refactor(技能系统): 重构技能施放系统并优化位置初始化

- 将SkillCastSystem重命名为SCastSystem和SACastSystem以区分不同功能
- 优化SMoveComp中位置属性的初始化,改为null避免不必要的对象创建
- 统一日志前缀使用系统名称提高可读性
- 在SACastSystem中添加目标位置检查逻辑
- 修复代码格式问题,统一缩进和注释风格
This commit is contained in:
2025-10-31 11:05:44 +08:00
parent 2b3b80b308
commit 3b21ee4048
3 changed files with 32 additions and 17 deletions

View File

@@ -74,7 +74,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
skills.resetCD(skill.s_uuid); skills.resetCD(skill.s_uuid);
} }
/** /**
* 检查施法条件 * 检查施法条件
*/ */
private checkCastConditions(skills: HeroSkillsComp, heroAttrs: HeroAttrsComp, s_uuid: number): boolean { private checkCastConditions(skills: HeroSkillsComp, heroAttrs: HeroAttrsComp, s_uuid: number): boolean {
@@ -102,7 +102,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp) { private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp) {
const config = SkillSet[s_uuid]; const config = SkillSet[s_uuid];
if (!config) { if (!config) {
console.error("[SkillCastSystem] 技能配置不存在:", s_uuid); console.error("[SACastSystem] 技能配置不存在:", s_uuid);
return; return;
} }
// 1. 播放施法动画 // 1. 播放施法动画
@@ -115,7 +115,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
}, delay); }, delay);
const heroAttrs = casterEntity.get(HeroAttrsComp); const heroAttrs = casterEntity.get(HeroAttrsComp);
console.log(`[SkillCastSystem] ${heroAttrs?.hero_name ?? '未知'} 施放技能: ${config.name}`); console.log(`[SACastSystem] ${heroAttrs?.hero_name ?? '未知'} 施放技能: ${config.name}`);
} }
/** /**
@@ -124,20 +124,35 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
private createSkill(s_uuid: number, caster: HeroViewComp) { private createSkill(s_uuid: number, caster: HeroViewComp) {
// 检查节点有效性 // 检查节点有效性
if (!caster.node || !caster.node.isValid) { if (!caster.node || !caster.node.isValid) {
console.warn("[SkillCastSystem] 施法者节点无效"); console.warn("[SACastSystem] 施法者节点无效");
return; return;
} }
// 获取场景节点 // 获取场景节点
const parent = caster.node.parent; const parent = caster.node.parent;
if (!parent) { if (!parent) {
console.warn("[SkillCastSystem] 场景节点无效"); console.warn("[SACastSystem] 场景节点无效");
return; return;
} }
const targets=this.sTargets(caster);
// ✅ 使用Skill 创建技能 // 获取目标位置
const targets = this.sTargets(caster);
if (targets.length === 0) {
console.warn("[SACastSystem] 没有找到有效目标");
return;
}
// 创建技能实体
const skill = ecs.getEntity<Skill>(Skill); const skill = ecs.getEntity<Skill>(Skill);
// 获取施法者位置作为起始位置
const startPos = caster.node.position.clone();
const targetPos = targets[0]; // 使用第一个目标位置
console.log(`[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`);
// 加载技能实体(包括预制体、组件初始化等)
skill.load(startPos, parent, s_uuid, targetPos, caster);
} }
/** /**

View File

@@ -24,8 +24,8 @@ import { CSRequestComp } from "../skill/STagComps";
* - 施法检查与执行分离 * - 施法检查与执行分离
* - 自动处理资源消耗和CD重置 * - 自动处理资源消耗和CD重置
*/ */
// @ecs.register('SkillCastSystem') // @ecs.register('SCastSystem')
export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEnterSystem { export class SCastSystem extends ecs.ComblockSystem implements ecs.IEntityEnterSystem {
/** /**
* 过滤器:拥有技能数据 + 施法请求的实体 * 过滤器:拥有技能数据 + 施法请求的实体
@@ -45,7 +45,7 @@ export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEn
// 1. 验证数据完整性 // 1. 验证数据完整性
if (!skillsComp || !heroAttrs || !request || !heroView) { if (!skillsComp || !heroAttrs || !request || !heroView) {
console.warn("[SkillCastSystem] 数据不完整,取消施法"); console.warn("[SCastSystem] 数据不完整,取消施法");
e.remove(CSRequestComp); e.remove(CSRequestComp);
return; return;
} }
@@ -53,7 +53,7 @@ export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEn
// 2. 获取技能数据 // 2. 获取技能数据
const skill = skillsComp.getSkill(request.s_uuid); const skill = skillsComp.getSkill(request.s_uuid);
if (!skill) { if (!skill) {
console.warn(`[SkillCastSystem] 技能索引无效: ${request.s_uuid }`); console.warn(`[SCastSystem] 技能索引无效: ${request.s_uuid }`);
e.remove(CSRequestComp); e.remove(CSRequestComp);
return; return;
} }
@@ -103,7 +103,7 @@ export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEn
private executeCast(casterEntity: ecs.Entity, skill: any, targets: Vec3[], heroView: HeroViewComp) { private executeCast(casterEntity: ecs.Entity, skill: any, targets: Vec3[], heroView: HeroViewComp) {
const config = SkillSet[skill.uuid]; const config = SkillSet[skill.uuid];
if (!config) { if (!config) {
console.error("[SkillCastSystem] 技能配置不存在:", skill.uuid); console.error("[SCastSystem] 技能配置不存在:", skill.uuid);
return; return;
} }
@@ -117,7 +117,7 @@ export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEn
}, delay); }, delay);
const heroAttrs = casterEntity.get(HeroAttrsComp); const heroAttrs = casterEntity.get(HeroAttrsComp);
console.log(`[SkillCastSystem] ${heroAttrs?.hero_name ?? '未知'} 施放技能: ${config.name}`); console.log(`[SCastSystem] ${heroAttrs?.hero_name ?? '未知'} 施放技能: ${config.name}`);
} }
/** /**
@@ -126,14 +126,14 @@ export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEn
private createSkill(skillId: number, caster: HeroViewComp, targets: Vec3[]) { private createSkill(skillId: number, caster: HeroViewComp, targets: Vec3[]) {
// 检查节点有效性 // 检查节点有效性
if (!caster.node || !caster.node.isValid) { if (!caster.node || !caster.node.isValid) {
console.warn("[SkillCastSystem] 施法者节点无效"); console.warn("[SCastSystem] 施法者节点无效");
return; return;
} }
// 获取场景节点 // 获取场景节点
const parent = caster.node.parent; const parent = caster.node.parent;
if (!parent) { if (!parent) {
console.warn("[SkillCastSystem] 场景节点无效"); console.warn("[SCastSystem] 场景节点无效");
return; return;
} }

View File

@@ -10,9 +10,9 @@ import { BoxSet } from "../common/config/BoxSet";
@ecs.register('SMoveData') @ecs.register('SMoveData')
export class SMoveDataComp extends ecs.Comp { export class SMoveDataComp extends ecs.Comp {
/** 起始位置 */ /** 起始位置 */
startPos: Vec3 = v3(); startPos: Vec3 = null;
/** 目标位置 */ /** 目标位置 */
targetPos: Vec3 = v3(); targetPos: Vec3 = null;
/** 移动速度 */ /** 移动速度 */
speed: number = 500; speed: number = 500;
/** 移动持续时间 */ /** 移动持续时间 */