技能系统 初步搭建,下步 伤害系统

This commit is contained in:
2025-02-03 01:07:56 +08:00
parent 2e53786aa0
commit 5536428125
15 changed files with 465 additions and 846 deletions

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@@ -22,12 +22,12 @@ mber = 0;0碰撞不消亡 1:碰撞即消亡
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*/ */
export enum SkTG { export enum TargetGroup {
self = 0, Self = 0, // 自身
friend= 1, Ally = 1, // 友方单位
team= 2, Team = 2, // 整个队伍
enemy= 3, Enemy = 3, // 敌方单位
all= 4, All = 4 // 所有单位
} }
/* /*
type type
@@ -40,21 +40,35 @@ type
7: 辅助 7: 辅助
8: 随机 8: 随机
*/ */
export enum SkType { export enum TargetType {
frontRow = 1, /** 前排目标(最靠近敌方阵营的单位) */
backRow = 2, Frontline = 1, // 最前排单位
leastHealth = 3, /** 后排目标(离敌方阵营最远的单位) */
highestHealth = 4, Backline = 2, // 最后排单位
melee = 5, /** 生命值最低的目标 */
ranged = 6, LowestHP = 3, // 最低生命值
support = 7, /** 生命值最高的目标 */
random = 8, HighestHP = 4, // 最高生命值
all = 9, /** 近战职业目标 */
Melee =5, // 近战职业
/** 远程职业目标 */
Ranged =6, // 远程职业
/** 辅助职业目标 */
SupportClass =7, // 辅助职业
/** 随机目标 */
Random =8 // 随机目标
} }
export enum skRun { export enum skRun {
runing = 0, runing = 0,
dead = 1, dead = 1,
} }
//技能释放cd: 0:技能配置的cd,1:HeroViewComp.cd 值,2:HeroViewComp.pw:0值,当HeroViewComppw==HeroViewComp.pwm值是 释放
export enum CdType {
SkillCD = 0, // 使用技能配置的cd
HeroCD = 1, // 使用英雄公共CD
HeroPower = 2 // 能量型技能(需满能量)
}
export const MSklist = [6001,6002] export const MSklist = [6001,6002]
export const MSkillset={ export const MSkillset={
@@ -85,52 +99,38 @@ export const MSlist={
* } * }
*/ */
export const SkillSet = { export const SkillSet = {
6001:{uuid:6001,path:"6001",type:1,tg:3,fname:"",flash:false,with:false,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"寒冰弹",sp_name:"ball_blue",info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"}, 6001:{uuid:6001,path:"6001",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"凛冬之触",sp_name:"ball_blue",info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"},
6002:{uuid:6002,path:"6002",type:1,tg:3,fname:"",flash:false,with:false,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"火焰弹",sp_name:"ball_red",info:"向最前方敌人释放火焰弹,造成100%攻击的伤害"}, 6002:{uuid:6002,path:"6002",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"烈焰之怒",sp_name:"ball_red",info:"向最前方敌人释放火焰弹,造成100%攻击的伤害"},
6003:{uuid:6003,path:"6003",type:1,tg:3,fname:"",flash:false,with:false,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"魔法弹",sp_name:"ball_green",info:"向最前方敌人释放魔法弹,造成100%攻击的伤害"}, 6003:{uuid:6003,path:"6003",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"奥术冲击",sp_name:"ball_green",info:"向最前方敌人释放魔法弹,造成100%攻击的伤害"},
6004:{uuid:6004,path:"6004",type:1,tg:3,fname:"",flash:false,with:false,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"圣光弹",sp_name:"ball_yellow",info:"向最前方敌人释放圣光弹,造成100%攻击的伤害"}, 6004:{uuid:6004,path:"6004",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"神圣裁决",sp_name:"ball_yellow",info:"向最前方敌人释放圣光弹,造成100%攻击的伤害"},
6005:{uuid:6005,path:"6005",type:1,tg:3,fname:"",flash:false,with:false,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:50,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"普通攻击",sp_name:"patk",info:"攻击前方直线100码内的敌人造成50%伤害"}, 6005:{uuid:6005,path:"6005",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:50,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"破空斩击",sp_name:"patk",info:"攻击前方直线100码内的敌人造成50%伤害"},
6006:{uuid:6006,path:"6006",type:1,tg:3,fname:"",flash:false,with:false,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"射击",sp_name:"arrow",info:"向最前方敌人释放箭矢,造成100%攻击的伤害"}, 6006:{uuid:6006,path:"6006",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"穿心箭矢",sp_name:"arrow",info:"向最前方敌人释放箭矢,造成100%攻击的伤害"},
6007:{uuid:6007,path:"6007",type:1,tg:3,fname:"",flash:false,with:false,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"铁斧",sp_name:"mon_ft",info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"}, 6007:{uuid:6007,path:"6007",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"铁斧打击",sp_name:"mon_ft",info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
6008:{uuid:6008,path:"6008",type:1,tg:3,fname:"",flash:false,with:false,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"木棍",sp_name:"mon_ly",info:"向最前方敌人扔出木棍,造成100%攻击的伤害"}, 6008:{uuid:6008,path:"6008",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"木棍打击",sp_name:"mon_ly",info:"向最前方敌人扔出木棍,造成100%攻击的伤害"},
6009:{uuid:6009,path:"6009",type:1,tg:3,fname:"",flash:false,with:false,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"飞刀",sp_name:"mon_xd",info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"}, 6009:{uuid:6009,path:"6009",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"飞刀打击",sp_name:"mon_xd",info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"},
6010:{uuid:6010,path:"6010",type:1,tg:3,fname:"",flash:false,with:false,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"石斧",sp_name:"mon_sf",info:"向最前方敌人扔出石斧,造成100%攻击的伤害"}, 6010:{uuid:6010,path:"6010",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"石斧打击",sp_name:"mon_sf",info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
6011:{uuid:6011,path:"6011",type:1,tg:3,fname:"",flash:false,with:false,debuff:0,depb:0,debtime:0,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:0.5,shield:0,speed:100,sonsk:0,hero:0,name:"烈火呼吸",sp_name:"firequan",info:"召唤烈焰攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"}, 6011:{uuid:6011,path:"6011",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:0.5,hited:0.3,shield:0,speed:100,sonsk:0,hero:0,name:"烈火呼吸",sp_name:"firequan",info:"召唤烈焰攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"},
6012:{uuid:6012,path:"6012",type:1,tg:3,fname:"",flash:false,with:false,debuff:2,depb:20,debtime:2,derate:100,in:1,count:1,def:0,apup:0,ap:300,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"大火球",sp_name:"fire",info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"}, 6012:{uuid:6012,path:"6012",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:2,depb:20,debtime:2,derate:100,in:1,count:1,def:0,apup:0,ap:300,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"大火球",sp_name:"fire",info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"},
