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

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import { _decorator, Component, instantiate, Label, Node, Prefab, ProgressBar, tween, UITransform, v3, Vec3 } from 'cc';
import { oops } from 'db://oops-framework/core/Oops';
import { ecs } from 'db://oops-framework/libs/ecs/ECS';
import { Tooltip } from '../skill/Tooltip';
import { timedCom } from '../skill/timedCom';
import { smc } from '../common/SingletonModuleComp';
import { Timer } from 'db://oops-framework/core/common/timer/Timer';
const { ccclass, property } = _decorator;
@ccclass('BuffComp')
export class BuffComp extends Component {
top_node:any=null;
ap_node:any=null;
cd_node:any=null;
def_node:any=null;
hp_node:any=null;
crit_node:any=null;
ap_cd:number=0;
cd_cd:number=0;
def_cd:number=0;
hp_cd:number=0;
crit_cd:number=0;
deap_cd:number=0;
decd_cd:number=0;
dedef_cd:number=0;
dehp_cd:number=0;
decrit_cd:number=0;
buff_cd:number=0;
wind_cd:number=0;
speek_time:number=0;
timer:Timer=new Timer(2);
buff_keys:any[]=["by1","by2","by3"]
key_index:number=0;
protected onLoad(): void {
}
start() {
this.info_init()
}
info_init(){
this.top_node = this.node.getChildByName("top");
let hp_y=this.node.getComponent(UITransform).height
this.top_node.setPosition(0,hp_y,0)
// this.top_node.getChildByName("hp").active=(this.node.getComponent(HeroViewComp).fac == 1 ? true : false)
// this.vmdata_update()
}
to_update_vmdata(){
// this.vmdata_update(false)
}
update(deltaTime: number) {
if(smc.mission.pause) return
// if(this.timer.update(deltaTime)){
// this.timer.reset()
// this.key_index++
// if(this.key_index>=this.buff_keys.length) this.key_index=0
// }
// this.in_speek(deltaTime)
// this.vmdata_update()
}
show_shield(shield:number=0,shield_max:number=0){
let shield_progress= shield/shield_max;
this.node.getChildByName("shielded").active=shield > 0
this.node.getChildByName("top").getChildByName("shield").active=shield > 0
this.node.getChildByName("top").getChildByName("shield").getComponent(ProgressBar).progress = shield_progress;
this.scheduleOnce(()=>{
this.node.getChildByName("top").getChildByName("shield").getChildByName("pb").getComponent(ProgressBar).progress = shield_progress;
},0.15)
}
hp_show(hp:number,hp_max:number){
// if(this.node.getComponent(HeroViewComp).fac == 0) return
let hp_progress= hp/hp_max;
this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar).progress = hp_progress;
this.scheduleOnce(()=>{
this.node.getChildByName("top").getChildByName("hp").getChildByName("hpb").getComponent(ProgressBar).progress = hp_progress;
},0.15)
// this.node.getChildByName("top").getChildByName("hp").active = (hp == hp_max) ? false : true;
}
mp_show(mp:number,mp_max:number){
this.node.getChildByName("top").getChildByName("pow").getComponent(ProgressBar).progress = mp/mp_max;
this.scheduleOnce(()=>{
this.node.getChildByName("top").getChildByName("pow").getChildByName("mpb").getComponent(ProgressBar).progress = mp/mp_max;
},0.15)
}
update_info_lv(){
}
show_wind(t:number=1){
this.wind_cd = t;
}
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;
}
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;
}
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);
}
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);
}
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;
}
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;
}
in_fired(t:number=1,ap:number=0) {
// var path = "game/skills/fired";
// 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;
}
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;
}
to_speek(words:string,time:number=0.5){
this.speek_time=0.5
this.node.getChildByName("tooltip").active=true
this.node.getChildByName("tooltip").getChildByName("words").getComponent(Label)!.string = words
}
in_speek(dt: number){
if(this.speek_time <= 0){
return;
}
this.speek_time -= dt;
if(this.speek_time <= 0){
this.speek_time = 0;
this.node.getChildByName("tooltip").getChildByName("words").getComponent(Label)!.string = "";
this.node.getChildByName("tooltip").active=false;
}
}
tooltip(type:number=1,value:string="",s_uuid:number=1001,y:number=90){
// console.log("tooltip",type);
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);
}
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);
}
heathed(){
var path = "game/skill/buff/heathed";
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.parent = this.node;
}
}

