do_fight_end,this)
const collider = this.node.getComponent(BoxCollider2D);
@@ -63,91 +68,30 @@ export class HeroViewComp extends CCComp {
/** 视图层逻辑代码分离演示 */
start () {
this.as.idle()
this.BUFFCOMP=this.node.getComponent(BuffComp);
this.TALCOMP=this.ent.get(TalComp);
// console.log("[HeroViewComp]:heroview"+this.hero_name,this.Attrs)
// 初始化 UI 节点
this.initUINodes();
/** 方向 */
this.node.setScale(this.scale,1);
this.node.getChildByName("top").setScale(this.scale,1);
if(this.is_boss){
this.node.getChildByName("top").position=v3(this.node.position.x,this.node.position.y+100,0)
this.top_node.setScale(this.scale,1);
if(this.model.is_boss){
this.top_node.position=v3(this.node.position.x,this.node.position.y+100,0)
}
/* 显示角色血*/
this.node.getChildByName("top").getChildByName("hp").active = true;
this.node.getChildByName("top").getChildByName("pow").active = true;
this.top_node.getChildByName("hp").active = true;
this.top_node.getChildByName("pow").active = true;
}
/** 初始化 UI 节点引用 */
private initUINodes() {
this.top_node = this.node.getChildByName("top");
let hp_y = this.node.getComponent(UITransform).height;
this.top_node.setPosition(0, hp_y, 0);
}
// ==================== BUFF 系统方法直接调用 ====================
/**
* 初始化角色的 buff debuff直接调用 Model
*/
initAttrs() {
if (this.model) {
this.model.initAttrs();
}
}
/**
* 添加 buff 效果(直接调用 Model
*/
addBuff(buffConf: BuffConf) {
if (this.model) {
this.model.addBuff(buffConf);
}
}
// 属性计算方法已迁移到 Model这里不再需要
/**
* 更新临时 buff/debuff直接调用 Model
*/
updateTemporaryBuffsDebuffs(dt: number) {
if (this.model) {
this.model.updateTemporaryBuffsDebuffs(dt);
}
}
/**
* 清空buff直接调用 Model
*/
clearBuffs(attrIndex?: number, isBuff: boolean = true): void {
if (this.model) {
this.model.clearBuffs(attrIndex, isBuff);
}
}
/**
* 清理单个NeAttr直接调用 Model
*/
clearNeAttr(neAttrIndex: number): void {
if (this.model) {
this.model.clearNeAttr(neAttrIndex);
}
}
/**
* 清理所有NeAttrs直接调用 Model
*/
clearAllNeAttrs(): void {
if (this.model) {
this.model.clearAllNeAttrs();
}
}
/**
* 检查是否眩晕(直接调用 Model
*/
public isStun(): boolean {
return this.model?.isStun() ?? false;
}
/**
* 检查是否冰冻(直接调用 Model
*/
public isFrost(): boolean {
return this.model?.isFrost() ?? false;
}
/**
* View 层每帧更新
@@ -161,9 +105,132 @@ export class HeroViewComp extends CCComp {
this.processDamageQueue(); // 伤害数字显示队列
// ✅ 更新显示(数据由 HeroAttrSystem 更新)
this.BUFFCOMP.hp_show(this.hp, this.Attrs[Attrs.HP_MAX]);
this.BUFFCOMP.mp_show(this.mp, this.Attrs[Attrs.MP_MAX]);
this.BUFFCOMP.show_shield(this.shield, this.Attrs[Attrs.SHIELD_MAX]);
this.hp_show(this.model.hp, this.model.Attrs[Attrs.HP_MAX]);
this.mp_show(this.model.mp, this.model.Attrs[Attrs.MP_MAX]);
this.show_shield(this.model.shield, this.model.Attrs[Attrs.SHIELD_MAX]);
}
/** 显示护盾 */
private show_shield(shield: number = 0, shield_max: number = 0) {
let shield_progress = shield / shield_max;
this.node.getChildByName("shielded").active = shield > 0;
this.top_node.getChildByName("shield").active = shield > 0;
this.top_node.getChildByName("shield").getComponent(ProgressBar).progress = shield_progress;
this.scheduleOnce(() => {
this.top_node.getChildByName("shield").getChildByName("pb").getComponent(ProgressBar).progress = shield_progress;
}, 0.15);
}
/** 显示血量 */
private hp_show(hp: number, hp_max: number) {
let hp_progress = hp / hp_max;
this.top_node.getChildByName("hp").getComponent(ProgressBar).progress = hp_progress;
this.scheduleOnce(() => {
this.top_node.getChildByName("hp").getChildByName("hpb").getComponent(ProgressBar).progress = hp_progress;