6013:{uuid:6013,path:"6013",type:1,tg:3,fname:"",flash:false,with:false,debuff:0,depb:0,debtime:0,derate:0,in:10,count:1,def:0,apup:0,ap:50,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"火墙",sp_name:"firewall",info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"}, 6013:{uuid:6013,path:"6013",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:10,count:1,def:0,apup:0,ap:50,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"火墙",sp_name:"firewall",info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"},
6014:{uuid:6014,path:"6014",type:1,tg:3,fname:"",flash:false,with:false,debuff:1,depb:20,debtime:2,derate:0,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"寒冰箭",sp_name:"arrow_blue",info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"}, 6014:{uuid:6014,path:"6014",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:1,depb:20,debtime:2,derate:0,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"寒冰箭",sp_name:"arrow_blue",info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
6015:{uuid:6015,path:"6015",type:1,tg:3,fname:"",flash:false,with:false,debuff:3,depb:20,debtime:2,derate:0,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"烈焰射击",sp_name:"arrow_yellow",info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"}, 6015:{uuid:6015,path:"6015",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:3,depb:20,debtime:2,derate:0,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"烈焰射击",sp_name:"arrow_yellow",info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"},
6016:{uuid:6016,path:"6016",type:1,tg:3,fname:"",flash:false,with:false,debuff:8,depb:50,debtime:1,derate:0,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:1,shield:0,speed:300,sonsk:0,hero:0,name:"龙卷风",sp_name:"bwind",info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"}, 6016:{uuid:6016,path:"6016",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:8,depb:50,debtime:1,derate:0,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,name:"龙卷风",sp_name:"bwind",info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"},
6017:{uuid:6017,path:"6017",type:1,tg:2,fname:"buff_do",flash:true,with:false,debuff:0,depb:0,debtime:0,derate:0,in:5,count:1,def:0,apup:0,ap:100,mhp:0,hp:3,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"复苏",sp_name:"heath",info:"5秒持续为全体友方恢复施法者最大生命值15%的生命"}, 6017:{uuid:6017,path:"6017",TargetType:1,TargetGroup:2,CdType:CdType.HeroPower,fname:"buff_do",flash:true,with:50,debuff:0,depb:0,debtime:0,derate:0,in:5,count:1,def:0,apup:0,ap:100,mhp:0,hp:3,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"生命之泉",sp_name:"heath",info:"5秒持续为全体友方恢复施法者最大生命值15%的生命"},
6018:{uuid:6018,path:"6018",type:1,tg:0,fname:"",flash:false,with:false,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:3,speed:350,sonsk:0,hero:0,name:"盾",sp_name:"shield",info:"召唤圣盾保护自己,可以抵御3次攻击"}, 6018:{uuid:6018,path:"6018",TargetType:1,TargetGroup:0,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:30,speed:350,sonsk:0,hero:0,name:"神圣护盾",sp_name:"shield",info:"召唤圣盾保护自己,可以抵御3次攻击"},
6019:{uuid:6019,path:"6019",type:1,tg:2,fname:"buff_do2",flash:true,with:false,debuff:0,depb:0,debtime:0,derate:0,in:1,count:1,def:0,apup:20,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"狂暴",sp_name:"apup",info:"为全体友方增加施法者攻击力20%的攻击"}, 6019:{uuid:6019,path:"6019",TargetType:1,TargetGroup:2,CdType:CdType.HeroPower,fname:"buff_do2",flash:true,with:50,debuff:0,depb:0,debtime:0,derate:0,in:1,count:1,def:0,apup:20,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"战争咆哮",sp_name:"apup",info:"为全体友方增加施法者攻击力20%的攻击"},
6021:{uuid:6021,path:"6021",type:2,tg:3,fname:"buff_do",flash:true,with:false,debuff:0,depb:0,debtime:0,derate:0,in:1,count:1,def:0,apup:0,ap:600,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"致命射击",sp_name:"shoot2",info:"攻击最后方的敌人,造成600%攻击的伤害"}, 6021:{uuid:6021,path:"6021",TargetType:2,TargetGroup:3,CdType:CdType.HeroPower,fname:"buff_do",flash:true,with:50,debuff:0,depb:0,debtime:0,derate:0,in:1,count:1,def:0,apup:0,ap:600,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"死亡射击",sp_name:"shoot2",info:"攻击最后方的敌人,造成600%攻击的伤害"},
6022:{uuid:6022,path:"6022",type:1,tg:3,fname:"",flash:false,with:false,debuff:1,depb:50,debtime:2,derate:0,in:1,count:1,def:0,apup:0,ap:300,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"冰刺",sp_name:"icez",info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"}, 6022:{uuid:6022,path:"6022",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:1,depb:50,debtime:2,derate:0,in:1,count:1,def:0,apup:0,ap:300,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"寒霜之矛",sp_name:"icez",info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
6023:{uuid:6023,path:"6023",type:1,tg:3,fname:"",flash:false,with:false,debuff:8,depb:50,debtime:1,derate:0,in:1,count:1,def:0,apup:0,ap:400,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"冰墙",sp_name:"icet",info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"}, 6023:{uuid:6023,path:"6023",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:8,depb:50,debtime:1,derate:0,in:1,count:1,def:0,apup:0,ap:400,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"冰墙",sp_name:"icet",info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"},
6024:{uuid:6024,path:"6024",type:1,tg:3,fname:"",flash:false,with:true,debuff:8,depb:50,debtime:1,derate:0,in:2,count:1,def:0,apup:0,ap:80,mhp:0,hp:0,cd:0.5,shield:0,speed:100,sonsk:0,hero:0,name:"旋风斩",sp_name:"fwind",info:"旋转武器对周围的敌人造成80%攻击,2秒内旋转4次"}, 6024:{uuid:6024,path:"6024",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:8,depb:50,debtime:1,derate:0,in:2,count:1,def:0,apup:0,ap:80,mhp:0,hp:0,cd:10,buff_cd:0.5,hited:0.3,shield:0,speed:100,sonsk:0,hero:0,name:"旋风斩",sp_name:"fwind",info:"旋转武器对周围的敌人造成80%攻击,2秒内旋转4次"},