View File

@@ -2,7 +2,7 @@ import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,Sprite
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { smc } from "../common/SingletonModuleComp";
import { HeroModelComp } from "./HeroModelComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
@@ -17,13 +17,13 @@ import { EBusComp } from "./EBusComp";
@ecs.register(`Hero`)
export class Hero extends ecs.Entity {
HeroModel!: HeroModelComp;
HeroModel!: HeroAttrsComp;
View!: HeroViewComp;
BattleMove!: BattleMoveComp;
protected init() {
this.addComponents<ecs.Comp>(
BattleMoveComp,
HeroModelComp,
HeroAttrsComp,
TalComp,
EBusComp,
);
@@ -31,7 +31,7 @@ export class Hero extends ecs.Entity {
destroy(): void {
this.remove(HeroViewComp);
this.remove(HeroModelComp);
this.remove(HeroAttrsComp);
this.remove(TalComp);
this.remove(EBusComp);
super.destroy();
@@ -53,7 +53,7 @@ export class Hero extends ecs.Entity {
node.setPosition(pos)
// console.log("hero load",pos)
var hv = node.getComponent(HeroViewComp)!;
const model = this.get(HeroModelComp);
const model = this.get(HeroAttrsComp);
let hero = HeroInfo[uuid]; // 共用英雄数据
// 设置 View 层属性(表现相关)
@@ -127,16 +127,16 @@ export class HeroLifecycleSystem extends ecs.ComblockSystem
implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
filter() {
return ecs.allOf(HeroModelComp);
return ecs.allOf(HeroAttrsComp);
}
entityEnter(e: ecs.Entity): void {
// 英雄实体创建时的特殊处理
console.log(`英雄进入世界: ${e.get(HeroModelComp).hero_name}`);
console.log(`英雄进入世界: ${e.get(HeroAttrsComp).hero_name}`);
}
entityRemove(e: ecs.Entity): void {
// 英雄实体销毁时的清理工作
console.log(`英雄离开世界: ${e.get(HeroModelComp).hero_name}`);
console.log(`英雄离开世界: ${e.get(HeroAttrsComp).hero_name}`);
}
}

