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@@ -20,5 +20,6 @@ export enum GameEvent {
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UserHeroCard = "UserHeroCard",
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UserHeroCard = "UserHeroCard",
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UserSkillCard = "UserSkillCard",
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UserSkillCard = "UserSkillCard",
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CallHero = "CallHero",
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CallHero = "CallHero",
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MissionSkill = "MissionSkill",
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}
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}
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@@ -1,10 +1,11 @@
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import { _decorator, Label, ProgressBar, resources, Sprite, SpriteAtlas, v3, Vec3 } from "cc";
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import { _decorator, Label, ProgressBar, resources, Sprite, SpriteAtlas, v3, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { SkillSet } from "../common/config/SkillSet";
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import { CdType, SkillSet } from "../common/config/SkillSet";
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import { BoxSet } from "../common/config/BoxSet";
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import { BoxSet } from "../common/config/BoxSet";
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import { smc } from "../common/SingletonModuleComp";
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import { smc } from "../common/SingletonModuleComp";
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import { Skill } from "../skills/Skill";
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import { Skill } from "../skills/Skill";
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import { GameEvent } from "../common/config/GameEvent";
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const { ccclass, property } = _decorator;
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const { ccclass, property } = _decorator;
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@@ -12,35 +13,103 @@ const { ccclass, property } = _decorator;
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@ccclass('MSkillComp')
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@ccclass('MSkillComp')
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@ecs.register('MSkillComp', false)
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@ecs.register('MSkillComp', false)
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export class MSkillComp extends CCComp {
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export class MSkillComp extends CCComp {
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/** 技能队列 */
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/** 视图层逻辑代码分离演示 */
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private skillQueue: Array<{
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uuid: number,
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startPos: Vec3,
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targetPos: Vec3,
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group: number,
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count: number,
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cd: number,
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cdTimer: number // 改用累计时间计时器
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}> = [];
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/** 常驻技能 */
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MSkill:any={
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uuid:0,
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CdType:0,
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cd:0,
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count:0,
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cdTimer:0
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}
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/** 技能队列 */
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protected onLoad(): void {
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this.on(GameEvent.MissionSkill, this.skill_event, this);
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}
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start() {
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start() {
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}
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}
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init(){
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init(){
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}
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}
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protected update(dt: number): void {
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protected update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause){
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if (!smc.mission.play || smc.mission.pause) {
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return
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return;
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}
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// 处理技能队列
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this.processSkillQueue(dt);
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}
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skill_event(e: any) {
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// 技能加入队列
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const { uuid, startPos, targetPos, group, count = 1, cd = 0 } = e;
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this.skillQueue.push({
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uuid,
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startPos,
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targetPos,
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group,
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count,
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cd,
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cdTimer: 0 // 初始化计时器为0
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});
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}
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private processSkillQueue(dt: number) {
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// 遍历技能队列
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for (let i = this.skillQueue.length - 1; i >= 0; i--) {
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const skill = this.skillQueue[i];
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// 累加计时器
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skill.cdTimer += dt;
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// 检查CD (将cd从毫秒转换为秒进行比较)
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if (skill.cdTimer < skill.cd * 0.001) {
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continue;
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}
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// 释放技能
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this.doSkill(
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skill.uuid,
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skill.startPos,
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skill.targetPos,
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skill.group
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);
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// 重置CD计时器
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skill.cdTimer = 0;
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// 减少技能次数
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skill.count--;
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// 如果技能次数用完,从队列中移除
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if (skill.count <= 0) {
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this.skillQueue.splice(i, 1);
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}
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}
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}
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}
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}
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private doSkill(uuid: number, start_pos: Vec3, target_pos: Vec3, group: number) {
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private doSkill(config: typeof SkillSet[keyof typeof SkillSet]) {
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const skillEntity = ecs.getEntity<Skill>(Skill);
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const skillEntity = ecs.getEntity<Skill>(Skill);
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const start_pos=v3(0,0)
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const target_pos=v3(0,0)
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skillEntity.load(
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skillEntity.load(
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start_pos, // 起始位置
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start_pos, // 起始位置
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BoxSet.HERO, // 阵营
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group, // 阵营
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this.node.parent, // 父节点
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this.node.parent, // 父节点
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config.uuid, // 技能ID
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uuid, // 技能ID
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target_pos, // 目标位置
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target_pos, // 目标位置
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);
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);
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}
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}
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/** 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 */
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/** 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 */
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reset() {
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reset() {
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// 清空技能队列
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this.skillQueue = [];
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}
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}
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}
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}
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