继续新技能系统

This commit is contained in:
2025-10-15 08:01:11 +08:00
parent 070346fbe4
commit 2e2c9d82f9
10 changed files with 186 additions and 345 deletions

View File

@@ -328,9 +328,9 @@ export const SkillSet: Record<number, SkillConfig> = {
buffs:[],debuffs:[],info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"
},
6005: {
uuid:6005,name:"火球术",for_hero:true,sp_name:"atk_fire",AtkedType:AtkedType.fire,path:"3039",quality:QualitySet.BLUE,TType:TType.Frontline,
uuid:6005,name:"火球术",for_hero:true,sp_name:"atk_fires",AtkedType:AtkedType.fire,path:"3039",quality:QualitySet.BLUE,TType:TType.Frontline,
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,
ap:100,cd:5,in:0,hit_num:1,hit:2,hited:0.3,speed:720,cost:10,fname:"max",flash:false,with:90,maxC:1,
ap:100,cd:5,in:1,hit_num:1,hit:2,hited:0.3,speed:720,cost:10,fname:"max",flash:false,with:90,maxC:1,
buffs:[],debuffs:[{debuff:DebuffAttr.STUN,dev:0,deC:1,deR:50}],info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"
},
6006: {
@@ -442,9 +442,9 @@ export const SkillSet: Record<number, SkillConfig> = {
// debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:70,cd:60,in:0,hit_num:1,hit:1,hited:1,speed:720,hero:5221,cost:10,info:"召唤一个骷髅战士为我方而战"},
// ========== 超必杀 ========== 6200-6299
6201: {
uuid:6201,name:"陨石风暴",for_hero:true,sp_name:"fireys",AtkedType:AtkedType.atked,path:"3101",quality:QualitySet.ORANGE,TType:TType.Frontline,
uuid:6201,name:"满天火雨",for_hero:true,sp_name:"atk_fires",AtkedType:AtkedType.atked,path:"3101",quality:QualitySet.ORANGE,TType:TType.Frontline,
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,EType:EType.animationEnd,
ap:500,cd:5,in:0,hit_num:1,hit:1,hited:0.3,speed:720,cost:10,fname:"max",flash:false,with:90,maxC:5,
ap:100,cd:5,in:2,hit_num:1,hit:5,hited:0.3,speed:720,cost:10,fname:"max",flash:false,with:90,maxC:5,
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"
},

View File

@@ -191,7 +191,7 @@ export const HeroInfo = {
buff:[],info:"普通怪物-战士型"},
5225:{uuid:5225,name:"精英独眼",path:"mo1", fac:FacSet.MON, quality:QualitySet.BLUE,lv:1,kind:1,
type:HType.warrior,hp:45,mp:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6006],
type:HType.warrior,hp:45,mp:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6005],
buff:[],info:"精英怪物-战士型"},
5226:{uuid:5226,name:"精英牛头",path:"mo1", fac:FacSet.MON, quality:QualitySet.BLUE,lv:1,kind:1,

View File

@@ -12,7 +12,7 @@ import { MonModelComp } from './MonModelComp';
import { HeroModelComp } from './HeroModelComp';
import { FightSet } from '../common/config/Mission';
import { Timer } from 'db://oops-framework/core/common/timer/Timer';
import { SkillCon } from '../skill/SkillCon';
import { SkillEnt } from '../skill/SkillEnt';
const { ccclass, property } = _decorator;
@ccclass('SkillCon')
@@ -104,7 +104,7 @@ export class SkillConComp extends CCComp {
}
this.HeroView.playSkillEffect(config.uuid)
const skillEntity = ecs.getEntity<SkillCon>(SkillCon);
const sEnt = ecs.getEntity<SkillEnt>(SkillEnt);
const timerId = setTimeout(() => {
@@ -112,17 +112,16 @@ export class SkillConComp extends CCComp {
if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) {
return;
}
if(config.uuid==6001){
if(config.uuid==6021){
console.log("[SkillConComp] 技能起始坐标:",this.HeroView.node.position.x + BoxSet.ATK_X * this.HeroView.scale,this.HeroView.node.position.y + BoxSet.ATK_Y,0)
}
skillEntity.load(
sEnt.load(
new Vec3(this.HeroView.node.position.x + BoxSet.ATK_X * this.HeroView.scale,
this.HeroView.node.position.y + BoxSet.ATK_Y, 0),
this.node.parent,
config.uuid,
new Vec3(target.x, target.y+BoxSet.ATK_Y, 0),
[new Vec3(target.x, target.y+BoxSet.ATK_Y, 0)],
this.HeroView,
0,
dmg
);
}, 300);