View File

@@ -0,0 +1,235 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { FacSet } from "../common/config/BoxSet";
import { Attrs } from "../common/config/HeroAttrs";
import { FightSet } from "../common/config/Mission";
import { SkillSet } from "../common/config/SkillSet";
import { HeroAttrsComp } from "./HeroAttrsComp";
/** 业务层对象 */
@ecs.register('HeroAtk')
export class HeroAtkComp extends ecs.Comp {
/** 业务层组件移除时,重置所有数据为默认值 */
reset() {
}
}
/** 业务层业务逻辑处理对象 */
export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate, ecs.IEntityEnterSystem {
private debugMode: boolean = false; // 是否启用调试模式
/**
* 过滤器:只处理拥有 HeroAttrsComp 的实体
*/
filter(): ecs.IMatcher {
return ecs.allOf(HeroAttrsComp);
}
/**
* 实体首次进入系统时调用(每个实体只调用一次)
*/
entityEnter(e: ecs.Entity): void {
const model = e.get(HeroAttrsComp);
if (!model) return;
console.log(`[HeroBattleSystem] 英雄进入战斗系统: ${model.hero_name} (uuid: ${model.hero_uuid})`);
}
/**
* 处理角色被攻击
* @param target 被攻击的目标实体
* @param remainingDamage 基础伤害值
* @param attackerAttrs 攻击者的属性
* @param skillId 技能ID
* @returns 实际造成的伤害
*/
public doAttack(target: ecs.Entity, remainingDamage: number, attackerAttrs: any, skillId: number): number {
const targetModel = target.get(HeroAttrsComp);
if (!targetModel || targetModel.is_dead) return 0;
// 获取技能配置
const skillConf = SkillSet[skillId];
// 触发被攻击事件
this.onAttacked(target);
// 闪避判定
if (this.checkDodge(targetModel)) {
return 0;
}
// 暴击判定
const isCrit = this.checkCrit(attackerAttrs[Attrs.CRITICAL]);
let damage = remainingDamage;
if (isCrit) {
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + attackerAttrs[Attrs.CRITICAL_DMG]) / 100));
}
// 伤害计算考虑易伤等debuff
damage = this.calculateDamage(targetModel, damage);
// 护盾吸收
damage = this.absorbShield(targetModel, damage);
if (damage <= 0) return 0;
// 应用伤害
targetModel.hp -= damage;
targetModel.atked_count++;
// 检查死亡
if (targetModel.hp <= 0) {
this.doDead(target);
}
if (this.debugMode) {
console.log(`[HeroBattleSystem] ${targetModel.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
}
return damage;
}
/**
* 处理角色死亡
*/
private doDead(entity: ecs.Entity): void {
const model = entity.get(HeroAttrsComp);
if (!model || model.is_dead) return;
model.is_dead = true;
// 触发死亡事件
this.onDeath(entity);
if (this.debugMode) {
console.log(`[HeroBattleSystem] ${model.hero_name} 死亡`);
}
}
/**
* 闪避判定
*/
private checkDodge(model: HeroAttrsComp): boolean {
if (model.Attrs[Attrs.DODGE] > 0) {
const random = Math.random() * 100;
if (random < model.Attrs[Attrs.DODGE]) {
if (this.debugMode) {
console.log(`[HeroBattleSystem] ${model.hero_name} 闪避了攻击`);
}
return true;
}
}
return false;
}
/**
* 暴击判定
*/
private checkCrit(critRate: number): boolean {
if (critRate > 0) {
const random = Math.random() * 100;
return random < critRate;
}
return false;
}
/**
* 伤害计算考虑易伤等debuff
*/
private calculateDamage(model: HeroAttrsComp, baseDamage: number): number {
// 这里可以添加易伤等debuff的计算逻辑
// 例如如果目标有易伤buff增加受到的伤害
return baseDamage;
}
/**
* 护盾吸收伤害
*/
private absorbShield(model: HeroAttrsComp, damage: number): number {
if (model.shield <= 0) return damage;
if (model.shield >= damage) {
model.shield -= damage;
if (model.shield <= 0) {
model.shield = 0;
model.Attrs[Attrs.SHIELD_MAX] = 0;
}
return 0;
} else {
const remainingDamage = damage - model.shield;
model.shield = 0;
model.Attrs[Attrs.SHIELD_MAX] = 0;
return remainingDamage;
}
}
/**
* 被攻击时触发的事件
*/
private onAttacked(entity: ecs.Entity): void {
const model = entity.get(HeroAttrsComp);
if (!model || model.is_dead) return;
// 这里可以添加被攻击时的特殊处理逻辑
if (model.fac === FacSet.MON) return;
// 例如:触发某些天赋效果、反击逻辑等
}
/**
* 死亡时触发的事件
*/
private onDeath(entity: ecs.Entity): void {
const model = entity.get(HeroAttrsComp);
if (!model) return;
if (model.fac === FacSet.MON) {
// 怪物死亡处理
this.scheduleDrop(entity);
} else if (model.fac === FacSet.HERO) {
// 英雄死亡处理
this.scheduleHeroDeath(entity);
}
}
/**
* 延迟执行掉落逻辑
*/
private scheduleDrop(entity: ecs.Entity): void {
// 这里可以添加掉落逻辑
// 例如:延迟一段时间后生成掉落物品
}
/**
* 延迟执行英雄死亡逻辑
*/
private scheduleHeroDeath(entity: ecs.Entity): void {
// 这里可以添加英雄死亡的特殊处理
// 例如:触发游戏结束、复活机制等
}
/**
* 启用调试模式
*/
enableDebug() {
this.debugMode = true;
}
/**
* 禁用调试模式
*/
disableDebug() {
this.debugMode = false;
}
/**
* 系统更新(每帧调用)
* 可以在这里添加需要每帧处理的战斗逻辑
*/
update(e: ecs.Entity): void {
// 这里可以添加需要每帧处理的战斗逻辑
// 例如:持续伤害、战斗状态检查等
}
}

