refactor(hero): 重构英雄属性系统与受击特效
将HeroAttrSystem从HeroAttrsComp中分离为独立文件 删除废弃的05-outline-glow资源文件 优化TalComp.ts中的代码格式 使用FlashSprite替换旧的受击特效实现
This commit is contained in:
@@ -1,9 +0,0 @@
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{
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"ver": "1.2.0",
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"importer": "directory",
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"imported": true,
|
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"uuid": "af691440-7aca-4cb5-9a78-9bfed9cb70de",
|
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"files": [],
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"subMetas": {},
|
||||
"userData": {}
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}
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BIN
assets/resources/game/05-outline-glow/.DS_Store
vendored
BIN
assets/resources/game/05-outline-glow/.DS_Store
vendored
Binary file not shown.
@@ -1 +0,0 @@
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{"ver":"1.2.0","importer":"directory","imported":true,"uuid":"551a2611-69c0-45ae-bfc6-37f056a34b33","files":[],"subMetas":{},"userData":{}}
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@@ -1,41 +0,0 @@
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{
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||||
"__type__": "cc.Material",
|
||||
"_name": "",
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||||
"_objFlags": 0,
|
||||
"__editorExtras__": {},
|
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"_native": "",
|
||||
"_effectAsset": {
|
||||
"__uuid__": "cfeeea4f-db9c-42cd-a0f7-fc5cb37bd3d7",
|
||||
"__expectedType__": "cc.EffectAsset"
|
||||
},
|
||||
"_techIdx": 0,
|
||||
"_defines": [
|
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{
|
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"USE_TEXTURE": true
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||||
}
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],
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"_states": [
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{
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"rasterizerState": {},
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"depthStencilState": {},
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"blendState": {
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"targets": [
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{}
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]
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}
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}
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],
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"_props": [
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{
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"glowColor": {
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"__type__": "cc.Color",
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"r": 0,
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"g": 0,
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"b": 0,
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"a": 255
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},
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"glowWidth": 0.003,
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"glowThreshold": 0.645
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}
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]
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}
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@@ -1 +0,0 @@
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{"ver":"1.0.21","importer":"material","imported":true,"uuid":"2fcd55a9-38ca-45aa-9164-68e48aaf51ce","files":[".json"],"subMetas":{},"userData":{}}
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@@ -1,40 +0,0 @@
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{
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"__type__": "cc.Material",
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"_name": "",
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"_objFlags": 0,
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"__editorExtras__": {},
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"_native": "",
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||||
"_effectAsset": {
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||||
"__uuid__": "40c25c17-db22-4ae7-8d3a-f73cbb6d36ba",
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"__expectedType__": "cc.EffectAsset"
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},
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"_techIdx": 0,
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"_defines": [