View File

@@ -67,62 +67,15 @@ export class AtkConCom extends CCComp {
this.initializeSkillConfig();
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
// this.on(ModuleEvent.Cmd, this.onHandler, this);
this.node.setPosition(this.startPos.x,this.startPos.y,0)
this.anim=this.node.getComponent(Animation)
this.on(GameEvent.MissionEnd, this.doDestroy, this);
this.node.active = true;
let collider = this.getComponent(Collider2D);
if(collider) {
collider.group = this.group;
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
let bm=this.node.getComponent(BezierMove)
// //console.log(this.group +"技能 collider ",collider);
switch(this.skillConfig.AType){
case AType.parabolic:
this.node.angle +=10
// bm.speed=700
if(this.group==BoxSet.MONSTER) {bm.controlPointSide=-1 }
bm.rotationSmoothness=0.6
bm.moveTo(this.targetPos)
break;
case AType.linear:
let s_x=this.startPos.x
let s_y=this.startPos.y
let t_x=this.targetPos.x
let t_y=this.targetPos.y
// 设定目标x
this.targetPos.x = 400;
if(this.group == BoxSet.MONSTER) {
bm.controlPointSide = -1;
this.targetPos.x = -400;
}
// 计算斜率
const k = (t_y - s_y) / (t_x - s_x);
// 按直线公式计算新的y
this.targetPos.y = k * (this.targetPos.x - s_x) + s_y;
bm.controlPointOffset=0
bm.rotationSmoothness=0.6
bm.moveTo(this.targetPos);
break;
case AType.StartEnd:
// 2段位移先升高然后移到目的地
this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
this.do_anim()
break;
case AType.fixedEnd:
this.node.setPosition(this.targetPos.x > 360?300:this.targetPos.x,0,0)
this.do_anim()
break;
case AType.fixedStart: //
if(this.s_uuid==6001){
console.log("skillcom startPos",this.startPos)
}
this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
this.do_anim()
break;
}
this.anim=this.node.getComponent(Animation)
this.on(GameEvent.MissionEnd, this.doDestroy, this);
this.node.active = true;
let collider = this.getComponent(Collider2D);
if(collider) {
collider.group = this.group;
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
}
do_anim(){
if(this.node.getComponent(Animation)){

View File

@@ -6,12 +6,13 @@ import { smc } from "../common/SingletonModuleComp";
import { FacSet } from "../common/config/BoxSet";
import { HType } from "../common/config/heroSet";
import { SkillViewCom } from "./SkillViewCom";
import { HeroViewComp } from "../hero/HeroViewComp";
/** SkillCon 模块 */
@ecs.register(`SkillCon`)
export class SkillCon extends ecs.Entity {
@ecs.register(`SkillEnt`)
export class SkillEnt extends ecs.Entity {
load(startPos: Vec3, parent: Node, uuid: number, targetPos: Vec3, caster:any=null, angle:number=0,dmg:number=0) {
load(startPos: Vec3, parent: Node, uuid: number, targetPos: any[], caster:HeroViewComp=null,dmg:number=0) {
const config = SkillSet[uuid];
if (!config) {
console.error("[Skill] 技能配置不存在:", uuid);
@@ -45,10 +46,8 @@ load(startPos: Vec3, parent: Node, uuid: number, targetPos: Vec3, caster:any=n
}
}
}
node.angle+=angle
// 添加技能组件
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
Object.assign(SComp, {
// 核心标识
@@ -60,6 +59,7 @@ load(startPos: Vec3, parent: Node, uuid: number, targetPos: Vec3, caster:any=n
fac: caster.fac,
// 技能数值
ap: caster.Attrs[BuffAttr.AP],
caster: caster,
caster_crit: caster.Attrs[BuffAttr.CRITICAL],
caster_crit_d: caster.Attrs[BuffAttr.CRITICAL_DMG],
puncture: caster.Attrs[BuffAttr.PUNCTURE],
@@ -89,12 +89,3 @@ load(startPos: Vec3, parent: Node, uuid: number, targetPos: Vec3, caster:any=n
super.destroy();
}
}
/** SkillCon 模块业务逻辑系统组件,如无业务逻辑处理可删除此对象 */
export class EcsSkillConSystem extends ecs.System {
constructor() {
super();
// this.add(new ecs.ComblockSystem());
}
}