View File

@@ -2,7 +2,7 @@
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "118ca580-773a-458b-8544-ab6c3cb2b376",
"uuid": "85d8a2e5-f2a1-49b0-9439-fe9e1e98b7d9",
"files": [],
"subMetas": {},
"userData": {}

View File

@@ -2,14 +2,12 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
import { BuffConf, SkillSet } from "../common/config/SkillSet";
import { HeroInfo, AttrSet, HeroUpSet } from "../common/config/heroSet";
import { MonModelComp } from "./MonModelComp";
import { FacSet } from "../common/config/BoxSet";
import { FightSet } from "../common/config/Mission";
import { EBusComp } from "./EBusComp";
@ecs.register('HeroModel')
export class HeroModelComp extends ecs.Comp {
@ecs.register('HeroAttrs')
export class HeroAttrsComp extends ecs.Comp {
Ebus:any=null!
// ==================== 角色基础信息 ====================
hero_uuid: number = 1001;
hero_name: string = "hero";
@@ -55,7 +53,9 @@ export class HeroModelComp extends ecs.Comp {
// ==================== 技能配置 ====================
skills: any = [];
start(){
this.Ebus=this.ent.get(EBusComp);
}
// ==================== BUFF 系统初始化 ====================
/**
* buff debuff
@@ -384,7 +384,7 @@ export class HeroModelComp extends ecs.Comp {
* ==================== ====================
*
* ECS
* - ComponentHeroModelComp
* - ComponentHeroAttrsComp
* - SystemHeroAttrSystem
*
*
@@ -393,7 +393,7 @@ export class HeroModelComp extends ecs.Comp {
* 3.
*
* 使
* RootSystem HeroModelComp
* RootSystem HeroAttrsComp
*/
export class HeroAttrSystem extends ecs.ComblockSystem
implements ecs.ISystemUpdate, ecs.IEntityEnterSystem, ecs.ISystemFirstUpdate {
@@ -404,17 +404,17 @@ export class HeroAttrSystem extends ecs.ComblockSystem
private debugMode: boolean = false; // 是否启用调试模式
/**
* HeroModelComp
* HeroAttrsComp
*/
filter(): ecs.IMatcher {
return ecs.allOf(HeroModelComp);
return ecs.allOf(HeroAttrsComp);
}
/**
*
*/
entityEnter(e: ecs.Entity): void {
const model = e.get(HeroModelComp);
const model = e.get(HeroAttrsComp);
if (!model) return;
console.log(`[HeroAttrSystem] 英雄进入系统: ${model.hero_name} (uuid: ${model.hero_uuid})`);
@@ -436,7 +436,7 @@ export class HeroAttrSystem extends ecs.ComblockSystem
* - bug
*/
update(e: ecs.Entity): void {
const model = e.get(HeroModelComp);
const model = e.get(HeroAttrsComp);
if (!model || model.is_dead) return;
// 统计:记录本帧处理的实体数
@@ -485,240 +485,3 @@ export class HeroAttrSystem extends ecs.ComblockSystem
this.debugMode = false;
}
}
/**
* ==================== ====================
*
* ECS
* - ComponentHeroModelComp
* - SystemHeroBattleSystem
*
*
* 1.
* 2.
* 3.
* 4.
*
* 使
* RootSystem HeroModelComp
*/
export class HeroBattleSystem extends ecs.ComblockSystem
implements ecs.ISystemUpdate, ecs.IEntityEnterSystem {
private debugMode: boolean = false; // 是否启用调试模式
/**
* HeroModelComp
*/
filter(): ecs.IMatcher {
return ecs.allOf(HeroModelComp);
}
/**
*
*/
entityEnter(e: ecs.Entity): void {
const model = e.get(HeroModelComp);
if (!model) return;
console.log(`[HeroBattleSystem] 英雄进入战斗系统: ${model.hero_name} (uuid: ${model.hero_uuid})`);
}
/**
*
* @param target
* @param remainingDamage
* @param attackerAttrs
* @param skillId ID