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{
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"USE_TEXTURE": true
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}
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],
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"_states": [
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{
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"rasterizerState": {},
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"depthStencilState": {},
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"blendState": {
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"targets": [
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{}
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]
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}
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}
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],
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"_props": [
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{
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"glowColor": {
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"__type__": "cc.Color",
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"r": 255,
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"g": 235,
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"b": 0,
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"a": 255
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},
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"glowWidth": 0.002
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}
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]
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}
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@@ -1 +0,0 @@
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{"ver":"1.0.21","importer":"material","imported":true,"uuid":"974af3c9-d7ee-449f-a5df-cd8e2dd49188","files":[".json"],"subMetas":{},"userData":{}}
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@@ -1 +0,0 @@
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{"ver":"1.2.0","importer":"directory","imported":true,"uuid":"7d369c63-9191-4323-abcc-edda5799a410","files":[],"subMetas":{},"userData":{}}
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@@ -1,169 +0,0 @@
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// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
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CCEffect %{
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techniques:
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- passes:
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- vert: sprite-vs:vert
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frag: sprite-fs:frag
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depthStencilState:
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depthTest: false
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depthWrite: false
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blendState:
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targets:
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- blend: true
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blendSrc: src_alpha
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blendDst: one_minus_src_alpha
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blendDstAlpha: one_minus_src_alpha
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rasterizerState:
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cullMode: none
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properties:
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alphaThreshold: { value: 0.5 }
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glowColor: { value: [1, 1, 1, 1], editor: { type: color } }
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glowWidth: { value: 0.05, editor: { slide: true, range: [0, 0.3], step: 0.001 } }
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glowThreshold: { value: 1, editor: { slide: true, range: [0, 1], step: 0.001 } }
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}%
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CCProgram sprite-vs %{
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precision highp float;
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#include <builtin/uniforms/cc-global>
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#if USE_LOCAL
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#include <builtin/uniforms/cc-local>
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#endif
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#if SAMPLE_FROM_RT
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#include <common/common-define>
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#endif