6025:{uuid:6025,path:"6025",type:1,tg:3,fname:"",flash:false,with:false,debuff:8,depb:50,debtime:1,derate:0,in:3,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:1,shield:0,speed:500,sonsk:0,hero:0,name:"火焰漩涡",sp_name:"fireball",info:"召唤一个能量球射向前方敌人,对遇到的第一个敌人造成500%攻击的伤害,并击退"}, 6025:{uuid:6025,path:"6025",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:8,depb:50,debtime:1,derate:0,in:3,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:0,hero:0,name:"火焰漩涡",sp_name:"fireball",info:"召唤一个能量球射向前方敌人,对遇到的第一个敌人造成500%攻击的伤害,并击退"},
6026:{uuid:6026,path:"6026",type:1,tg:3,fname:"",flash:false,with:false,debuff:8,depb:50,debtime:2,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:1,shield:0,speed:500,sonsk:0,hero:0,name:"潮汐",sp_name:"watert",info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"}, 6026:{uuid:6026,path:"6026",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:8,depb:50,debtime:2,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:0,hero:0,name:"潮汐",sp_name:"watert",info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"},
6027:{uuid:6027,path:"6027",type:1,tg:3,fname:"",flash:false,with:false,debuff:8,depb:100,debtime:2,derate:0,in:3,count:1,def:0,apup:2,ap:400,mhp:0,hp:0,cd:1,shield:0,speed:500,sonsk:0,hero:0,name:"国王霸气",sp_name:"kingba",info:"释放霸气攻击周围敌人,造成400%伤害,并100%几率击退敌人"}, 6027:{uuid:6027,path:"6027",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:8,depb:100,debtime:2,derate:0,in:3,count:1,def:0,apup:2,ap:400,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:0,hero:0,name:"国王霸气",sp_name:"kingba",info:"释放霸气攻击周围敌人,造成400%伤害,并100%几率击退敌人"},
6028:{uuid:6028,path:"6028",type:1,tg:2,fname:"buff_do",flash:true,with:false,debuff:0,depb:0,debtime:0,derate:0,in:2,count:1,def:0,apup:0,ap:100,mhp:0,hp:10,cd:1,shield:1,speed:350,sonsk:0,hero:0,name:"自然庇佑",sp_name:"heath2",info:"为全体友方恢复施法者最大生命值10%的生命,和抵御1次攻击的护盾"}, 6028:{uuid:6028,path:"6028",TargetType:1,TargetGroup:2,CdType:CdType.HeroPower,fname:"buff_do",flash:true,with:50,debuff:0,depb:0,debtime:0,derate:0,in:2,count:1,def:0,apup:0,ap:100,mhp:0,hp:10,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"自然庇佑",sp_name:"heath2",info:"为全体友方恢复施法者最大生命值10%的生命,和抵御1次攻击的护盾"},
6029:{uuid:6029,path:"6029",type:1,tg:3,fname:"",flash:false,with:false,debuff:8,depb:50,debtime:2,derate:0,in:3,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:1,shield:0,speed:500,sonsk:0,hero:0,name:"陨石术",sp_name:"fireys",info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"}, 6029:{uuid:6029,path:"6029",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:8,depb:50,debtime:2,derate:0,in:3,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:0,hero:0,name:"陨石术",sp_name:"fireys",info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"},
6030:{uuid:6030,path:"6030",type:1,tg:3,fname:"",flash:false,with:false,debuff:0,depb:0,debtime:0,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:0.5,shield:0,speed:100,sonsk:0,hero:0,name:"闪电呼吸",sp_name:"dianquan",info:"召唤闪电攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"}, 6030:{uuid:6030,path:"6030",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:0.5,hited:0.3,shield:0,speed:100,sonsk:0,hero:0,name:"闪电呼吸",sp_name:"dianquan",info:"召唤闪电攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"},
6031:{uuid:6031,path:"6031",type:1,tg:0,fname:"buff_do",flash:true,with:false,debuff:0,depb:0,debtime:0,derate:0,in:2,count:1,def:20,apup:0,ap:70,mhp:0,hp:70,cd:1,shield:0,speed:120,sonsk:0,hero:5211,name:"召唤仆从",sp_name:"zhaohuan",info:"召唤一个与施法者等级相同的骷髅战士为我方而战"}, 6031:{uuid:6031,path:"6031",TargetType:1,TargetGroup:0,CdType:CdType.HeroPower,fname:"buff_do",flash:true,with:50,debuff:0,depb:0,debtime:0,derate:0,in:2,count:1,def:20,apup:0,ap:70,mhp:0,hp:70,cd:10,buff_cd:1,hited:0.3,shield:0,speed:120,sonsk:0,hero:5211,name:"召唤仆从",sp_name:"zhaohuan",info:"召唤一个与施法者等级相同的骷髅战士为我方而战"},
6032:{uuid:6032,path:"6032",type:1,tg:0,fname:"",flash:false,with:false,debuff:0,depb:0,debtime:0,derate:0,in:2,count:1,def:0,apup:0,ap:100,mhp:0,hp:5,cd:1,shield:0,speed:120,sonsk:0,hero:0,name:"自愈",sp_name:"heath_small",info:"主动:自己回复自身5%最大生命值的生命"}, 6032:{uuid:6032,path:"6032",TargetType:1,TargetGroup:0,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:2,count:1,def:0,apup:0,ap:100,mhp:0,hp:5,cd:10,buff_cd:1,hited:0.3,shield:0,speed:120,sonsk:0,hero:0,name:"自愈",sp_name:"heath_small",info:"主动:自己回复自身5%最大生命值的生命"},
6033:{uuid:6033,path:"6033",type:1,tg:3,fname:"",flash:false,with:false,debuff:4,depb:100,debtime:1,derate:20,in:1,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:1,shield:0,speed:500,sonsk:6035,hero:0,name:"爆锤",sp_name:"cuida",info:"捶爆前方目标造成300%攻击的伤害震慑敌人本局内全部敌方降低对方10%攻击力"}, 6033:{uuid:6033,path:"6033",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:4,depb:100,debtime:1,derate:20,in:1,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:6035,hero:0,name:"震地裂击",sp_name:"cuida",info:"捶爆前方目标造成300%攻击的伤害震慑敌人本局内全部敌方降低对方10%攻击力"},
6034:{uuid:6034,path:"6034",type:1,tg:3,fname:"",flash:false,with:false,debuff:4,depb:100,debtime:1,derate:20,in:1,count:1,def:0,apup:0,ap:80,mhp:0,hp:0,cd:1,shield:0,speed:350,sonsk:0,hero:0,name:"暴风箭",sp_name:"bingyu",info:"射出能量暴风箭攻击最前方范围敌人,每波造成80%攻击的伤害"}, 6034:{uuid:6034,path:"6034",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:4,depb:100,debtime:1,derate:20,in:1,count:1,def:0,apup:0,ap:80,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"风暴之矢",sp_name:"bingyu",info:"射出能量暴风箭攻击最前方范围敌人,每波造成80%攻击的伤害"},
7001: { 6035:{uuid:6035,path:"6035",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:1,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:0,hero:0,name:"召唤仆从",sp_name:"zhaohuan",info:"召唤一个与施法者等级相同的骷髅战士为我方而战"}
prefab: "arrow", // 预制体路径
range: 500, // 攻击距离
width: 30, // 攻击宽度
penetrate: 3, // 最大穿透数
speed: 800, // 飞行速度(像素/秒)
hitInterval: 0.1 // 伤害间隔(秒)
},
8001: {
prefab: "fireball",
speed: 600,
range: 800,
penetrate: 2,
collisionRadius: 50 // 碰撞检测半径
}
}; };