* @returns
*/
public doAttack(target: ecs.Entity, remainingDamage: number, attackerAttrs: any, skillId: number): number {
const targetModel = target.get(HeroModelComp);
if (!targetModel || targetModel.is_dead) return 0;
// 获取技能配置
const skillConf = SkillSet[skillId];
// 触发被攻击事件
this.onAttacked(target);
// 闪避判定
if (this.checkDodge(targetModel)) {
return 0;
}
// 暴击判定
const isCrit = this.checkCrit(attackerAttrs[Attrs.CRITICAL]);
let damage = remainingDamage;
if (isCrit) {
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + attackerAttrs[Attrs.CRITICAL_DMG]) / 100));
}
// 伤害计算考虑易伤等debuff
damage = this.calculateDamage(targetModel, damage);
// 护盾吸收
damage = this.absorbShield(targetModel, damage);
if (damage <= 0) return 0;
// 应用伤害
targetModel.hp -= damage;
targetModel.atked_count++;
// 检查死亡
if (targetModel.hp <= 0) {
this.doDead(target);
}
if (this.debugMode) {
console.log(`[HeroBattleSystem] ${targetModel.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
}
return damage;
}
/**
*
*/
private doDead(entity: ecs.Entity): void {
const model = entity.get(HeroModelComp);
if (!model || model.is_dead) return;
model.is_dead = true;
// 触发死亡事件
this.onDeath(entity);
if (this.debugMode) {
console.log(`[HeroBattleSystem] ${model.hero_name} 死亡`);
}
}
/**
*
*/
private checkDodge(model: HeroModelComp): boolean {
if (model.Attrs[Attrs.DODGE] > 0) {
const random = Math.random() * 100;
if (random < model.Attrs[Attrs.DODGE]) {
if (this.debugMode) {
console.log(`[HeroBattleSystem] ${model.hero_name} 闪避了攻击`);
}
return true;
}
}
return false;
}
/**
*
*/
private checkCrit(critRate: number): boolean {
if (critRate > 0) {
const random = Math.random() * 100;
return random < critRate;
}
return false;
}
/**
* debuff
*/
private calculateDamage(model: HeroModelComp, baseDamage: number): number {
// 这里可以添加易伤等debuff的计算逻辑
// 例如如果目标有易伤buff增加受到的伤害
return baseDamage;
}
/**
*
*/
private absorbShield(model: HeroModelComp, damage: number): number {
if (model.shield <= 0) return damage;
if (model.shield >= damage) {
model.shield -= damage;
if (model.shield <= 0) {
model.shield = 0;
model.Attrs[Attrs.SHIELD_MAX] = 0;
}
return 0;
} else {
const remainingDamage = damage - model.shield;
model.shield = 0;
model.Attrs[Attrs.SHIELD_MAX] = 0;
return remainingDamage;
}
}
/**
*
*/
private onAttacked(entity: ecs.Entity): void {
const model = entity.get(HeroModelComp);
if (!model || model.is_dead) return;
// 这里可以添加被攻击时的特殊处理逻辑
if (model.fac === FacSet.MON) return;
// 例如:触发某些天赋效果、反击逻辑等
}
/**
*
*/
private onDeath(entity: ecs.Entity): void {
const model = entity.get(HeroModelComp);
if (!model) return;
if (model.fac === FacSet.MON) {
// 怪物死亡处理
this.scheduleDrop(entity);
} else if (model.fac === FacSet.HERO) {
// 英雄死亡处理
this.scheduleHeroDeath(entity);
}
}
/**
*
*/
private scheduleDrop(entity: ecs.Entity): void {
// 这里可以添加掉落逻辑
// 例如:延迟一段时间后生成掉落物品
}
/**
*
*/
private scheduleHeroDeath(entity: ecs.Entity): void {
// 这里可以添加英雄死亡的特殊处理
// 例如:触发游戏结束、复活机制等
}
/**
*
*/
enableDebug() {
this.debugMode = true;
}
/**
*
*/
disableDebug() {
this.debugMode = false;
}
/**
*
*
*/
update(e: ecs.Entity): void {
// 这里可以添加需要每帧处理的战斗逻辑
// 例如:持续伤害、战斗状态检查等
}
}