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in vec3 a_position;
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in vec2 a_texCoord;
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in vec4 a_color;
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out vec4 color;
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out vec2 uv0;
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vec4 vert () {
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vec4 pos = vec4(a_position, 1);
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#if USE_LOCAL
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pos = cc_matWorld * pos;
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#endif
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#if USE_PIXEL_ALIGNMENT
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pos = cc_matView * pos;
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pos.xyz = floor(pos.xyz);
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pos = cc_matProj * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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uv0 = a_texCoord;
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#if SAMPLE_FROM_RT
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CC_HANDLE_RT_SAMPLE_FLIP(uv0);
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#endif
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color = a_color;
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return pos;
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}
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}%
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CCProgram sprite-fs %{
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precision highp float;
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#include <builtin/internal/embedded-alpha>
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#include <builtin/internal/alpha-test>
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in vec4 color;
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uniform FSConstants {
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vec4 glowColor;
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float glowWidth;
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float glowThreshold;
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};
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#if USE_TEXTURE
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in vec2 uv0;
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#pragma builtin(local)
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layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
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#endif
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vec4 getTextureColor (sampler2D mainTexture, vec2 uv) {
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if (uv.x > 1.0 || uv.x < 0.0 || uv.y > 1.0 || uv.y < 0.0) {
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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return texture(mainTexture, uv);
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}
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float getColorAlpha (float angle, float dist) {
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// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
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float radian = angle * 3.14 / 180.0;
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vec2 newUV = uv0 + vec2(dist * cos(radian), dist * sin(radian));
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vec4 color = getTextureColor(cc_spriteTexture, newUV);
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return color.a;
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}
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float getAverageAlpha (float dist) {
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float totalAlpha = 0.0;
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totalAlpha += getColorAlpha(0.0, dist);
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totalAlpha += getColorAlpha(30.0, dist);
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totalAlpha += getColorAlpha(60.0, dist);
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totalAlpha += getColorAlpha(90.0, dist);
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totalAlpha += getColorAlpha(120.0, dist);
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totalAlpha += getColorAlpha(150.0, dist);
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totalAlpha += getColorAlpha(180.0, dist);
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totalAlpha += getColorAlpha(210.0, dist);
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totalAlpha += getColorAlpha(240.0, dist);
