feat(skill): 重构技能系统,新增技能数据组件和移动组件

refactor(skill): 移除旧技能组件和文档,优化技能配置结构

fix(skill): 修正技能预制体配置错误,统一技能运行类型字段

docs(skill): 删除过时的技能系统说明文档

perf(skill): 优化技能加载逻辑,减少资源消耗

style(skill): 调整代码格式,提高可读性
This commit is contained in:
2025-10-31 00:35:51 +08:00
parent 6db004a99f
commit 2f19433a0a
27 changed files with 1141 additions and 679 deletions

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@@ -1,27 +1,105 @@
import { _decorator } 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 { _decorator, Animation, Collider2D, Contact2DType, Vec3 } 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 { DTType, RType, SkillSet } from "../common/config/SkillSet";
import { BezierMove } from "../BezierMove/BezierMove";
import { BoxSet } from "../common/config/BoxSet";
import { SDataCom } from "./SDataCom";
import { SMoveDataComp } from "../hero/SMoveComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('SkillViewComp')
@ecs.register('SkillView', false)
export class SkillViewComp extends CCComp {
export class SkillView extends CCComp {
/** 视图层逻辑代码分离演示 */
anim:Animation=null;
group:number=0;
SConf:any=null;
s_uuid:number=1001
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.SConf = SkillSet[this.s_uuid]
this.anim=this.node.getComponent(Animation)
this.node.active = true;
let collider = this.getComponent(Collider2D);
if(collider) {
collider.group = this.group;
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
const SMove=this.ent.get(SMoveDataComp)
switch(this.SConf.RType){
case RType.linear:
this.do_linear(SMove.startPos,SMove.targetPos)
break
case RType.bezier:
this.do_bezier(SMove.startPos,SMove.targetPos)
break
case RType.fixed:
this.do_fixedStart(SMove.startPos,SMove.targetPos)
break
case RType.fixedEnd:
this.do_fixedEnd(SMove.startPos,SMove.targetPos)
break
}
/** 全局消息逻辑处理 */
// private onHandler(event: string, args: any) {
// switch (event) {
// case ModuleEvent.Cmd:
// break;
// }
// }
}
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
// console.log(this.scale+"碰撞开始 ",seCol,oCol);
if(seCol.node.position.x-oCol.node.position.x > 100 ) return
let target = oCol.getComponent(HeroViewComp)
if(oCol.group!=this.group){
if(target == null) return;
if (!this.SConf) return;
}
}
do_bezier(startPos:Vec3,targetPos:Vec3){
let bm=this.node.getComponent(BezierMove)
this.node.angle +=10
// bm.speed=700
if(this.group==BoxSet.MONSTER) {bm.controlPointSide=-1 }
bm.rotationSmoothness=0.6
bm.moveTo(targetPos)
}
do_linear(startPos:Vec3,targetPos:Vec3){
let bm=this.node.getComponent(BezierMove)
let s_x=startPos.x
let s_y=startPos.y
let t_x=targetPos.x
let t_y=targetPos.y
// 设定目标x
targetPos.x = 400;
if(this.group == BoxSet.MONSTER) {
bm.controlPointSide = -1;
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
targetPos.y = k * (targetPos.x - s_x) + s_y;
bm.controlPointOffset=0
bm.rotationSmoothness=0.6
bm.moveTo(targetPos);
}
do_fixedEnd(startPos:Vec3,targetPos:Vec3){
this.node.setPosition(targetPos.x > 360?300:targetPos.x,this.node.position.y,0)
this.do_anim()
}
do_fixedStart(startPos:Vec3,targetPos:Vec3){
this.node.setPosition(startPos.x > 360?300:startPos.x,this.node.position.y,0)
this.do_anim()
}
do_anim(){
if(this.node.getComponent(Animation)){
let anim = this.node.getComponent(Animation);
//console.log("[SkillCom]:has anim",anim)
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
}
}
onAnimationFinished(){
}
/** 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 */
reset() {
this.node.destroy();