dd
This commit is contained in:
@@ -5,7 +5,7 @@ import { HeroSpine } from "./HeroSpine";
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { smc } from "../common/SingletonModuleComp";
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import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { BuffAttr, DebuffAttr, geDebuffNum, getBuffNum, SkillSet, TGroup, TType } from "../common/config/SkillSet";
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import { Attrs, DBuff, geDebuffNum, getAttrs, SkillSet, TGroup, TType, BType, BuffConf, DbuffConf } from "../common/config/SkillSet";
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import { BuffComp } from "./BuffComp";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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@@ -41,72 +41,34 @@ export class HeroViewComp extends CCComp {
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is_kalami:boolean =false;
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speed: number = 100; /** 角色移动速度 */
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speed_base: number = 100; /** 角色初始速度 */
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power:number=0;
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power_max:number=100;
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mp: number = 0;
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mp_max: number = 100;
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mp_base: number = 100;
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mp: number = 100;
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hp: number = 100; /** 血量 */
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hp_max: number = 100; /** 最大血量 */
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hp_base:number=100; /** 基础最大血量 */
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shield:number=0; //当前护甲值
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shield_max:number=0; //最大护甲值
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ap: number = 10; /**攻击力 */
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ap_base:number=0;
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// atk_speed: number = 1;
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cd: number = 1.3; /**攻击速度 攻击间隔 */
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def: number = 0; //防御
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dmg_red:number=0//免伤
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dis: number = 80;
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skills:any[]=[]
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puncture:number=0; //穿刺敌人伤害后方敌人个数
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puncture_damage:number=0; //后伤害加成
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burn: number = 0; //易伤 伤害加成
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stun_time:number=0; //眩晕加成
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stun_ratio:number=0; //攻击眩晕概率加成
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stun_no:boolean=false; //眩晕免疫
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dod: number = 0; //闪避率
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dod_no:boolean=false;
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crit:number=0; //暴击率
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crit_no:boolean=false; //暴击免疫
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crit_d:number=0; //暴击伤害
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wfuny:number=0; //风怒概率
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frost_ratio:number=0; //冰冻概率
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frost_time:number=0; //冰冻时间
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frost_no:boolean=false; //冰冻免疫
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knockback:number=0; //击退概率
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knockback_no:boolean=false; //击退免疫
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reflect:number=0; //反射伤害比率
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lifesteal:number=0; //吸血比率
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skill_dmg:number=0
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debuff_down:number=0
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Attrs:any=getBuffNum()
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debuff_status:any=geDebuffNum()
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/** 基础属性 有初始值的基础属性,后续Attrs 属性计算时用到*/
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base_ap: number = 0; //基础攻击力
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base_map: number = 0;
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base_def: number = 5;
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base_hp: number = 100;
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base_mp: number = 100;
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Attrs:any=[]
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//数值型debuff
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V_DBUFF:any[]=[] //持久
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V_DBUFFS:any[]=[] //临时 带时间
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//百分比型debuff
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R_DBUFF:any[]=[] //持久
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R_DBUFFS:any[]=[] //临时 带时间
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//数值型buff
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V_BUFF:any[]=[] //持久
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V_BUFFS:any[]=[] //临时 带时间
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//百分比型buff
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R_BUFF:any[]=[] //持久
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R_BUFFS:any[]=[] //临时 带时间
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atk_count: number = 0;
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atked_count: number = 0;
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stop_cd: number = 0; /*停止倒计时*/
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speek_time:number = 0;
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BUFFS:Array<{value: number, duration: number,type:number}> = [] //buff
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DEBUFF_BURNS: Array<{value: number, duration: number}> = [] //易伤
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DEBUFF_DEATKS: Array<{value: number, duration: number}> = [] //减攻击
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DEBUFF_DECDS: Array<{value: number, duration: number}> = [] //减攻击速度
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DEBUFF_SLOW: number = 0; //减速
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DEBUFF_FROST: number = 0; //冰冻
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DEBUFF_STUN: number = 0; //眩晕
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DEBUFF_VALUE:number=0; //debuff 增益值
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DEBUFF_COUNT:number=0; //debuff 持续次数
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DEBUFF_UP:number=0; //debuff 概率提升