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totalAlpha += getColorAlpha(270.0, dist);
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totalAlpha += getColorAlpha(300.0, dist);
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totalAlpha += getColorAlpha(330.0, dist);
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return totalAlpha * 0.0833;
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}
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float getGlowAlpha () {
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if (glowWidth == 0.0 ) {
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return 0.0;
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}
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float totalAlpha = 0.0;
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totalAlpha += getAverageAlpha(glowWidth * 0.1);
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totalAlpha += getAverageAlpha(glowWidth * 0.2);
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totalAlpha += getAverageAlpha(glowWidth * 0.3);
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totalAlpha += getAverageAlpha(glowWidth * 0.4);
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totalAlpha += getAverageAlpha(glowWidth * 0.5);
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totalAlpha += getAverageAlpha(glowWidth * 0.6);
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totalAlpha += getAverageAlpha(glowWidth * 0.7);
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totalAlpha += getAverageAlpha(glowWidth * 0.8);
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totalAlpha += getAverageAlpha(glowWidth * 0.9);
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totalAlpha += getAverageAlpha(glowWidth * 1.0);
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return totalAlpha * 0.1;
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}
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vec4 frag () {
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vec4 o = vec4(1, 1, 1, 1);
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#if USE_TEXTURE
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o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
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#if IS_GRAY
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float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
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o.r = o.g = o.b = gray;
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#endif
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#endif
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float alpha = getGlowAlpha();
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if (alpha <= glowThreshold) {
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alpha /= glowThreshold;
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alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
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} else {
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alpha = 0.0;
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}
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vec4 dstColor = glowColor * alpha;
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vec4 scrColor = o;
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o = scrColor * scrColor.a + dstColor * (1.0 - scrColor.a);
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o *= color;
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ALPHA_TEST(o);
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return o;
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}
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}%
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||||
@@ -1,15 +0,0 @@
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||||
{
|
||||
"ver": "1.7.1",
|
||||
"importer": "effect",
|
||||
"imported": true,
|
||||
"uuid": "cfeeea4f-db9c-42cd-a0f7-fc5cb37bd3d7",
|
||||
"files": [
|
||||
".json"
|
||||
],
|
||||
"subMetas": {},
|
||||
"userData": {
|
||||
"combinations": [
|
||||
{}
|
||||
]
|
||||
}
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||||
}
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||||
@@ -1,169 +0,0 @@
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// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
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||||
CCEffect %{
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||||
techniques:
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||||
- passes:
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||||
- vert: sprite-vs:vert
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||||
frag: sprite-fs:frag
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||||