}, 0.15);
}
/** 显示魔法值 */
private mp_show(mp: number, mp_max: number) {
this.top_node.getChildByName("pow").getComponent(ProgressBar).progress = mp / mp_max;
this.scheduleOnce(() => {
this.top_node.getChildByName("pow").getChildByName("mpb").getComponent(ProgressBar).progress = mp / mp_max;
}, 0.15);
}
/** 升级特效 */
private lv_up() {
var path = "game/skill/buff/buff_lvup";
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.parent = this.node;
}
/** 攻击力提升特效 */
private ap_up() {
var path = "game/skill/buff/buff_apup";
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.parent = this.node;
}
/** 显示 Buff 特效 */
private show_do_buff(name: string) {
var path = "game/skill/buff/" + name;
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
let pos = v3(this.node.position.x, this.node.position.y + 20, this.node.position.z);
node.parent = this.node.parent;
node.setPosition(pos);
}
/** 死亡特效 */
private dead() {
var path = "game/skill/buff/dead";
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.parent = this.node.parent;
node.setScale(node.scale.x * 0.5, node.scale.y * 0.5);
let pos = v3(this.node.position.x, this.node.position.y + 30, this.node.position.z);
node.setPosition(pos);
}
/** 受击特效 */
private in_atked(anm: string = "atked", scale: number = 1) {
var path = "game/skill/boom/" + anm;
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.setScale(node.scale.x * scale, node.scale.y);
node.setPosition(this.node.position.x, this.node.position.y + 30, this.node.position.z);
node.parent = this.node.parent;
}
/** 冰冻特效 */
private in_iced(t: number = 1, ap: number = 0) {
var path = "game/skill/buff/buff_iced";
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.getComponent(timedCom).time = t;
node.getComponent(timedCom).ap = ap;
node.parent = this.node;
}
/** 眩晕特效 */
private in_yun(t: number = 1, ap: number = 0) {
var path = "game/skill/buff/buff_yun";
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
let height = this.node.getComponent(UITransform).height;
node.setPosition(v3(0, height));
node.getComponent(timedCom).time = t;
node.getComponent(timedCom).ap = ap;
node.parent = this.node;
}
/** 技能提示 */
private tooltip(type: number = 1, value: string = "", s_uuid: number = 1001, y: number = 90) {
let tip = ecs.getEntity<Tooltip>(Tooltip);
let pos = v3(0, 10);
pos.y = pos.y + y;
tip.load(pos, type, value, s_uuid, this.node);
}
/** 血量提示(伤害数字) */
private hp_tip(type: number = 1, value: string = "", s_uuid: number = 1001, y: number = 90) {
let tip = ecs.getEntity<Tooltip>(Tooltip);
let x = this.node.position.x;
let ny = this.node.getComponent(UITransform).height + 20;
let pos = v3(x, ny, 0);
tip.load(pos, type, value, s_uuid, this.node.parent);
}
/** 治疗特效 */
private heathed() {
var path = "game/skill/buff/heathed";
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.parent = this.node;
}
// 注意BaseUp 逻辑已移到 HeroAttrSystem.update()
@@ -188,13 +255,13 @@ export class HeroViewComp extends CCComp {
}
add_shield(shield:number){
// 护盾数据更新由 Model 层处理,这里只负责视图表现
if(this.shield>0) this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
if(this.model.shield>0) this.show_shield(this.model.shield, this.model.Attrs[Attrs.SHIELD_MAX]);
}
health(hp: number = 0,is_num:boolean=true) {
health(hp: number = 0, is_num:boolean=true) {
// 生命值更新由 Model 层处理,这里只负责视图表现
this.BUFFCOMP.heathed();
this.BUFFCOMP.show_heal(hp);
this.heathed();
this.hp_show(hp, this.model.Attrs[Attrs.HP_MAX]);
}
@@ -202,25 +269,21 @@ export class HeroViewComp extends CCComp {