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@@ -118,9 +80,6 @@ export class HeroViewComp extends CCComp {
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}> = [];
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private isProcessingDamage: boolean = false;
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private damageInterval: number = 0.01; // 伤害数字显示间隔
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private timer:Timer=new Timer(1);
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onLoad() {
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this.as = this.getComponent(HeroSpine);
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//console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
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@@ -145,7 +104,7 @@ export class HeroViewComp extends CCComp {
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}
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/* 显示角色血量 */
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this.node.getChildByName("top").getChildByName("hp").active = true;
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this.BUFFCOMP.show_shield(this.shield,this.shield_max)
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this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
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}
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update(dt: number){
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@@ -155,14 +114,8 @@ export class HeroViewComp extends CCComp {
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// return
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// }
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this.BaseUp(dt)
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if(this.DEBUFF_FROST > 0){
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this.DEBUFF_FROST -=dt;
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}
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if(this.DEBUFF_STUN > 0){
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this.DEBUFF_STUN -=dt;
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}
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// 更新所有按时间减少的buff和debuff
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this.updateBuffsAndDebuffs(dt);
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this.in_stop(dt);
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// 处理伤害队列
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this.processDamageQueue();
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@@ -171,22 +124,15 @@ export class HeroViewComp extends CCComp {
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BaseUp(dt:number){
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this.mp += HeroUpSet.MP*dt
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this.hp += HeroUpSet.HP*dt
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if(this.mp > this.mp_max) this.mp = this.mp_max
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if(this.hp > this.hp_max) this.hp = this.hp_max
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if(this.mp > this.Attrs[Attrs.MP_MAX]) this.mp = this.Attrs[Attrs.MP_MAX]
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if(this.hp > this.Attrs[Attrs.HP_MAX]) this.hp = this.Attrs[Attrs.HP_MAX]
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}
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do_fight_end(){
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this.as.do_buff()
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}
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get isActive() {
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return this.ent.has(HeroViewComp) && this.node?.isValid;
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}
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hide_info(){
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}
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//状态切换
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status_change(type:string){
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this.status=type
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@@ -199,17 +145,15 @@ export class HeroViewComp extends CCComp {
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// this.as.change_default("move")
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}
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}
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add_shield(shield:number){
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this.shield = this.shield_max +=shield
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if(this.shield>0) this.BUFFCOMP.show_shield(this.shield,this.shield_max)
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this.shield = this.Attrs[Attrs.SHIELD_MAX] +=shield
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if(this.shield>0) this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
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}
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add_hp(hp: number = 0,is_num:boolean=true) {
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health(hp: number = 0,is_num:boolean=true) {
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this.BUFFCOMP.heathed();
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let real_hp=0
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let hp_max=this.hp_max
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let hp_max=this.Attrs[Attrs.HP_MAX]
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let lost_hp=hp_max-this.hp
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if(is_num){
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if(lost_hp > hp){
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@@ -228,30 +172,20 @@ export class HeroViewComp extends CCComp {
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this.hp+=real_hp;
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this.BUFFCOMP.tooltip(TooltipTypes.health,real_hp.toFixed(0));
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}
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this.BUFFCOMP.hp_show(this.hp,this.hp_max)
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this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX])
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// this.update_vm
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}
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/** 静止时间 */
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in_stop (dt: number) {
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if(this.stop_cd > 0){
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this.stop_cd -= dt;
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if(this.stop_cd <= 0){
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this.stop_cd = 0;
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this.is_atking = false;
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}