depthStencilState:
|
||||
depthTest: false
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||||
depthWrite: false
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||||
blendState:
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||||
targets:
|
||||
- blend: true
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||||
blendSrc: src_alpha
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||||
blendDst: one_minus_src_alpha
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blendDstAlpha: one_minus_src_alpha
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||||
rasterizerState:
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||||
cullMode: none
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||||
properties:
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||||
alphaThreshold: { value: 0.5 }
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||||
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||||
glowColor: { value: [1, 1, 1, 1], editor: { type: color } }
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||||
glowWidth: { value: 0.05, editor: { slide: true, range: [0, 0.3], step: 0.001 } }
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glowThreshold: { value: 1, editor: { slide: true, range: [0, 1], step: 0.001 } }
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}%
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||||
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CCProgram sprite-vs %{
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precision highp float;
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#include <builtin/uniforms/cc-global>
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#if USE_LOCAL
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#include <builtin/uniforms/cc-local>
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#endif
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#if SAMPLE_FROM_RT
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#include <common/common-define>
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#endif
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in vec3 a_position;
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in vec2 a_texCoord;
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in vec4 a_color;
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out vec4 color;
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out vec2 uv0;
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vec4 vert () {
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vec4 pos = vec4(a_position, 1);
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#if USE_LOCAL
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pos = cc_matWorld * pos;
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#endif
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#if USE_PIXEL_ALIGNMENT
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pos = cc_matView * pos;
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pos.xyz = floor(pos.xyz);
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pos = cc_matProj * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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uv0 = a_texCoord;
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#if SAMPLE_FROM_RT
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CC_HANDLE_RT_SAMPLE_FLIP(uv0);
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#endif
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color = a_color;
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return pos;
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||||
}
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||||
}%
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|
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CCProgram sprite-fs %{
|
||||
precision highp float;
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#include <builtin/internal/embedded-alpha>
|
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#include <builtin/internal/alpha-test>
|
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|
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in vec4 color;
|
||||
|
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uniform FSConstants {
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vec4 glowColor;
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float glowWidth;
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float glowThreshold;
|
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};
|
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|
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#if USE_TEXTURE
|
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in vec2 uv0;
|
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#pragma builtin(local)
