去掉了 技能系统,技能由单个精灵独立处理
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129
assets/script/game/hero/SkillConComp.ts
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129
assets/script/game/hero/SkillConComp.ts
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import { _decorator, Component, Node, Vec3 } from 'cc';
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import { HeroViewComp } from './HeroViewComp';
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import { SkillSet, TargetGroup, TargetType } from '../common/config/SkillSet';
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import { Skill } from '../skills/Skill';
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import { ecs } from 'db://oops-framework/libs/ecs/ECS';
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import { oops } from 'db://oops-framework/core/Oops';
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import { GameEvent } from '../common/config/GameEvent';
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import { BoxSet } from '../common/config/BoxSet';
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import { smc } from '../common/SingletonModuleComp';
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import { CCComp } from 'db://oops-framework/module/common/CCComp';
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const { ccclass, property } = _decorator;
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@ccclass('SkillCon')
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@ecs.register('SkillCon')
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export class SkillConComp extends CCComp {
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HeroView:any=null;
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HeroEntity:any=null;
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private _timers: { [key: string]: number } = {};
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private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
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init(): void {
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oops.message.on(GameEvent.FightEnd, this.clear_timer, this);
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}
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start() {
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// console.log("SkillConComp start")
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this.HeroView=this.node.getComponent(HeroViewComp)
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this.HeroEntity=this.HeroView.ent
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}
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update(dt: number) {
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if(!smc.mission.play||smc.mission.pause) return
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if (this.HeroView.is_atking &&this.HeroView.at > this.HeroView.cd) {
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const config = SkillSet[this.HeroView.atk_skill];
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if (!config) return;
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this.castSkill(this.HeroView, this.HeroView.atk_skill, config);
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this.HeroView.at = 0;
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}
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}
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/** 施放技能 */
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private castSkill(view: HeroViewComp, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
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// console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
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if (config.TargetGroup === TargetGroup.Enemy) {
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view.playSkillEffect(config.uuid);
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this.doSkill(view,config);
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}
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if (config.TargetGroup === TargetGroup.Ally) {
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const targets = this.selectAllyTargets(view, config);
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if (targets.length === 0) return;
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}
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if (config.TargetGroup === TargetGroup.Self) {
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}
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}
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private doSkill(view: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet]) {
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const skillEntity = ecs.getEntity<Skill>(Skill);
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const targets = this.selectEnemyTargets(view, config);
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if (targets.length === 0) return;
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skillEntity.load(
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new Vec3(view.node.position.x, view.node.position.y+BoxSet.ATK_Y, 0), // 起始位置
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view.box_group, // 阵营
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view.node.parent, // 父节点
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config.uuid, // 技能ID
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new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置
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view
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);
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// console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name);
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}
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private selectEnemyTargets(View: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
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const team = View.fac;
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const isEnemyTeam = team === 0 ? 1 : 0;
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const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac !== team);
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return this.filterFrontRow(candidates, isEnemyTeam);
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}
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/** 筛选最前排单位 */
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private filterFrontRow(entities: ecs.Entity[], isEnemyTeam: number): ecs.Entity[] {
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// 敌方最前排是x坐标最大的,我方最前排是x坐标最小的
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const keyPos = isEnemyTeam ?
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Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x)) :
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Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x));
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return entities.filter(e =>
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Math.abs(e.get(HeroViewComp).node.position.x - keyPos) < 10
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);
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}
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private selectAllyTargets(View: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
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const team = View.fac;
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const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac === team);
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// 第二阶段:位置/血量等精细筛选
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switch(config.TargetType) {
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case TargetType.Melee:
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return candidates.filter(e => e.get(HeroViewComp).type === 0);
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case TargetType.Ranged:
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return candidates.filter(e => e.get(HeroViewComp).type === 1);
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case TargetType.SupportClass:
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return candidates.filter(e => e.get(HeroViewComp).type === 2);
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case TargetType.Random:
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return this.pickRandomTarget(candidates, config.count || 1);
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default:
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return candidates;
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}
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}
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/** 随机选择目标 */
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private pickRandomTarget(entities: ecs.Entity[], count: number): ecs.Entity[] {
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const shuffled = [...entities].sort(() => 0.5 - Math.random());
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return shuffled.slice(0, count);
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}
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public clear_timer() {
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// console.log("clear_timer");
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Object.values(this._timers).forEach(clearTimeout);
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}
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reset() {
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this.clear_timer();
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}
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onDestroy() {
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// console.log("SkillConComp onDestroy")
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Object.values(this._timers).forEach(clearTimeout);
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}
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}
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