去掉了 技能系统,技能由单个精灵独立处理
This commit is contained in:
@@ -1,139 +1,139 @@
|
||||
import { Node, UI, UITransform, Vec3 } from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
|
||||
import { CdType } from "../common/config/SkillSet";
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { Skill } from "../skills/Skill";
|
||||
import { SkillCom } from "../skills/SkillCom";
|
||||
import { AnimType } from "../common/config/SkillSet";
|
||||
import { BoxSet } from "../common/config/BoxSet";
|
||||
// import { Node, UI, UITransform, Vec3 } from "cc";
|
||||
// import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
// import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
// import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
|
||||
// import { CdType } from "../common/config/SkillSet";
|
||||
// import { oops } from "db://oops-framework/core/Oops";
|
||||
// import { GameEvent } from "../common/config/GameEvent";
|
||||
// import { Skill } from "../skills/Skill";
|
||||
// import { SkillCom } from "../skills/SkillCom";
|
||||
// import { AnimType } from "../common/config/SkillSet";
|
||||
// import { BoxSet } from "../common/config/BoxSet";
|
||||
|
||||
|
||||
/** 技能系统 */
|
||||
@ecs.register('HeroSkillSystem')
|
||||
export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
|
||||
// export class HeroSkillSystem implements ecs.ISystemUpdate {
|
||||
// private updateInterval: number = 0.1; // 每0.1秒更新一次
|
||||
// private accumulator: number = 0;
|
||||
private _timers: { [key: string]: number } = {};
|
||||
private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
|
||||
init(): void {
|
||||
oops.message.on(GameEvent.FightEnd, this.clear_timer, this);
|
||||
}
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(HeroViewComp);
|
||||
}
|
||||
update(e: ecs.Entity) {
|
||||
//return false
|
||||
// 处理伤害队列
|
||||
const view = e.get(HeroViewComp);
|
||||
// 只在攻击状态触发技能
|
||||
if (view.is_atking &&view.at > view.cd) {
|
||||
const config = SkillSet[view.atk_skill];
|
||||
if (!config) return;
|
||||
this.castSkill(e, view.atk_skill, config);
|
||||
view.at = 0;
|
||||
}
|
||||
// /** 技能系统 */
|
||||
// @ecs.register('HeroSkillSystem')
|
||||
// export class HeroSkillSystem extends ecs.ComblockSystem {
|
||||
// // export class HeroSkillSystem implements ecs.ISystemUpdate {
|
||||
// // private updateInterval: number = 0.1; // 每0.1秒更新一次
|
||||
// // private accumulator: number = 0;
|
||||
// private _timers: { [key: string]: number } = {};
|
||||
// private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
|
||||
// init(): void {
|
||||
// oops.message.on(GameEvent.FightEnd, this.clear_timer, this);
|
||||
// }
|
||||
// filter(): ecs.IMatcher {
|
||||
// return ecs.allOf(HeroViewComp);
|
||||
// }
|
||||
// update(e: ecs.Entity) {
|
||||
// //return false
|
||||
// // 处理伤害队列
|
||||
// const view = e.get(HeroViewComp);
|
||||
// // 只在攻击状态触发技能
|
||||
// if (view.is_atking &&view.at > view.cd) {
|
||||
// const config = SkillSet[view.atk_skill];
|
||||
// if (!config) return;
|
||||
// this.castSkill(e, view.atk_skill, config);
|
||||
// view.at = 0;
|
||||
// }
|
||||
|
||||
}
|
||||
// }
|
||||
|
||||
/** 施放技能 */
|
||||
private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||
const view = caster.get(HeroViewComp);
|
||||
console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
|
||||
if (config.TargetGroup === TargetGroup.Enemy) {
|
||||
caster.get(HeroViewComp).playSkillEffect(config.uuid);
|
||||
this.doSkill(caster,config);
|
||||
}
|
||||
// /** 施放技能 */
|
||||
// private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||
// const view = caster.get(HeroViewComp);
|
||||
// console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
|
||||
// if (config.TargetGroup === TargetGroup.Enemy) {
|
||||
// caster.get(HeroViewComp).playSkillEffect(config.uuid);
|
||||
// this.doSkill(caster,config);
|
||||
// }
|
||||
|
||||
if (config.TargetGroup === TargetGroup.Ally) {
|
||||
const targets = this.selectAllyTargets(caster, config);
|
||||
if (targets.length === 0) return;
|
||||
// if (config.TargetGroup === TargetGroup.Ally) {
|
||||