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layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
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#endif
|
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|
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vec4 getTextureColor (sampler2D mainTexture, vec2 uv) {
|
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if (uv.x > 1.0 || uv.x < 0.0 || uv.y > 1.0 || uv.y < 0.0) {
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return vec4(0.0, 0.0, 0.0, 0.0);
|
||||
}
|
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return texture(mainTexture, uv);
|
||||
}
|
||||
|
||||
float getColorAlpha (float angle, float dist) {
|
||||
// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
|
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float radian = angle * 3.14 / 180.0;
|
||||
vec2 newUV = uv0 + vec2(dist * cos(radian), dist * sin(radian));
|
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vec4 color = getTextureColor(cc_spriteTexture, newUV);
|
||||
return color.a;
|
||||
}
|
||||
|
||||
float getAverageAlpha (float dist) {
|
||||
float totalAlpha = 0.0;
|
||||
|
||||
totalAlpha += getColorAlpha(0.0, dist);
|
||||
totalAlpha += getColorAlpha(30.0, dist);
|
||||
totalAlpha += getColorAlpha(60.0, dist);
|
||||
totalAlpha += getColorAlpha(90.0, dist);
|
||||
totalAlpha += getColorAlpha(120.0, dist);
|
||||
totalAlpha += getColorAlpha(150.0, dist);
|
||||
totalAlpha += getColorAlpha(180.0, dist);
|
||||
totalAlpha += getColorAlpha(210.0, dist);
|
||||
totalAlpha += getColorAlpha(240.0, dist);
|
||||
totalAlpha += getColorAlpha(270.0, dist);
|
||||
totalAlpha += getColorAlpha(300.0, dist);
|
||||
totalAlpha += getColorAlpha(330.0, dist);
|
||||
|
||||
return totalAlpha * 0.0833;
|
||||
}
|
||||
|
||||
float getGlowAlpha () {
|
||||
if (glowWidth == 0.0 ) {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
float totalAlpha = 0.0;
|
||||
totalAlpha += getAverageAlpha(glowWidth * 0.1);
|
||||
totalAlpha += getAverageAlpha(glowWidth * 0.2);
|
||||
totalAlpha += getAverageAlpha(glowWidth * 0.3);
|
||||
totalAlpha += getAverageAlpha(glowWidth * 0.4);
|
||||
totalAlpha += getAverageAlpha(glowWidth * 0.5);
|
||||
totalAlpha += getAverageAlpha(glowWidth * 0.6);
|
||||
totalAlpha += getAverageAlpha(glowWidth * 0.7);
|
||||
totalAlpha += getAverageAlpha(glowWidth * 0.8);
|
||||
totalAlpha += getAverageAlpha(glowWidth * 0.9);
|
||||
totalAlpha += getAverageAlpha(glowWidth * 1.0);
|
||||
|
||||
return totalAlpha * 0.1;
|
||||
}
|
||||
|
||||
vec4 frag () {
|
||||
vec4 o = vec4(1, 1, 1, 1);
|
||||
|
||||
#if USE_TEXTURE
|
||||
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
|
||||
#if IS_GRAY
|
||||
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
|
||||
o.r = o.g = o.b = gray;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
float alpha = getGlowAlpha();
|
||||
|
||||
if (alpha <= glowThreshold) {
|
||||
alpha /= glowThreshold;
|
||||
alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
|
||||
} else {
|
||||
alpha = 0.0;
|
||||
}
|
||||
|
||||
vec4 dstColor = glowColor * alpha;
|
||||
vec4 scrColor = o;
|
||||
|
||||
o = scrColor * scrColor.a + dstColor * (1.0 - scrColor.a);
|
||||
|
||||
o *= color;
|
||||
ALPHA_TEST(o);
|
||||
return o;
|
||||
}
|
||||
}%
|
||||
@@ -1 +0,0 @@
|
||||
{"ver":"1.7.1","importer":"effect","imported":true,"uuid":"40c25c17-db22-4ae7-8d3a-f73cbb6d36ba","files":[".json"],"subMetas":{},"userData":{"combinations":[{}]}}
|
||||
@@ -1,9 +1,7 @@
|
||||
import { Timer } from "db://oops-framework/core/common/timer/Timer";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
|
||||
import { BuffConf, SkillSet } from "../common/config/SkillSet";
|
||||
import { HeroInfo, AttrSet, HeroUpSet } from "../common/config/heroSet";
|
||||
import { BuffConf } from "../common/config/SkillSet";
|
||||
import { HeroInfo, AttrSet } from "../common/config/heroSet";
|
||||
import { HeroSkillsComp } from "./HeroSkills";
|
||||
|
||||
|
||||
@@ -427,124 +425,3 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* ==================== 英雄属性更新系统 ====================
|
||||
*
|
||||
* 按照 ECS 设计理念:
|
||||
* - Component(HeroAttrsComp):存储数据
|
||||
* - System(HeroAttrSystem):处理业务逻辑
|
||||
*
|
||||
* 系统职责:
|
||||
* 1. 每帧更新临时 Buff(时间递减,过期移除)
|
||||
* 2. 每帧更新 HP/MP 自然回复
|
||||
* 3. 限制属性值在合理范围内
|
||||
*
|
||||
/**
|
||||
* 使用方式:
|
||||
* 在 RootSystem 中注册此系统,它会自动每帧更新所有拥有 HeroAttrsComp 的实体
|
||||
*/
|
||||
@ecs.register('HeroAttrSystem')
|
||||
export class HeroAttrSystem extends ecs.ComblockSystem
|
||||
implements ecs.ISystemUpdate, ecs.IEntityEnterSystem, ecs.ISystemFirstUpdate {
|
||||
|
||||
// ==================== 调试统计(可选)====================
|
||||
private entityCount: number = 0; // 本帧处理的实体数
|
||||
private frameCount: number = 0; // 总帧数
|
||||
private debugMode: boolean = false; // 是否启用调试模式