View File

@@ -25,12 +25,16 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
const delta = view.speed * this.dt * move.direction; const delta = view.speed * this.dt * move.direction;
const newX = view.node.position.x + delta; const newX = view.node.position.x + delta;
view.status_change("move")
// 限制移动范围 // 限制移动范围
if (this.validatePosition(newX, move)) { if (this.validatePosition(newX, move)) {
view.node.setPosition(newX, view.node.position.y, 0); view.node.setPosition(newX, view.node.position.y, 0);
} }
} }
else{
view.status_change("idle")
}
// console.log(`[${view.hero_name}] 类型:${view.type} 是否停止:${shouldStop} 方向:${move.direction} 位置:${view.node.position.x.toFixed(1)}`); // console.log(`[${view.hero_name}] 类型:${view.type} 是否停止:${shouldStop} 方向:${move.direction} 位置:${view.node.position.x.toFixed(1)}`);
} }

View File

@@ -85,12 +85,43 @@ export class Hero extends ecs.Entity {
this.add(hv); this.add(hv);
// 初始化多个技能组件 // 初始化多个技能组件
const skillsComp = this.get(HeroSkillsComp);
// 正确初始化已有技能
hero.skills.forEach(skillId => {
this.addSkill(skillId); // 使用addSkill方法确保初始化
});
// 初始化移动参数 // 初始化移动参数
const move = this.get(BattleMoveComp); const move = this.get(BattleMoveComp);
move.direction = 1; // 向右移动 move.direction = 1; // 向右移动
move.targetX = 800; // 右边界 move.targetX = 800; // 右边界
}
// 添加技能
public addSkill(skillId: number) {
const comp = this.get(HeroSkillsComp);
if (comp.skills.indexOf(skillId) === -1) {
comp.skills.push(skillId);
comp.cooldowns.set(skillId, 0);
comp.counters.set(skillId, 0);
console.log(`技能${skillId}初始化完成`,
'当前cooldowns:', comp.cooldowns,
'当前counters:', comp.counters);
}
}
// 移除技能
public removeSkill(skillId: number) {
const comp = this.get(HeroSkillsComp);
comp.skills = comp.skills.filter(id => id !== skillId);
}
public levelUp() {
// ...升级逻辑...
const comp = this.get(HeroSkillsComp);
comp.skills.forEach(skillId => {
comp.resetCooldown(skillId);
});
} }
} }