// const targets = this.selectAllyTargets(caster, config);
|
||||
// if (targets.length === 0) return;
|
||||
|
||||
}
|
||||
if (config.TargetGroup === TargetGroup.Self) {
|
||||
// }
|
||||
// if (config.TargetGroup === TargetGroup.Self) {
|
||||
|
||||
}
|
||||
// }
|
||||
|
||||
}
|
||||
private doSkill(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||
const view = caster.get(HeroViewComp);
|
||||
const skillEntity = ecs.getEntity<Skill>(Skill);
|
||||
const targets = this.selectEnemyTargets(caster, config);
|
||||
if (targets.length === 0) return;
|
||||
skillEntity.load(
|
||||
new Vec3(view.node.position.x, view.node.position.y+BoxSet.ATK_Y, 0), // 起始位置
|
||||
view.box_group, // 阵营
|
||||
view.node.parent, // 父节点
|
||||
config.uuid, // 技能ID
|
||||
new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置
|
||||
view
|
||||
);
|
||||
console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name);
|
||||
}
|
||||
// }
|
||||
// private doSkill(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||
// const view = caster.get(HeroViewComp);
|
||||
// const skillEntity = ecs.getEntity<Skill>(Skill);
|
||||
// const targets = this.selectEnemyTargets(caster, config);
|
||||
// if (targets.length === 0) return;
|
||||
// skillEntity.load(
|
||||
// new Vec3(view.node.position.x, view.node.position.y+BoxSet.ATK_Y, 0), // 起始位置
|
||||
// view.box_group, // 阵营
|
||||
// view.node.parent, // 父节点
|
||||
// config.uuid, // 技能ID
|
||||
// new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置
|
||||
// view
|
||||
// );
|
||||
// console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name);
|
||||
// }
|
||||
|
||||
private selectEnemyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
|
||||
const casterView = caster.get(HeroViewComp);
|
||||
const team = casterView.fac;
|
||||
const isEnemyTeam = team === 0 ? 1 : 0;
|
||||
const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac !== team);
|
||||
return this.filterFrontRow(candidates, isEnemyTeam);
|
||||
}
|
||||
private selectAllyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
|
||||
const casterView = caster.get(HeroViewComp);
|
||||
const team = casterView.fac;
|
||||
const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac === team);
|
||||
// 第二阶段:位置/血量等精细筛选
|
||||
switch(config.TargetType) {
|
||||
case TargetType.Melee:
|
||||
return candidates.filter(e => e.get(HeroViewComp).type === 0);
|
||||
case TargetType.Ranged:
|
||||
return candidates.filter(e => e.get(HeroViewComp).type === 1);
|
||||
case TargetType.SupportClass:
|
||||
return candidates.filter(e => e.get(HeroViewComp).type === 2);
|
||||
case TargetType.Random:
|
||||
return this.pickRandomTarget(candidates, config.count || 1);
|
||||
default:
|
||||
return candidates;
|
||||
}
|
||||
}
|
||||
// private selectEnemyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
|
||||
// const casterView = caster.get(HeroViewComp);
|
||||
// const team = casterView.fac;
|
||||
// const isEnemyTeam = team === 0 ? 1 : 0;
|
||||
// const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac !== team);
|
||||
// return this.filterFrontRow(candidates, isEnemyTeam);
|
||||
// }
|
||||
// private selectAllyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
|
||||
// const casterView = caster.get(HeroViewComp);
|
||||
// const team = casterView.fac;
|
||||
// const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac === team);
|
||||
// // 第二阶段:位置/血量等精细筛选
|
||||
// switch(config.TargetType) {
|
||||
// case TargetType.Melee:
|
||||
// return candidates.filter(e => e.get(HeroViewComp).type === 0);
|
||||
// case TargetType.Ranged:
|
||||
// return candidates.filter(e => e.get(HeroViewComp).type === 1);
|
||||
// case TargetType.SupportClass:
|
||||
// return candidates.filter(e => e.get(HeroViewComp).type === 2);
|
||||
// case TargetType.Random:
|
||||
// return this.pickRandomTarget(candidates, config.count || 1);
|
||||
// default:
|
||||
// return candidates;
|
||||
// }
|
||||
// }
|
||||
|
||||
/** 筛选最前排单位 */
|
||||
private filterFrontRow(entities: ecs.Entity[], isEnemyTeam: number): ecs.Entity[] {
|
||||
// 敌方最前排是x坐标最大的,我方最前排是x坐标最小的
|
||||
const keyPos = isEnemyTeam ?