in_stop (dt: number) {
}
count_atk_count(){ //主将攻击
if(this.fac==FacSet.MON) return
this.atk_count+=1
}
do_dead(){
// 死亡逻辑主要由 HeroBattleSystem 处理
// 这里只保留视图层的表现逻辑
if(this.is_count_dead) return
this.is_count_dead=true
if(this.model.is_count_dead) return
if(this.fac==FacSet.MON){
if(this.model.fac==FacSet.MON){
this.scheduleOnce(()=>{
this.do_drop()
},0.1)
}
if(this.fac==FacSet.HERO){
if(this.model.fac==FacSet.HERO){
this.scheduleOnce(()=>{
oops.message.dispatchEvent(GameEvent.HeroDead,{hero_uuid:this.hero_uuid})
oops.message.dispatchEvent(GameEvent.HeroDead,{hero_uuid:this.model.hero_uuid})
},0.1)
}
}
@@ -230,7 +293,6 @@ export class HeroViewComp extends CCComp {
do_atked(remainingDamage:number,CAttrs:any,s_uuid:number){
// 使用战斗系统处理攻击逻辑
const battleSystem = this.ent.ecs.getSystem(HeroBattleSystem);
if (!battleSystem) {
console.error("[HeroViewComp] HeroBattleSystem 未找到");
return;
@@ -246,12 +308,12 @@ export class HeroViewComp extends CCComp {
}
//后退
back(){
if(this.fac==FacSet.MON) {
if(this.model.fac==FacSet.MON) {
let tx=this.node.position.x+5
if(tx > 320) tx=320
tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start()
}
if(this.fac==FacSet.HERO) {
if(this.model.fac==FacSet.HERO) {
let tx=this.node.position.x-5
if(tx < -320) tx=-320
tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start()
@@ -260,11 +322,11 @@ export class HeroViewComp extends CCComp {
// 伤害计算和战斗逻辑已迁移到 HeroBattleSystem
do_dead_trigger(){ //死亡特殊处理
if(this.is_dead||this.fac==FacSet.MON) return
if(this.model.is_dead||this.model.fac==FacSet.MON) return
}
do_atked_trigger(){ //受伤特殊处理
if(this.is_dead||this.fac==FacSet.MON) return
if(this.model.is_dead||this.model.fac==FacSet.MON) return
}
@@ -275,24 +337,18 @@ export class HeroViewComp extends CCComp {
}
}).start()
}
// to_alive(){
// this.is_dead=false
// this.currentHp=this.currentHpMax*(100+this.hp_buff)/100
// this.BUFFCOMP.vmdata_update(true)
// this.node.setPosition(HeroPos[this.fight_pos].pos)
// this.BUFFCOMP.heathed()
// }
to_console(value:any,value2:any=null,value3:any=null){
//console.log("["+this.scale+this.hero_name+']'+value,value2,value3)
}
reset() {
this.is_dead = false;
this.model.is_dead = false;
const collider = this.getComponent(Collider2D);
if (collider) {
collider.off(Contact2DType.BEGIN_CONTACT);
}
}
this.scheduleOnce(() => {
this.node.destroy();
}, 0.1);
@@ -303,7 +359,7 @@ export class HeroViewComp extends CCComp {
switch(skill.act){
case "max":
this.as.max()
this.BUFFCOMP.tooltip(TooltipTypes.skill,skill.name,skill_id)
this.tooltip(TooltipTypes.skill, skill.name, skill_id)
break
case "atk":
this.as.atk()
@@ -339,16 +395,13 @@ export class HeroViewComp extends CCComp {
}
/** 立即显示伤害效果 */
private showDamageImmediate(damage: number, isCrit: boolean,anm:string="atked") {
this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX])
this.BUFFCOMP.in_atked(anm,this.fac==FacSet.HERO?1:-1)
this.atked_count++;
private showDamageImmediate(damage: number, isCrit: boolean, anm:string="atked") {
this.hp_show(this.model.hp, this.model.Attrs[Attrs.HP_MAX]);
this.in_atked(anm, this.model.fac==FacSet.HERO?1:-1);
if (isCrit) {
this.BUFFCOMP.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage);
// //console.log("暴击伤害 + damage);
this.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage);
} else {
this.BUFFCOMP.hp_tip(TooltipTypes.life, damage.toFixed(0), damage);
// //console.log("普通伤害:" + damage);
this.hp_tip(TooltipTypes.life, damage.toFixed(0), damage);
}
}
}