View File

@@ -1,4 +1,4 @@
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label,RigidBody2D ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween} from "cc"; import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween} from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { HeroSpine } from "./HeroSpine"; import { HeroSpine } from "./HeroSpine";
@@ -7,15 +7,16 @@ import { BoxSet, GameSet } from "../common/config/BoxSet";
import { smc } from "../common/SingletonModuleComp"; import { smc } from "../common/SingletonModuleComp";
import { Skill } from "../skills/Skill"; import { Skill } from "../skills/Skill";
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
import { SkillCom } from "../skills/SkillCom"; import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
import { SkillSet, SkTG, SkType } from "../common/config/SkillSet";
import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager"; import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
import { HeroSet } from "../common/config/heroSet"; import { HeroSet } from "../common/config/heroSet";
import { BuffComp } from "./BuffComp"; import { BuffComp } from "./BuffComp";
import { MonModelComp } from "./MonModelComp"; import { MonModelComp } from "./MonModelComp";
import { getMonsterDrops, MonsterType } from "../common/config/RewardSet"; import { getMonsterDrops, MonsterType } from "../common/config/RewardSet";
import { HeroSkillsComp } from "../skill/heroSkillsComp";
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
/** 角色显示组件 */ /** 角色显示组件 */
@ccclass('HeroViewComp') // 定义为 Cocos Creator 组件 @ccclass('HeroViewComp') // 定义为 Cocos Creator 组件
@ecs.register('HeroView', false) // 定义为 ECS 组件 @ecs.register('HeroView', false) // 定义为 ECS 组件
@@ -49,11 +50,10 @@ export class HeroViewComp extends CCComp {
hp: number = 100; /** 血量 */ hp: number = 100; /** 血量 */
hp_max: number = 100; /** 最大血量 */ hp_max: number = 100; /** 最大血量 */
rhp_max: number = 100;
hp_speed: number = 0; //每秒回复量 hp_speed: number = 0; //每秒回复量
pw: number = 0; /**能量**/ pw: number = 0; // 当前能量值
pwm: number = 15; /** 能量最大值 */ pwm: number = 100; // 最大能量值
pws: number = 1; //能量回复速度每0.1秒回复量 pws: number = 1; //能量回复速度每0.1秒回复量
apw:number=0; apw:number=0;
uapw:number=0; uapw:number=0;
@@ -78,7 +78,6 @@ export class HeroViewComp extends CCComp {
dexp:number=0; //死亡经验 */ dexp:number=0; //死亡经验 */
ap: number = 10; /**攻击力 */ ap: number = 10; /**攻击力 */
ap_max: number = 0;
ap_buff: number = 0; ap_buff: number = 0;
ap_buffs:any = []; ap_buffs:any = [];
// atk_speed: number = 1; // atk_speed: number = 1;
@@ -87,14 +86,11 @@ export class HeroViewComp extends CCComp {
at: number = 0; /** 冷却时间 */ at: number = 0; /** 冷却时间 */
def: number = 0; //防御 def: number = 0; //防御
def_max: number = 0;
vun: number = 0; //易伤 vun: number = 0; //易伤
crit: number = 0; //暴击率 crit: number = 0; //暴击率
crit_max: number = 0;
crit_add: number = 0;//暴击伤害加成 crit_add: number = 0;//暴击伤害加成
dodge: number = 10; //闪避率 dodge: number = 10; //闪避率
dodge_max: number = 10; //闪避率
shield:number = 0; //护盾,免伤1次减1 shield:number = 0; //护盾,免伤1次减1
@@ -139,9 +135,7 @@ export class HeroViewComp extends CCComp {
if (this.pwt.update(dt)) { if (this.pwt.update(dt)) {
this.pw+=this.pws this.pw+=this.pws
} }
this.check_power()
this.check_atk_counts() this.check_atk_counts()
this.check_mission_buff()
this.hp_show() this.hp_show()
if(this.ice_cd > 0){ if(this.ice_cd > 0){
this.ice_cd -=dt; this.ice_cd -=dt;
@@ -153,34 +147,21 @@ export class HeroViewComp extends CCComp {
} }
this.at += dt; this.at += dt;
this.in_stop(dt); this.in_stop(dt);
this.in_atk(dt);
} }
hp_show(){ hp_show(){
let hp_progress= this.hp/this.rhp_max; let hp_progress= this.hp/this.hp_max;
this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress; this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress;
if(this.is_boss) return if(this.is_boss) return
if(this.hp == this.rhp_max){ if(this.hp == this.hp_max){
this.node.getChildByName("top").getChildByName("hp").active = false; this.node.getChildByName("top").getChildByName("hp").active = false;
} else{ } else{
this.node.getChildByName("top").getChildByName("hp").active = true; this.node.getChildByName("top").getChildByName("hp").active = true;
} }
} }
//移动 //移动
check_mission_buff(){
this.ap_max=(100+smc.vmdata.mission.ap)/100*this.ap
this.crit_max=(100+smc.vmdata.mission.crit)/100*this.crit
this.def_max=(100+smc.vmdata.mission.def)/100*this.def
this.dodge_max=(100+smc.vmdata.mission.dodge)/100*this.dodge
this.rhp_max=(100+smc.vmdata.mission.hp)/100*this.hp_max
if(this.box_group == BoxSet.MONSTER){
this.ap_max=(100+smc.vmdata.mission.map)/100*this.ap
this.crit_max=(100+smc.vmdata.mission.mcrit)/100*this.crit
this.def_max=(100+smc.vmdata.mission.mdef)/100*this.def
this.dodge_max=(100+smc.vmdata.mission.mdodge)/100*this.dodge
this.rhp_max=(100+smc.vmdata.mission.mhp)/100*this.hp_max
}
}
//状态切换 //状态切换
status_change(type:string){ status_change(type:string){
@@ -210,7 +191,7 @@ export class HeroViewComp extends CCComp {
this.hp_less(l_hp,skill.is_crit); this.hp_less(l_hp,skill.is_crit);
} }
check_less(ap:number,is_crit:boolean,crit_add:number=0){ check_less(ap:number,is_crit:boolean,crit_add:number=0){
let d=this.def_max/ap let d=this.def/ap
if(d > 1) d = 1 if(d > 1) d = 1
let l_hp=ap*(1-d*GameSet.DEF_RATE) //防御最高减免伤害比率计算 let l_hp=ap*(1-d*GameSet.DEF_RATE) //防御最高减免伤害比率计算
if(is_crit){ if(is_crit){
@@ -228,50 +209,50 @@ export class HeroViewComp extends CCComp {
* @param l_hp - 可选参数表示英雄的当前生命值默认为0 * @param l_hp - 可选参数表示英雄的当前生命值默认为0
*/ */
check_debuff(skill:any,l_hp:number=0){ check_debuff(skill:any,l_hp:number=0){
// console.log(this.hero_name+this.uuid+": skillname: "+skill.s_name+" :check_debuff "+skill.debuff); // // console.log(this.hero_name+this.uuid+": skillname: "+skill.s_name+" :check_debuff "+skill.debuff);
if(skill.debuff == 0) return // if(skill.debuff == 0) return
let num=RandomManager.instance.getRandomInt(0,100) // let num=RandomManager.instance.getRandomInt(0,100)
