技能系统 初步搭建,下步 伤害系统
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@@ -2,23 +2,245 @@ import { Node, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { HeroSkillsComp } from "./heroSkillsComp";
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import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
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import { CdType } from "../common/config/SkillSet";
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/** 技能系统 */
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@ecs.register('HeroSkillSystem')
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export class HeroSkillSystem extends ecs.ComblockSystem<ecs.Entity> implements ecs.ISystemUpdate {
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export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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private updateInterval: number = 0.2; // 每0.1秒更新一次
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private accumulator: number = 0;
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroSkillsComp, HeroViewComp);
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}
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update(e: ecs.Entity) {
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let skills = e.get(HeroSkillsComp);
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let view = e.get(HeroViewComp);
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const view = e.get(HeroViewComp);
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const skills = e.get(HeroSkillsComp);
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// 使用固定时间步长更新
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this.accumulator += this.dt;
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while (this.accumulator >= this.updateInterval) {
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this.accumulator -= this.updateInterval;
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// 只在攻击状态触发技能
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if (view.is_atking) {
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this.processSkills(e, skills);
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}
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// 更新所有技能冷却
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skills.skills.forEach(skillId => {
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this.updateCooldown(skills, skillId);
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});
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}
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}
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/** 处理所有技能逻辑 */
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private processSkills(entity: ecs.Entity, comp: HeroSkillsComp) {
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comp.skills.forEach(skillId => {
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const config = SkillSet[skillId];
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if (!config) return;
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// 检查释放条件
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if (this.checkSkillCondition(entity, config)) {
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this.castSkill(entity, skillId, config);
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}
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});
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}
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/** 更新技能冷却 */
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private updateCooldown(comp: HeroSkillsComp, skillId: number) {
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let cd = comp.cooldowns.has(skillId) ? comp.cooldowns.get(skillId)! : 0;
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if (cd > 0) {
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comp.cooldowns.set(skillId, cd - this.updateInterval);
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}
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}
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/** 检查技能释放条件 */
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private checkSkillCondition(entity: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): boolean {
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const view = entity.get(HeroViewComp);
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const comp = entity.get(HeroSkillsComp);
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switch(config.CdType){
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case CdType.SkillCD:
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console.log("技能计时器",comp.cooldowns.get(config.uuid as number) ?? 0,config.cd)
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return (comp.cooldowns.get(config.uuid as number) ?? 0) <= 0;
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case CdType.HeroCD:
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console.log("普攻计时器",view.at,view.cd)
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return view.at >= view.cd;
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case CdType.HeroPower:
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console.log("能量计时器",view.pw,view.pwm)
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return view.pw >= view.pwm;
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}
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}
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/** 施放技能 */
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private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
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const view = caster.get(HeroViewComp);
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const comp = caster.get(HeroSkillsComp);
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console.log(view.hero_name+"施放技能",comp,view)
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switch(config.CdType) {
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case CdType.SkillCD:
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view.as.max()
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console.log("重置技能计时器",view.as,config.cd)
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comp.cooldowns.set(skillId, config.cd); // 重置冷却时间
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break;
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case CdType.HeroCD:
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view.as.atk()
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console.log("重置普攻计时器",view.at,view.cd)
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view.at = view.at-view.cd; // 重置普攻计时器
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break;
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case CdType.HeroPower:
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view.as.max()
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console.log("重置能量计时器",view.pw,view.pwm)
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view.pw = view.pw-view.pwm;
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break;
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}
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// 选择目标
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const targets = this.selectTargets(caster, config);
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// 应用技能效果
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targets.forEach(target => {
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this.applySkillEffect(caster, target, config);
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});
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// 重置计数器
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if (config.count) {
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comp.counters.set(skillId, (comp.counters.get(skillId) || 0) + 1);
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}
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// 触发技能动画等表现
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}
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/** 选择技能目标 */
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private selectTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
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const casterView = caster.get(HeroViewComp);
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const team = casterView.fac;
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const isEnemyTeam = team === 0 ? 1 : 0;
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// 第一阶段:基础目标筛选
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let candidates = ecs.query(ecs.allOf(HeroViewComp)).filter(e => {
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const view = e.get(HeroViewComp);
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// 根据技能目标类型筛选
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switch(config.TargetGroup) {
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case TargetGroup.Enemy:
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return view.fac !== team;
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case TargetGroup.Ally:
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return view.fac === team && e !== caster;
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case TargetGroup.Self:
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return e === caster;
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default:
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return true;
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}
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});
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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.Frontline:
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return this.filterFrontRow(candidates, isEnemyTeam);
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case TargetType.Backline:
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return this.filterBackRow(candidates, isEnemyTeam);
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case TargetType.LowestHP:
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return this.filterLowestHealth(candidates);
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case TargetType.HighestHP:
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return this.filterHighestHealth(candidates);
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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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/** 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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/** 筛选最后排单位 */
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private filterBackRow(entities: ecs.Entity[], isEnemyTeam: number): ecs.Entity[] {
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// 敌方最后排是x坐标最小的,我方最后排是x坐标最大的
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const keyPos = isEnemyTeam ?
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Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x)) :
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Math.min(...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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/** 筛选血量最低单位 */
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private filterLowestHealth(entities: ecs.Entity[]): ecs.Entity[] {
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const minHp = Math.min(...entities.map(e => e.get(HeroViewComp).hp));
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return entities.filter(e => e.get(HeroViewComp).hp === minHp);
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}
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/** 筛选血量最高单位 */
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private filterHighestHealth(entities: ecs.Entity[]): ecs.Entity[] {
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const maxHp = Math.max(...entities.map(e => e.get(HeroViewComp).hp));
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return entities.filter(e => e.get(HeroViewComp).hp === maxHp);
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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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/** 应用技能效果 */
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private applySkillEffect(caster: ecs.Entity, target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
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const casterView = caster.get(HeroViewComp);
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const targetView = target.get(HeroViewComp);
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// 计算基础伤害
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const damage = casterView.ap * (config.ap / 100);
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// 应用伤害/治疗
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if (config.ap > 0) {
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targetView.hp -= damage;
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}
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if (config.hp > 0) {
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targetView.hp += casterView.hp_max * (config.hp / 100);
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}
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// 应用debuff
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if (config.debuff > 0) {
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this.applyDebuff(target, config);
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}
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}
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/** 应用负面状态 */
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private applyDebuff(target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
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// 实现debuff逻辑...
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}
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/** 外部调用重置冷却 */
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public resetSkillCooldown(entity: ecs.Entity, skillId: number) {
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const comp = entity.get(HeroSkillsComp);
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comp.resetCooldown(skillId);
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}
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/** 重置所有技能冷却 */
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public resetAllCooldowns(entity: ecs.Entity) {
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const comp = entity.get(HeroSkillsComp);
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comp.resetAllCooldowns();
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}
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}
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