View File

@@ -1,7 +1,9 @@
import { _decorator } from "cc";
import { _decorator, instantiate, Node, Prefab } 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 { HeroViewComp } from "../hero/HeroViewComp";
import { BuffAttr, RType, SkillSet } from "../common/config/SkillSet";
import { AtkConCom } from "./AtkConCom";
const { ccclass, property } = _decorator;
@@ -10,18 +12,23 @@ const { ccclass, property } = _decorator;
@ecs.register('SkillView', false)
export class SkillViewCom extends CCComp {
/** 视图层逻辑代码分离演示 */
@property({ type: Prefab })
atkPrefab: Prefab = null!
@property({ type: Number })
runType: number = 0;
@property({ type: Boolean })
hasReady: boolean = false;
@property({ type: Number })
ReadyTime: number = 0;
@property({ type: Number })
postion_y: number = 0;
endTime: number = 0;
s_uuid:number=0;
s_count:number=1;
s_interval:number=0.2;
s_cd:number=0;
caster:HeroViewComp=null;
cName:string="";
target:HeroViewComp=null;
parent:Node=null;
target_postions:any[]=null
@@ -43,54 +50,104 @@ export class SkillViewCom extends CCComp {
debuff_up:number=0;
debuff_value:number=0;
debuff_count:number=0;
targetPos:any[]=null
start() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
// this.on(ModuleEvent.Cmd, this.onHandler, this);
this.cName = this.caster.hero_name
this.node.getChildByName("ready").active = this.hasReady
}
protected update(dt: number): void {
this.doTimer(dt)
this.move(dt)
this.doEnd(dt)
if(this.hasReady) {
this.doTimer(dt)
if(this.ReadyTime <= 0) {
this.doAtk(dt)
}
}{
this.doAtk(dt)
}
this.move(dt)
}
doEnd(dt: number) {
this.endTime += dt
if(this.endTime >= SkillSet[this.s_uuid].in) {
this.ent.destroy()
}
}
doTimer(dt: number){
if(this.ReadyTime <= 0) return
this.ReadyTime -= dt
if(this.ReadyTime > 0&&this.hasReady) this.ReadyTime -= dt
}
doAtk(dt:number): void {
// console.log(`${this.cName}_[SkillViewCom] doAtkC`)
if(this.s_cd <= 0&&this.s_count > 0) {
this.doSkill()
this.s_count--
this.s_cd = this.s_interval
}
this.s_cd -= dt
if(this.s_cd > 0) this.s_cd -= dt
}
doSkill(){
console.log("doSkill")
console.log(`${this.cName}_[SkillViewCom] doSkill`,this.atkPrefab)
if(this.atkPrefab!=null){
let atkNode:Node = instantiate(this.atkPrefab)
atkNode.parent = this.node.parent
atkNode.setPosition(this.node.position)
let atkCom=atkNode.getComponent(AtkConCom)
Object.assign(atkCom, {
// 核心标识
s_uuid: this.s_uuid,
// 位置和施法者信息
startPos: this.node.position,
targetPos: this.targetPos[0],
group: this.caster.box_group,
fac: this.caster.fac,
// 技能数值
ap: this.caster.Attrs[BuffAttr.AP],
caster: this.caster,
caster_crit: this.caster.Attrs[BuffAttr.CRITICAL],
caster_crit_d: this.caster.Attrs[BuffAttr.CRITICAL_DMG],
puncture: this.caster.Attrs[BuffAttr.PUNCTURE],
puncture_damage: this.caster.Attrs[BuffAttr.PUNCTURE_DMG],
burn_count: this.caster.Attrs[BuffAttr.BURN_COUNT],
burn_value: this.caster.Attrs[BuffAttr.BURN_VALUE],
stun_time: this.caster.Attrs[BuffAttr.STUN_TIME],
stun_ratio: this.caster.Attrs[BuffAttr.STUN_RATIO],
frost_time: this.caster.Attrs[BuffAttr.FROST_TIME],
frost_ratio: this.caster.Attrs[BuffAttr.FROST_RATIO],
debuff_up: this.caster.Attrs[BuffAttr.DEBUFF_UP],
debuff_value: this.caster.Attrs[BuffAttr.DEBUFF_VALUE],
debuff_count: this.caster.Attrs[BuffAttr.DEBUFF_COUNT],
});
switch(this.runType){
case RType.linear:
this.do_linear(atkNode)
break
case RType.bezier:
this.do_bezier(atkNode)
break
case RType.fixed:
this.do_fixed(atkNode)
break
}
}
}
move(dt: number): void {
if(this.caster == null) return
if(this.caster.is_dead) return
if(this.caster.node.isValid) return
this.node.setPosition(this.caster.node.position.x,this.caster.node.position.y+this.postion_y)
console.log("[skillview]move",this.caster.node.position,this.node.position)
do_linear(atkNode:any): void {
console.log(`${this.cName}_[SkillViewCom] skille run type: linear`)
}
do_bezier(atkNode:any): void {
console.log(`${this.cName}_[SkillViewCom] skille run type: bezier`)
}
do_fixed(atkNode:any): void {
console.log(`${this.cName}_[SkillViewCom] skille run type: fixed`)
}
/** 全局消息逻辑处理 */
// private onHandler(event: string, args: any) {
// switch (event) {
// case ModuleEvent.Cmd:
// break;
// }
// }
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
move(dt: number): void {
// console.log(`${this.cName}_[SkillViewCom] move`)
if(this.caster != null&&this.caster.node!=null) this.node.setPosition(this.caster.node.position.x,this.caster.node.position.y+this.postion_y)
// console.log(`${this.cName}_[skillview]move`,this.caster.node.position,this.node.position)
}
reset() {
this.node.destroy();
}