switch (skill.debuff){ // switch (skill.debuff){
case 1: // case 1:
// console.log(this.hero_name+":"+this.uuid+"冰冻触判断: i="+num+":rate="+skill.rate); // // console.log(this.hero_name+":"+this.uuid+"冰冻触判断: i="+num+":rate="+skill.rate);
if(num > skill.depb) return // if(num > skill.depb) return
// console.log(this.hero_name+":"+this.uuid+"冰冻触成功: i="+num+":debtime="+skill.debtime); // // console.log(this.hero_name+":"+this.uuid+"冰冻触成功: i="+num+":debtime="+skill.debtime);
this.ice_cd = skill.debtime // this.ice_cd = skill.debtime
this.BUFFCOMP.in_iced(skill.debtime) // this.BUFFCOMP.in_iced(skill.debtime)
break; // break;
case 2: // case 2:
if(num > skill.depb) return // if(num > skill.depb) return
// console.log(this.hero_name+":"+this.uuid+"debuff触发成功 i="+num+":debtime="+skill.debtime+":l_hp="+l_hp); // // console.log(this.hero_name+":"+this.uuid+"debuff触发成功 i="+num+":debtime="+skill.debtime+":l_hp="+l_hp);
this.BUFFCOMP.in_fired(skill.debtime,l_hp*skill.derate/100) // this.BUFFCOMP.in_fired(skill.debtime,l_hp*skill.derate/100)
break; // break;
case 3: // case 3:
if(num > skill.depb) return // if(num > skill.depb) return
this.yun_cd = skill.debtime // this.yun_cd = skill.debtime
this.BUFFCOMP.in_yun(skill.debtime) // this.BUFFCOMP.in_yun(skill.debtime)
break; // break;
case 4: // case 4:
if(num > skill.depb) return // if(num > skill.depb) return
this.BUFFCOMP.buff_get("deap") // this.BUFFCOMP.buff_get("deap")
this.ap = this.ap-Math.floor(l_hp*skill.derate/100) // this.ap = this.ap-Math.floor(l_hp*skill.derate/100)
break; // break;
case 5: // case 5:
if(num > skill.depb) return // if(num > skill.depb) return
break; // break;
case 6: // case 6:
if(num > skill.depb) return // if(num > skill.depb) return
break; // break;
case 7: // case 7:
if(num > skill.depb) return // if(num > skill.depb) return
break; // break;
case 8: // case 8:
if(num > skill.depb) return // if(num > skill.depb) return
if(this.node.position.x > 300||this.node.position.x < -300) return // if(this.node.position.x > 300||this.node.position.x < -300) return
tween(this.node).to( 0.1, // tween(this.node).to( 0.1,
{ position: new Vec3(this.node.position.x-this.scale*50,this.node.position.y) }, // { position: new Vec3(this.node.position.x-this.scale*50,this.node.position.y) },
{ } // { }
).start(); // ).start();
break; // break;
} // }
} }
@@ -280,14 +261,14 @@ export class HeroViewComp extends CCComp {
/** /**
* 检查是否触发暴击,并执行相应的暴击效果。 * 检查是否触发暴击,并执行相应的暴击效果。
* @returns {boolean} 如果触发暴击则返回 true否则返回 false。 * @returns {boolean} 如果触发暴击则返回 true否则返回 false。
* 该方法首先通过 RandomManager 获取一个随机数如果该随机数小于当前暴击最大值crit_max * 该方法首先通过 RandomManager 获取一个随机数如果该随机数小于当前暴击最大值crit
* 则触发暴击效果,包括显示暴击提示、增加暴击计数、增加暴击经验以及增加暴击威力。 * 则触发暴击效果,包括显示暴击提示、增加暴击计数、增加暴击经验以及增加暴击威力。
* 如果未触发暴击,则直接返回 false。 * 如果未触发暴击,则直接返回 false。
*/ */
check_crit():boolean check_crit():boolean
{ {
let i = RandomManager.instance.getRandomInt(0,100,3) let i = RandomManager.instance.getRandomInt(0,100,3)
if(i < this.crit_max){ if(i < this.crit){
// this.BUFFCOMP.tooltip(5,"*会心一击*"); // this.BUFFCOMP.tooltip(5,"*会心一击*");
this.crit_count += 1 this.crit_count += 1
this.exp_add(this.cexp) // 暴击经验 this.exp_add(this.cexp) // 暴击经验
@@ -306,8 +287,8 @@ export class HeroViewComp extends CCComp {
check_dodge():boolean check_dodge():boolean
{ {
let i = RandomManager.instance.getRandomInt(0,100,3) let i = RandomManager.instance.getRandomInt(0,100,3)
if(this.dodge_max > GameSet.DODGE_MAX) this.dodge_max = GameSet.DODGE_MAX if(this.dodge > GameSet.DODGE_MAX) this.dodge = GameSet.DODGE_MAX
if(i < this.dodge_max){ if(i < this.dodge){
// console.log("闪避触发: i="+i+":dodge="+dodge); // console.log("闪避触发: i="+i+":dodge="+dodge);
this.BUFFCOMP.tooltip(5,"闪避"); this.BUFFCOMP.tooltip(5,"闪避");
this.exp_add(this.doexp) // 闪避经验 this.exp_add(this.doexp) // 闪避经验
@@ -370,28 +351,7 @@ export class HeroViewComp extends CCComp {
// } // }
// } // }
} }
in_atk(dt: number) {
if(this.at >= this.cd){
if(this.is_atking){
this.at = 0;
this.atk_count++
this.exp_add(this.aexp) //攻击经验
this.power_add(this.apw)
// console.log("cd:"+this.cd);
this.as.atk();
}
}
}
//能量判断
check_power(){
if(this.pw >= this.pwm){
this.pw = 0
this.BUFFCOMP.max_show()
return true
}else{
return false
}
}
//使用max_skill //使用max_skill
do_skill(skill:number){ do_skill(skill:number){
// this.at = 0; //共享普攻攻击cd // this.at = 0; //共享普攻攻击cd
@@ -402,194 +362,12 @@ export class HeroViewComp extends CCComp {
this.BUFFCOMP.show_do_buff(SkillSet[skill].fname) this.BUFFCOMP.show_do_buff(SkillSet[skill].fname)
},0.1) },0.1)
} }
switch (SkillSet[skill].tg) {
case SkTG.self: //自己
this.do_add_buff(this.node.getComponent(HeroViewComp),skill)
break;
case SkTG.friend: //伙伴
if(this.box_group == BoxSet.HERO) this.check_other_hero_buff(skill)
if(this.box_group == BoxSet.MONSTER) this.check_other_mon_buff(skill)
break;
case SkTG.team: //自己和伙伴
this.do_all_buff(skill)
break;
case SkTG.enemy: //敌人
this.shoot_enemy(skill)
break;
case SkTG.all: //敌人和自己
this.do_add_buff(this.node.getComponent(HeroViewComp),skill)
this.shoot_enemy(skill)
break;
}
}
shoot_enemy(sk:number,y:number=0,x:number=0){
// console.log("mon shoot_enemy");
let skill = ecs.getEntity<Skill>(Skill);
let t_pos=v3(smc.mon_front_x,BoxSet.GAME_LINE) //最前排目标
if(this.box_group==BoxSet.MONSTER){
t_pos=v3(smc.hero_front_x,BoxSet.GAME_LINE)
}
switch(SkillSet[sk].type){
case SkType.leastHealth: //血量最少单体
t_pos=this.check_heros().l_hero.node.position
if(this.box_group==BoxSet.MONSTER) t_pos=this.check_mons().l_hero.node.position
break;
case SkType.highestHealth: //血量最多单体
t_pos=this.check_heros().m_hero.node.position
if(this.box_group==BoxSet.MONSTER) t_pos=this.check_mons().m_hero.node.position
break;
case SkType.backRow: //最后排
t_pos=v3(smc.mon_back_x,BoxSet.GAME_LINE)
if(this.box_group==BoxSet.MONSTER){
t_pos=v3(smc.hero_back_x,BoxSet.GAME_LINE)
}
break;
}
let pos =this.node.position
let is_crit=this.check_crit()