|
||||
Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x)) :
|
||||
Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x));
|
||||
// /** 筛选最前排单位 */
|
||||
// private filterFrontRow(entities: ecs.Entity[], isEnemyTeam: number): ecs.Entity[] {
|
||||
// // 敌方最前排是x坐标最大的,我方最前排是x坐标最小的
|
||||
// const keyPos = isEnemyTeam ?
|
||||
// Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x)) :
|
||||
// Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x));
|
||||
|
||||
return entities.filter(e =>
|
||||
Math.abs(e.get(HeroViewComp).node.position.x - keyPos) < 10
|
||||
);
|
||||
}
|
||||
// return entities.filter(e =>
|
||||
// Math.abs(e.get(HeroViewComp).node.position.x - keyPos) < 10
|
||||
// );
|
||||
// }
|
||||
|
||||
/** 随机选择目标 */
|
||||
private pickRandomTarget(entities: ecs.Entity[], count: number): ecs.Entity[] {
|
||||
const shuffled = [...entities].sort(() => 0.5 - Math.random());
|
||||
return shuffled.slice(0, count);
|
||||
}
|
||||
// /** 随机选择目标 */
|
||||
// private pickRandomTarget(entities: ecs.Entity[], count: number): ecs.Entity[] {
|
||||
// const shuffled = [...entities].sort(() => 0.5 - Math.random());
|
||||
// return shuffled.slice(0, count);
|
||||
// }
|
||||
|
||||
|
||||
public clear_timer() {
|
||||
console.log("clear_timer");
|
||||
Object.values(this._timers).forEach(clearTimeout);
|
||||
}
|
||||
onDestroy() {
|
||||
Object.values(this._timers).forEach(clearTimeout);
|
||||
}
|
||||
// public clear_timer() {
|
||||
// console.log("clear_timer");
|
||||
// Object.values(this._timers).forEach(clearTimeout);
|
||||
// }
|
||||
// onDestroy() {
|
||||
// Object.values(this._timers).forEach(clearTimeout);
|
||||
// }
|
||||
|
||||
|
||||
/** 应用负面状态 */
|
||||
private applyDebuff(target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||
// 实现debuff逻辑...
|
||||
}
|
||||
// /** 应用负面状态 */
|
||||
// private applyDebuff(target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||
// // 实现debuff逻辑...
|
||||
// }
|
||||
|
||||
}
|
||||
// }
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,31 +0,0 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
@ecs.register('HeroSkills')
|
||||
export class HeroSkillsComp extends ecs.Comp {
|
||||
/** 当前拥有的技能ID列表 */
|
||||
skills: number[] = [];
|
||||
/** 技能冷却计时器 [技能ID:剩余冷却时间] */
|
||||
cooldowns: Map<number, number> = new Map();
|
||||
/** 技能触发计数器 [技能ID:触发次数] */
|
||||
counters: Map<number, number> = new Map();
|
||||
|
||||
reset() {
|
||||
this.skills = [];
|
||||
this.cooldowns.clear();
|
||||
this.counters.clear();
|
||||
|
||||
}
|
||||
|
||||
/** 重置指定技能冷却 */
|
||||
resetCooldown(skillId: number) {
|
||||
if (this.cooldowns.has(skillId)) {
|
||||
this.cooldowns.set(skillId, 0);
|
||||
}
|
||||
}
|
||||
|
||||
/** 重置所有技能冷却 */
|
||||
resetAllCooldowns() {
|
||||
this.cooldowns.forEach((value, key) => {
|
||||
this.cooldowns.set(key, 0);
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "42bf4f68-80fe-4b71-88d1-89cbaea575cb",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
Reference in New Issue
Block a user