|
||||
private timer:Timer=new Timer(1)
|
||||
/**
|
||||
* 过滤器:只处理拥有 HeroAttrsComp 的实体
|
||||
*/
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(HeroAttrsComp);
|
||||
}
|
||||
|
||||
/**
|
||||
* 实体首次进入系统时调用(每个实体只调用一次)
|
||||
*/
|
||||
entityEnter(e: ecs.Entity): void {
|
||||
if(!smc.mission.play || smc.mission.pause) return;
|
||||
const model = e.get(HeroAttrsComp);
|
||||
if (!model) return;
|
||||
|
||||
console.log(`[HeroAttrSystem] 英雄进入系统: ${model.hero_name} (uuid: ${model.hero_uuid})`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 系统首次更新前调用(整个系统只调用一次)
|
||||
*/
|
||||
firstUpdate(): void {
|
||||
console.log("[HeroAttrSystem] 系统首次更新");
|
||||
}
|
||||
|
||||
/**
|
||||
* 每帧更新(为每个英雄调用一次)
|
||||
*
|
||||
* ⭐ 关键理解:
|
||||
* - 如果有 3 个英雄,这个方法每帧会被调用 3 次
|
||||
* - 每次调用处理不同的实体 e
|
||||
* - 这是正确的设计,不是 bug
|
||||
*/
|
||||
update(e: ecs.Entity): void {
|
||||
if(!smc.mission.play || smc.mission.pause) return;
|
||||
const model = e.get(HeroAttrsComp);
|
||||
if (!model || model.is_dead) return;
|
||||
|
||||
// 统计:记录本帧处理的实体数
|
||||
this.entityCount++;
|
||||
|
||||
// 调试日志(可选,调试时启用)
|
||||
if (this.debugMode) {
|
||||
console.log(` [${this.entityCount}] 更新英雄: ${model.hero_name}, HP: ${model.hp.toFixed(2)}`);
|
||||
}
|
||||
|
||||
// 1. 更新临时 Buff/Debuff(时间递减,过期自动移除)
|
||||
model.updateTemporaryBuffsDebuffs(this.dt);
|
||||
// 记录MP变化前的值
|
||||
const oldMp = model.mp;
|
||||
|
||||
if(this.timer.update(this.dt)){
|
||||
// 2. HP/MP 自然回复(业务规则)
|
||||
model.mp += HeroUpSet.MP
|
||||
model.hp += HeroUpSet.HP
|
||||
}
|
||||
|
||||
// 3. 限制属性值在合理范围内
|
||||
if (model.mp > model.Attrs[Attrs.MP_MAX]) {
|
||||
model.mp = model.Attrs[Attrs.MP_MAX];
|
||||
}
|
||||
if (model.hp > model.Attrs[Attrs.HP_MAX]) {
|
||||
model.hp = model.Attrs[Attrs.HP_MAX];
|
||||
}
|
||||
|
||||
// 4. 如果MP发生变化,更新最大技能距离缓存(最小距离不受MP影响)
|
||||
if (model.mp !== oldMp) {
|
||||
const skillsComp = e.get(HeroSkillsComp);
|
||||
if (skillsComp) {
|
||||
model.updateSkillDistanceCache(skillsComp);
|
||||
}
|
||||
}
|
||||
|
||||
// 每 60 帧输出一次统计
|
||||
this.frameCount++;
|
||||
if (this.frameCount % 60 === 0 && this.entityCount === 1) {
|
||||
console.log(`[HeroAttrSystem] 第 ${this.frameCount} 帧,处理 ${this.entityCount} 个英雄`);
|
||||
}
|
||||
|
||||
// 注意:显示更新由 HeroViewComp 负责,这里只处理数据
|
||||
}
|
||||
|
||||
/**
|
||||
* 启用调试模式(调试时使用)
|
||||
*/
|
||||
enableDebug() {
|
||||
this.debugMode = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 禁用调试模式(正式运行)
|
||||
*/
|
||||
disableDebug() {
|
||||
this.debugMode = false;
|
||||
}
|
||||
}
|
||||
|
||||
128
assets/script/game/hero/HeroAttrsSystem.ts
Normal file
128
assets/script/game/hero/HeroAttrsSystem.ts
Normal file
@@ -0,0 +1,128 @@
|
||||
import { Timer } from "db://oops-framework/core/common/timer/Timer";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { Attrs } from "../common/config/HeroAttrs";
|
||||
import { HeroUpSet } from "../common/config/heroSet";
|
||||
import { HeroSkillsComp } from "./HeroSkills";
|
||||
import { HeroAttrsComp } from "./HeroAttrsComp";
|
||||
/**
|
||||
* ==================== 英雄属性更新系统 ====================
|
||||
*
|
||||
* 按照 ECS 设计理念:
|
||||
* - Component(HeroAttrsComp):存储数据
|
||||
* - System(HeroAttrSystem):处理业务逻辑
|
||||
*
|
||||
* 系统职责:
|
||||
* 1. 每帧更新临时 Buff(时间递减,过期移除)
|
||||
* 2. 每帧更新 HP/MP 自然回复
|
||||
* 3. 限制属性值在合理范围内
|
||||
*
|
||||
/**
|
||||
* 使用方式:
|
||||
* 在 RootSystem 中注册此系统,它会自动每帧更新所有拥有 HeroAttrsComp 的实体
|
||||
*/
|
||||
@ecs.register('HeroAttrSystem')
|
||||
export class HeroAttrSystem extends ecs.ComblockSystem
|
||||
implements ecs.ISystemUpdate, ecs.IEntityEnterSystem, ecs.ISystemFirstUpdate {
|
||||
|
||||
// ==================== 调试统计(可选)====================
|
||||
private entityCount: number = 0; // 本帧处理的实体数
|
||||
private frameCount: number = 0; // 总帧数
|
||||
private debugMode: boolean = false; // 是否启用调试模式
|
||||
private timer:Timer=new Timer(1)
|
||||
/**
|
||||
* 过滤器:只处理拥有 HeroAttrsComp 的实体
|
||||
*/
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(HeroAttrsComp);
|
||||
}
|
||||
|
||||
/**
|
||||
* 实体首次进入系统时调用(每个实体只调用一次)
|
||||
*/
|
||||
entityEnter(e: ecs.Entity): void {
|
||||
if(!smc.mission.play || smc.mission.pause) return;
|
||||
const model = e.get(HeroAttrsComp);
|
||||
if (!model) return;
|
||||
|
||||
console.log(`[HeroAttrSystem] 英雄进入系统: ${model.hero_name} (uuid: ${model.hero_uuid})`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 系统首次更新前调用(整个系统只调用一次)
|
||||
*/
|
||||
firstUpdate(): void {
|
||||
console.log("[HeroAttrSystem] 系统首次更新");
|
||||
}
|
||||
|
||||
/**
|
||||
* 每帧更新(为每个英雄调用一次)
|
||||
*
|
||||
* ⭐ 关键理解:
|
||||
* - 如果有 3 个英雄,这个方法每帧会被调用 3 次
|
||||
* - 每次调用处理不同的实体 e
|
||||
* - 这是正确的设计,不是 bug
|
||||
*/
|
||||
update(e: ecs.Entity): void {
|
||||
if(!smc.mission.play || smc.mission.pause) return;
|
||||