this.to_console(this.scale+this.hero_name+"使用技能:"+sk+SkillSet[sk].name+" pos:"+pos+" t_pos:"+t_pos+" box:"+this.box_group,);
skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add,this.rhp_max);
} }
check_heros(){ shoot_enemy(sk:number,y:number=0,x:number=0){
let heros:any = ecs.query(ecs.allOf(HeroModelComp)); // console.log("mon shoot_enemy");
let l_hp:number=0
let h_hp:number=9999999999
let right_x:number=360
let left_x:number=-360
let f_hero:any= null
let b_hero:any= null
let l_hero:any= null
let m_hero:any= null
let r_hero:any= null
let i = RandomManager.instance.getRandomInt(0,heros.length-1,3)
while(!heros[i].HeroView){
i = RandomManager.instance.getRandomInt(0,heros.length-1,3)
if(!heros[i].HeroView.in_grave){
r_hero= heros[i].HeroView
break
}
}
for (let i = 0; i < heros.length; i++) {
let hero:any = heros[i].HeroView;
if (hero.in_grave) continue
if((hero.rhp_max-hero.hp) > l_hp){
l_hp = (hero.rhp_max-hero.hp)
l_hero = hero
}
if((hero.rhp_max-hero.hp) < h_hp){
h_hp = (hero.rhp_max-hero.hp)
m_hero = hero
}
if(hero.node.position.x > left_x){
left_x = hero.node.position.x
f_hero = hero
}
if(hero.node.position.x < right_x){
right_x = hero.node.position.x
b_hero = hero
}
}
return {l_hero,m_hero,f_hero,b_hero,r_hero}
}
check_mons(){
let heros:any=ecs.query(ecs.allOf(MonModelComp))
let l_hp:number=0
let h_hp:number=9999999999
let right_x:number=360
let left_x:number=-360
let f_hero:any= null
let b_hero:any= null
let l_hero:any= null
let m_hero:any= null
let r_hero:any= null
let i = RandomManager.instance.getRandomInt(0,heros.length-1,3)
while(!heros[i].HeroView){
i = RandomManager.instance.getRandomInt(0,heros.length-1,3)
if(!heros[i].HeroView.in_grave){
r_hero= heros[i].HeroView
break
}
}
for (let i = 0; i < heros.length; i++) {
let hero:any = heros[i].HeroView;
if (hero.in_grave) continue
if((hero.rhp_max-hero.hp) > l_hp){
l_hp = (hero.rhp_max-hero.hp)
l_hero = hero
}
if((hero.rhp_max-hero.hp) < h_hp){
h_hp = (hero.rhp_max-hero.hp)
m_hero = hero
}
if(hero.node.position.x < right_x){
right_x = hero.node.position.x
f_hero = hero
}
if(hero.node.position.x > left_x){
left_x = hero.node.position.x
b_hero = hero
}
}
return {l_hero,m_hero,f_hero,b_hero,r_hero}
}
check_other_hero_buff(skill:number){
switch(SkillSet[skill].type){
case SkType.random:
this.do_add_buff(this.check_heros().r_hero,skill)
break;
case SkType.leastHealth: //血量最少单体
this.do_add_buff(this.check_heros().l_hero,skill)
break;
case SkType.highestHealth: //血量最多单体
this.do_add_buff(this.check_heros().m_hero,skill)
break;
case SkType.frontRow: //最前排
this.do_add_buff(this.check_heros().f_hero,skill)
break;
case SkType.backRow: //最后排
this.do_add_buff(this.check_heros().b_hero,skill)
break;
}
}
check_other_mon_buff(skill:number){
switch(SkillSet[skill].type){
case SkType.random:
this.do_add_buff(this.check_mons().r_hero,skill)
break;
case SkType.leastHealth: //血量最少单体
this.do_add_buff(this.check_mons().l_hero,skill)
break;
case SkType.highestHealth: //血量最多单体
this.do_add_buff(this.check_mons().m_hero,skill)
break;
case SkType.frontRow: //最前排
this.do_add_buff(this.check_mons().f_hero,skill)
break;
case SkType.backRow: //最后排
this.do_add_buff(this.check_mons().b_hero,skill)
break;
}
}
do_all_buff(sk:number){
let skill = ecs.getEntity<Skill>(Skill);
let pos=v3(0,0)
let t_pos = pos
// this.to_console("to_all_buff:"+sk)
let is_crit=this.check_crit()
skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add,this.rhp_max);
// this.to_console("使用buff:"+sk+" t_pos:"+t_pos+" box:"+this.box_group);
} }
do_add_buff(hero:any,sk:number){
let skill = ecs.getEntity<Skill>(Skill);
let t_pos=hero.node.position
let pos = this.node.position
// this.to_console("do_add_buff:"+hero.hero_name+" "+sk);
let is_crit=this.check_crit()
skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add,this.rhp_max);
// this.to_console(this.scale+this.hero_name+"使用buff:"+sk+SkillSet[sk].name+" t_pos:"+t_pos+" box:"+this.box_group,);
}
exp_add(exp:number=0){ exp_add(exp:number=0){
if(this.box_group==BoxSet.HERO){ if(this.box_group==BoxSet.HERO){
@@ -658,18 +436,18 @@ export class HeroViewComp extends CCComp {
} }
add_hp_max(hprate: number=0){ add_hp_max(hprate: number=0){
this.BUFFCOMP.buff_get("hp") this.BUFFCOMP.buff_get("hp")
this.hp_max += Math.floor(hprate/100*this.rhp_max) ; this.hp_max += Math.floor(hprate/100*this.hp_max) ;
this.add_hp2(hprate) this.add_hp2(hprate)
} }
de_hp_max(hprate: number=0){ de_hp_max(hprate: number=0){
this.BUFFCOMP.buff_get("dehp") this.BUFFCOMP.buff_get("dehp")
this.hp_max -= Math.floor(hprate/100*this.rhp_max) ; this.hp_max -= Math.floor(hprate/100*this.hp_max) ;
} }
add_hp(hp: number = 0) { add_hp(hp: number = 0) {
this.BUFFCOMP.heathed(); this.BUFFCOMP.heathed();
this.hp+=Math.floor(hp); this.hp+=Math.floor(hp);
if(this.hp > this.rhp_max){ if(this.hp > this.hp_max){
this.hp = this.rhp_max; this.hp = this.hp_max;
} }
this.BUFFCOMP.tooltip(2,hp.toFixed(0)); this.BUFFCOMP.tooltip(2,hp.toFixed(0));
} }
@@ -686,8 +464,8 @@ export class HeroViewComp extends CCComp {
}else{ }else{
this.BUFFCOMP.tooltip(1,hp.toFixed(0),250); this.BUFFCOMP.tooltip(1,hp.toFixed(0),250);
} }
if(this.hp > this.rhp_max){ if(this.hp > this.hp_max){
this.hp = this.rhp_max; this.hp = this.hp_max;
} }
if(this.hp <= 0){ if(this.hp <= 0){
this.dead(); this.dead();
@@ -759,6 +537,7 @@ export class HeroViewComp extends CCComp {
to_alive(){ to_alive(){
let pos =v3(HeroSet.StartPos[this.type],this.node.position.y,this.node.position.z) let pos =v3(HeroSet.StartPos[this.type],this.node.position.y,this.node.position.z)
this.node.setPosition(pos) this.node.setPosition(pos)
this.revive()
} }
to_console(value:any,value2:any=null,value3:any=null){ to_console(value:any,value2:any=null,value3:any=null){
@@ -769,4 +548,13 @@ export class HeroViewComp extends CCComp {
this.node.destroy(); this.node.destroy();
} }
playSkillEffect() {
this.as.max()
}
public revive() {
this.hp = this.hp_max;
const skills = this.ent.get(HeroSkillsComp);
skills.resetAllCooldowns();
}
} }