View File

@@ -2,7 +2,7 @@
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "7eb34351-e975-447f-bf07-0a2e5e00a2e6",
"uuid": "2b2c4ea3-3baf-4136-aca4-9a6a09d29e99",
"files": [],
"subMetas": {},
"userData": {}

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;
// ==================== 直接访问 HeroModelComp ====================
// ==================== UI 节点引用 ====================
private top_node: Node = null!;
// ==================== 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;
}
// ==================== 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);
}
/** 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);
}
// 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
}
@@ -275,20 +337,14 @@ 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);
@@ -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);
}
}
}

View File

@@ -4,7 +4,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { smc } from "../common/SingletonModuleComp";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { HeroInfo } from "../common/config/heroSet";
import { MonModelComp } from "./MonModelComp";
import { MonAttrsComp } from "./MonAttrsComp";
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
import { SkillConComp } from "./SkillConComp";
import { BuffConf, SkillSet } from "../common/config/SkillSet";
@@ -12,26 +12,26 @@ import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
import { TalComp } from "./TalComp";
import { getMonAttr, MonType } from "../map/RogueConfig";
import { EBusComp } from "./EBusComp";
import { MonViewComp } from "./MonViewComp";
import { HeroViewComp } from "./HeroViewComp";
/** 角色实体 */
@ecs.register(`Monster`)
export class Monster extends ecs.Entity {
HeroModel!: MonModelComp;
HeroView!: MonViewComp;
HeroModel!: MonAttrsComp;
HeroView!: HeroViewComp;
BattleMove!: BattleMoveComp;
protected init() {
this.addComponents<ecs.Comp>(
BattleMoveComp,
MonModelComp,
MonAttrsComp,
TalComp,
EBusComp,
);
}
destroy(): void {
this.remove(MonViewComp);
this.remove(MonModelComp);
this.remove(HeroViewComp);
this.remove(MonAttrsComp);
this.remove(TalComp);
this.remove(EBusComp);
super.destroy();
@@ -52,8 +52,8 @@ export class Monster extends ecs.Entity {
node.setPosition(pos)
var view = node.getComponent(MonViewComp)!;
const model = this.get(MonModelComp);
var view = node.getComponent(HeroViewComp)!;
const model = this.get(MonAttrsComp);
let hero = HeroInfo[uuid]; // 共用英雄数据
// 设置 View 层属性(表现相关)
view.scale = scale;
@@ -116,16 +116,16 @@ export class MonLifecycleSystem extends ecs.ComblockSystem
implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
filter() {
return ecs.allOf(MonModelComp);
return ecs.allOf(MonAttrsComp);
}
entityEnter(e: ecs.Entity): void {
// 英雄实体创建时的特殊处理
console.log(`怪物进入世界: ${e.get(MonModelComp).hero_name}`);
console.log(`怪物进入世界: ${e.get(MonAttrsComp).hero_name}`);
}
entityRemove(e: ecs.Entity): void {
// 英雄实体销毁时的清理工作
console.log(`怪物离开世界: ${e.get(MonModelComp).hero_name}`);
console.log(`怪物离开世界: ${e.get(MonAttrsComp).hero_name}`);
}
}