const model = e.get(HeroAttrsComp);
|
||||
if (!model || model.is_dead) return;
|
||||
|
||||
// 统计:记录本帧处理的实体数
|
||||
this.entityCount++;
|
||||
|
||||
// 调试日志(可选,调试时启用)
|
||||
if (this.debugMode) {
|
||||
console.log(` [${this.entityCount}] 更新英雄: ${model.hero_name}, HP: ${model.hp.toFixed(2)}`);
|
||||
}
|
||||
|
||||
// 1. 更新临时 Buff/Debuff(时间递减,过期自动移除)
|
||||
model.updateTemporaryBuffsDebuffs(this.dt);
|
||||
// 记录MP变化前的值
|
||||
const oldMp = model.mp;
|
||||
|
||||
if(this.timer.update(this.dt)){
|
||||
// 2. HP/MP 自然回复(业务规则)
|
||||
model.mp += HeroUpSet.MP
|
||||
model.hp += HeroUpSet.HP
|
||||
}
|
||||
|
||||
// 3. 限制属性值在合理范围内
|
||||
if (model.mp > model.Attrs[Attrs.MP_MAX]) {
|
||||
model.mp = model.Attrs[Attrs.MP_MAX];
|
||||
}
|
||||
if (model.hp > model.Attrs[Attrs.HP_MAX]) {
|
||||
model.hp = model.Attrs[Attrs.HP_MAX];
|
||||
}
|
||||
|
||||
// 4. 如果MP发生变化,更新最大技能距离缓存(最小距离不受MP影响)
|
||||
if (model.mp !== oldMp) {
|
||||
const skillsComp = e.get(HeroSkillsComp);
|
||||
if (skillsComp) {
|
||||
model.updateSkillDistanceCache(skillsComp);
|
||||
}
|
||||
}
|
||||
|
||||
// 每 60 帧输出一次统计
|
||||
this.frameCount++;
|
||||
if (this.frameCount % 60 === 0 && this.entityCount === 1) {
|
||||
console.log(`[HeroAttrSystem] 第 ${this.frameCount} 帧,处理 ${this.entityCount} 个英雄`);
|
||||
}
|
||||
|
||||
// 注意:显示更新由 HeroViewComp 负责,这里只处理数据
|
||||
}
|
||||
|
||||
/**
|
||||
* 启用调试模式(调试时使用)
|
||||
*/
|
||||
enableDebug() {
|
||||
this.debugMode = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 禁用调试模式(正式运行)
|
||||
*/
|
||||
disableDebug() {
|
||||
this.debugMode = false;
|
||||
}
|
||||
}
|
||||
1
assets/script/game/hero/HeroAttrsSystem.ts.meta
Normal file
1
assets/script/game/hero/HeroAttrsSystem.ts.meta
Normal file
@@ -0,0 +1 @@
|
||||
{"ver":"4.0.24","importer":"typescript","imported":true,"uuid":"7763ec0e-8d85-4af0-8595-e3b078a128b6","files":[],"subMetas":{},"userData":{}}
|
||||
@@ -14,6 +14,7 @@ import { Tooltip } from "../skill/Tooltip";
|
||||
import { timedCom } from "../skill/timedCom";
|
||||
import { HeroInfo, HType } from "../common/config/heroSet";
|
||||
import { Timer } from "db://oops-framework/core/common/timer/Timer";
|
||||
import { FlashSprite } from "./materials/scripts/FlashSprite";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@@ -37,6 +38,7 @@ export class HeroViewComp extends CCComp {
|
||||
// 血条显示相关
|
||||
hpBarShowTime:number = 5; // 血条显示持续时间(秒)
|
||||
hpBarShowCD:number = 0; // 血条显示计时器
|
||||
fsSprite:FlashSprite = null!;
|
||||
// ==================== UI 节点引用 ====================
|
||||
private top_node: Node = null!;
|
||||
|
||||
@@ -101,6 +103,7 @@ export class HeroViewComp extends CCComp {
|
||||
this.top_node = this.node.getChildByName("top");
|
||||
let hp_y = this.node.getComponent(UITransform).height+10;
|
||||
this.top_node.setPosition(0, hp_y, 0);
|
||||
this.fsSprite = this.node.getComponent(FlashSprite);
|
||||
}
|
||||
|
||||
|
||||
@@ -214,12 +217,13 @@ export class HeroViewComp extends CCComp {
|
||||
|
||||
/** 受击特效 */
|
||||
private in_atked(anm: string = "atked", scale: number = 1) {
|
||||
var path = "game/skill/end/" + anm;
|
||||
var prefab: Prefab = oops.res.get(path, Prefab)!;
|
||||
var node = instantiate(prefab);
|
||||
node.setScale(node.scale.x * scale, node.scale.y);
|
||||
node.setPosition(this.node.position.x, this.node.position.y+50, this.node.position.z);
|
||||
node.parent = this.node.parent;
|
||||
this.fsSprite.clickFlash();
|
||||
// var path = "game/skill/end/" + anm;
|
||||
// var prefab: Prefab = oops.res.get(path, Prefab)!;
|
||||
// var node = instantiate(prefab);
|
||||
// node.setScale(node.scale.x * scale, node.scale.y);
|
||||
// node.setPosition(this.node.position.x, this.node.position.y+50, this.node.position.z);
|
||||
// node.parent = this.node.parent;
|
||||
}
|
||||
|
||||
/** 冰冻特效 */
|
||||
|
||||
@@ -1,29 +0,0 @@
|
||||
import { _decorator, color, Component, Material, Node, Sprite } from 'cc';
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@ccclass('FlashSprite')
|
||||
export class FlashSprite extends Component {
|
||||
|
||||
@property(Material)
|
||||
hitFlashMaterial: Material;
|
||||
orginalFlashMaterial: Material;
|
||||
sprite: Sprite;
|
||||
|
||||
start() {
|
||||
this.sprite = this.node.getComponent(Sprite);
|
||||
this.orginalFlashMaterial = this.sprite.getRenderMaterial(0);
|
||||
|
||||
}
|
||||
|
||||
update(deltaTime: number) {
|
||||
|
||||
}
|
||||
|
||||
public clickFlash() {
|
||||
this.sprite.setSharedMaterial(this.hitFlashMaterial, 0);
|
||||
this.scheduleOnce(() => {
|
||||
this.sprite.setSharedMaterial(this.orginalFlashMaterial, 0);
|
||||
}, 0.1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "df953176-a9fa-4f3e-865e-7956fccc4c52",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
Reference in New Issue
Block a user