View File

@@ -2,23 +2,245 @@ import { Node, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroViewComp } from "../hero/HeroViewComp"; import { HeroViewComp } from "../hero/HeroViewComp";
import { HeroSkillsComp } from "./heroSkillsComp"; import { HeroSkillsComp } from "./heroSkillsComp";
import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
import { CdType } from "../common/config/SkillSet";
/** 技能系统 */ /** 技能系统 */
@ecs.register('HeroSkillSystem') @ecs.register('HeroSkillSystem')
export class HeroSkillSystem extends ecs.ComblockSystem<ecs.Entity> implements ecs.ISystemUpdate { export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
private updateInterval: number = 0.2; // 每0.1秒更新一次
private accumulator: number = 0;
filter(): ecs.IMatcher { filter(): ecs.IMatcher {
return ecs.allOf(HeroSkillsComp, HeroViewComp); return ecs.allOf(HeroSkillsComp, HeroViewComp);
} }
update(e: ecs.Entity) { update(e: ecs.Entity) {
let skills = e.get(HeroSkillsComp); const view = e.get(HeroViewComp);
let view = e.get(HeroViewComp); const skills = e.get(HeroSkillsComp);
// 使用固定时间步长更新
this.accumulator += this.dt;
while (this.accumulator >= this.updateInterval) {
this.accumulator -= this.updateInterval;
// 只在攻击状态触发技能
if (view.is_atking) {
this.processSkills(e, skills);
}
// 更新所有技能冷却
skills.skills.forEach(skillId => {
this.updateCooldown(skills, skillId);
});
}
} }
/** 处理所有技能逻辑 */
private processSkills(entity: ecs.Entity, comp: HeroSkillsComp) {
comp.skills.forEach(skillId => {
const config = SkillSet[skillId];
if (!config) return;
// 检查释放条件
if (this.checkSkillCondition(entity, config)) {
this.castSkill(entity, skillId, config);
}
});
}
/** 更新技能冷却 */
private updateCooldown(comp: HeroSkillsComp, skillId: number) {
let cd = comp.cooldowns.has(skillId) ? comp.cooldowns.get(skillId)! : 0;
if (cd > 0) {
comp.cooldowns.set(skillId, cd - this.updateInterval);
}
}
/** 检查技能释放条件 */
private checkSkillCondition(entity: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): boolean {
const view = entity.get(HeroViewComp);
const comp = entity.get(HeroSkillsComp);
switch(config.CdType){
case CdType.SkillCD:
console.log("技能计时器",comp.cooldowns.get(config.uuid as number) ?? 0,config.cd)
return (comp.cooldowns.get(config.uuid as number) ?? 0) <= 0;
case CdType.HeroCD:
console.log("普攻计时器",view.at,view.cd)
return view.at >= view.cd;
case CdType.HeroPower:
console.log("能量计时器",view.pw,view.pwm)
return view.pw >= view.pwm;
}
}
/** 施放技能 */
private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
const view = caster.get(HeroViewComp);
const comp = caster.get(HeroSkillsComp);
console.log(view.hero_name+"施放技能",comp,view)
switch(config.CdType) {
case CdType.SkillCD:
view.as.max()
console.log("重置技能计时器",view.as,config.cd)
comp.cooldowns.set(skillId, config.cd); // 重置冷却时间
break;
case CdType.HeroCD:
view.as.atk()
console.log("重置普攻计时器",view.at,view.cd)
view.at = view.at-view.cd; // 重置普攻计时器
break;
case CdType.HeroPower:
view.as.max()
console.log("重置能量计时器",view.pw,view.pwm)
view.pw = view.pw-view.pwm;
break;
}
// 选择目标
const targets = this.selectTargets(caster, config);
// 应用技能效果
targets.forEach(target => {
this.applySkillEffect(caster, target, config);
});
// 重置计数器
if (config.count) {
comp.counters.set(skillId, (comp.counters.get(skillId) || 0) + 1);
}
// 触发技能动画等表现
}
/** 选择技能目标 */
private selectTargets(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;
// 第一阶段:基础目标筛选
let candidates = ecs.query(ecs.allOf(HeroViewComp)).filter(e => {
const view = e.get(HeroViewComp);
// 根据技能目标类型筛选
switch(config.TargetGroup) {
case TargetGroup.Enemy:
return view.fac !== team;
case TargetGroup.Ally:
return view.fac === team && e !== caster;
case TargetGroup.Self:
return e === caster;
default:
return true;
}
});
// 第二阶段:位置/血量等精细筛选
switch(config.TargetType) {
case TargetType.Frontline:
return this.filterFrontRow(candidates, isEnemyTeam);
case TargetType.Backline:
return this.filterBackRow(candidates, isEnemyTeam);
case TargetType.LowestHP:
return this.filterLowestHealth(candidates);
case TargetType.HighestHP:
return this.filterHighestHealth(candidates);
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));
return entities.filter(e =>
Math.abs(e.get(HeroViewComp).node.position.x - keyPos) < 10
);
}
/** 筛选最后排单位 */
private filterBackRow(entities: ecs.Entity[], isEnemyTeam: number): ecs.Entity[] {
// 敌方最后排是x坐标最小的我方最后排是x坐标最大的
const keyPos = isEnemyTeam ?
Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x)) :
Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x));
return entities.filter(e =>
Math.abs(e.get(HeroViewComp).node.position.x - keyPos) < 10
);
}
/** 筛选血量最低单位 */
private filterLowestHealth(entities: ecs.Entity[]): ecs.Entity[] {
const minHp = Math.min(...entities.map(e => e.get(HeroViewComp).hp));
return entities.filter(e => e.get(HeroViewComp).hp === minHp);
}
/** 筛选血量最高单位 */
private filterHighestHealth(entities: ecs.Entity[]): ecs.Entity[] {
const maxHp = Math.max(...entities.map(e => e.get(HeroViewComp).hp));
return entities.filter(e => e.get(HeroViewComp).hp === maxHp);
}
/** 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);
}
/** 应用技能效果 */
private applySkillEffect(caster: ecs.Entity, target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
const casterView = caster.get(HeroViewComp);
const targetView = target.get(HeroViewComp);
// 计算基础伤害
const damage = casterView.ap * (config.ap / 100);
// 应用伤害/治疗
if (config.ap > 0) {
targetView.hp -= damage;
}
if (config.hp > 0) {
targetView.hp += casterView.hp_max * (config.hp / 100);
}
// 应用debuff
if (config.debuff > 0) {
this.applyDebuff(target, config);
}
}
/** 应用负面状态 */
private applyDebuff(target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
// 实现debuff逻辑...
}
/** 外部调用重置冷却 */
public resetSkillCooldown(entity: ecs.Entity, skillId: number) {
const comp = entity.get(HeroSkillsComp);
comp.resetCooldown(skillId);
}
/** 重置所有技能冷却 */
public resetAllCooldowns(entity: ecs.Entity) {
const comp = entity.get(HeroSkillsComp);
comp.resetAllCooldowns();
}
} }

View File

@@ -1,10 +1,31 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
@ecs.register('HeroSkills') @ecs.register('HeroSkills')
export class HeroSkillsComp extends ecs.Comp { export class HeroSkillsComp extends ecs.Comp {
/** 移动方向1向右-1向左 */ /** 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() { 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);
});
} }
} }

View File

@@ -9,17 +9,12 @@ export class EndAnmBomCom extends Component {
time:number = 0 time:number = 0
base:SkillCom = null base:SkillCom = null
collider:Collider2D = null collider:Collider2D = null
rigid:RigidBody2D= null
is_complete:boolean = false is_complete:boolean = false
start() { start() {
this.base =this.node.getComponent(SkillCom) this.base =this.node.getComponent(SkillCom)
this.collider = this.getComponent(Collider2D); this.collider = this.getComponent(Collider2D);
this.rigid = this.getComponent(RigidBody2D);
console.log("collider",this.collider,this.rigid)
this.rigid.sleep()
this.scheduleOnce(()=>{
this.rigid.wakeUp()
},0.5)
// this.collider.enabled = false // this.collider.enabled = false
// if(this.base.box_group ==BoxSet.HERO) this.collider.group = BoxSet.MONSTER // if(this.base.box_group ==BoxSet.HERO) this.collider.group = BoxSet.MONSTER
@@ -56,7 +51,7 @@ export class EndAnmBomCom extends Component {
// // this.collider.enabled = true // // this.collider.enabled = true
// console.log("动画结束,开始伤害") // console.log("动画结束,开始伤害")
// } // }
this.rigid.wakeUp()
// this.collider.enabled = true // this.collider.enabled = true
console.log("动画结束,开始伤害") console.log("动画结束,开始伤害")
this.base.is_destroy = true this.base.is_destroy = true
@@ -67,7 +62,7 @@ export class EndAnmBomCom extends Component {
// this.collider.group = this.base.box_group // this.collider.group = this.base.box_group
// this.node.active=false // this.node.active=false
// this.node.active=true // this.node.active=true
this.rigid.wakeUp()
// this.collider.enabled = true // this.collider.enabled = true
console.log("onEnvent,开始伤害",event) console.log("onEnvent,开始伤害",event)
this.is_complete=true this.is_complete=true

View File

@@ -4,6 +4,8 @@
/* Add your custom configuration here. */ /* Add your custom configuration here. */
"compilerOptions": { "compilerOptions": {
"strict": false "strict": false,
"target": "es2016",
"lib": ["es2016", "dom"]
} }
} }