View File

@@ -13,10 +13,10 @@ import { HeroInfo, AttrSet } from "../common/config/heroSet";
* -
* buff系统buff
*
* HeroModelComp ECS
* HeroAttrsComp ECS
*/
@ecs.register('MonModel')
export class MonModelComp extends ecs.Comp {
@ecs.register('MonAttrsComp')
export class MonAttrsComp extends ecs.Comp {
// ==================== 角色基础信息 ====================
hero_uuid: number = 1001;
@@ -64,7 +64,7 @@ export class MonModelComp extends ecs.Comp {
recalculateSingleAttr(attrIndex: number) {
const baseValues: Record<number, number> = {
[Attrs.HP_MAX]: this.base_hp, [Attrs.MP_MAX]: this.base_mp, [Attrs.DEF]: this.base_def,
[Attrs.HP_MAX]: this.hp, [Attrs.MP_MAX]: this.mp, [Attrs.DEF]: this.def,
[Attrs.AP]: this.base_ap, [Attrs.MAP]: this.base_map, [Attrs.SPEED]: this.base_speed, [Attrs.SHIELD_MAX]: 0
};
const baseVal = baseValues[attrIndex] !== undefined ? baseValues[attrIndex] : 0;
@@ -187,11 +187,11 @@ export class MonAttrSystem extends ecs.ComblockSystem
implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(MonModelComp);
return ecs.allOf(MonAttrsComp);
}
update(e: ecs.Entity): void {
const model = e.get(MonModelComp);
const model = e.get(MonAttrsComp);
if (!model || model.is_dead) return;
// 怪物的属性更新逻辑(可以与英雄不同)

View File

@@ -2,7 +2,7 @@
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "c9121e83-b457-492d-aa56-2119d79a3360",
"uuid": "b2b785de-2ec9-49ca-a015-b56c5fe19a50",
"files": [],
"subMetas": {},
"userData": {}

View File

@@ -6,8 +6,8 @@ import { GameEvent } from '../common/config/GameEvent';
import { FacSet } from '../common/config/BoxSet';
import { smc } from '../common/SingletonModuleComp';
import { CCComp } from 'db://oops-framework/module/common/CCComp';
import { MonModelComp } from './MonModelComp';
import { HeroModelComp } from './HeroModelComp';
import { MonAttrsComp } from './MonAttrsComp';
import { HeroAttrsComp } from './HeroAttrsComp';
import { SkillEnt } from '../skill/SkillEnt';
import { Attrs } from '../common/config/HeroAttrs';
import { TalComp } from './TalComp';
@@ -18,7 +18,6 @@ const { ccclass, property } = _decorator;
export class SkillConComp extends CCComp {
HeroView:any=null;
HeroEntity:any=null;
TALCOMP:any=null;
skill_cd=0
private _timers: { [key: string]: any } = {};
init(): void {
@@ -26,7 +25,6 @@ export class SkillConComp extends CCComp {
}
onLoad(){
this.HeroView=this.node.getComponent(HeroViewComp)
this.TALCOMP=this.node.getComponent(TalComp)
}
start() {
this.HeroEntity=this.HeroView.ent
@@ -109,9 +107,9 @@ export class SkillConComp extends CCComp {
check_target(){
if(this.HeroView.fac==FacSet.HERO){
return ecs.query(ecs.allOf(MonModelComp))
return ecs.query(ecs.allOf(MonAttrsComp))
}else{
return ecs.query(ecs.allOf(HeroModelComp))
return ecs.query(ecs.allOf(HeroAttrsComp))
}
}
get_front(entities:any){

View File

@@ -7,9 +7,7 @@ import { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent";
// 导入肉鸽配置
import { MonType, EventType, getStageMonConfigs} from "./RogueConfig";
import { MonModelComp } from "../hero/MonModelComp";
import { BuffConf } from "../common/config/SkillSet";
const { ccclass, property } = _decorator;
/** 视图层对象 */