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}
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}
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count_atk_count(){ //主将攻击
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if(this.fac==FacSet.MON) return
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this.atk_count+=1
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}
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do_dead(){
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this.do_dead_trigger()
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//console.log("[HeroViewComp]:角色死亡",this.hero_uuid)
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@@ -278,132 +212,7 @@ export class HeroViewComp extends CCComp {
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do_drop(){
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}
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add_debuff(type:number,deV:number,deC:number,deR:number){
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let n_deR=deR-this.Attrs[BuffAttr.DEBUFF_DOWN]
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let r=RandomManager.instance.getRandomInt(0,100) // 随机数
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//console.log("[HeroViewComp]:类型,值,次数,技能概率,实际概率,随机数",type,deV,deC,deR,n_deR,r)
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if(r < n_deR) {
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// this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*抵抗*")
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return
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}
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switch(type){
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case DebuffAttr.BURN:
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this.DEBUFF_BURNS.push({value:deV,duration:deC+FightSet.BURN_COUNT})
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break
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case DebuffAttr.DECD:
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this.DEBUFF_DECDS.push({value:deV,duration:deC})
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break
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case DebuffAttr.SLOW:
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this.DEBUFF_SLOW+=deV
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break
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case DebuffAttr.FROST:
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this.BUFFCOMP.in_iced(deV)
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this.DEBUFF_FROST+=deV
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break
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case DebuffAttr.STUN:
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if(this.DEBUFF_STUN>0) return
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this.skills[0].cd=0 // 眩晕 cd归零
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this.BUFFCOMP.in_yun(deV+FightSet.STUN_TIME) // 眩晕时间
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this.DEBUFF_STUN+=deV+FightSet.STUN_TIME // 眩晕时间
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// this.is_stop=true
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break
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case DebuffAttr.DEHP:
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this.Attrs[BuffAttr.HP_MAX]-=deV
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this.hp_max=Math.floor(this.hp_base*(100+this.Attrs[BuffAttr.HP_MAX]))
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if(this.hp-this.hp_max>0) this.hp=this.hp_max
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break
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case DebuffAttr.DEATK: //99为具体数字 并且局内永久生效,其他为百分比
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if(deC == 99){
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this.ap-=deV
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}else{
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this.DEBUFF_DEATKS.push({value:deV,duration:deC})
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}
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break
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case DebuffAttr.DECOUNT:
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this.atk_count-=deV
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if(this.atk_count<0) this.atk_count=1
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break
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case DebuffAttr.BACK:
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if(this.fac==FacSet.MON) {
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let tx=this.node.position.x+50
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if(tx > 320) tx=320
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tween(this.node).to(0.3, { position:v3(tx,this.node.position.y,0)}).start()
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}
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break
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}
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//console.log("[HeroViewComp]:debuffs",type,deV,deC,deR,this.DEBUFF_BURNS)
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}
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// 更新所有按时间减少的buff和debuff
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updateBuffsAndDebuffs(dt: number) {
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// 更新BUFFS
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for(let i = this.BUFFS.length - 1; i >= 0; i--) {
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this.BUFFS[i].duration -= dt;
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if(this.BUFFS[i].duration <= 0) {
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this.apply_buff(this.BUFFS[i].type,-this.BUFFS[i].value)
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this.BUFFS.splice(i, 1);
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}
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}
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// 更新DEBUFF_BURNS
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for(let i = this.DEBUFF_BURNS.length - 1; i >= 0; i--) {
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this.DEBUFF_BURNS[i].duration -= dt;
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if(this.DEBUFF_BURNS[i].duration <= 0) {
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this.DEBUFF_BURNS.splice(i, 1);
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}
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}
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// 更新DEBUFF_DEATKS
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for(let i = this.DEBUFF_DEATKS.length - 1; i >= 0; i--) {
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this.DEBUFF_DEATKS[i].duration -= dt;
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if(this.DEBUFF_DEATKS[i].duration <= 0) {
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this.DEBUFF_DEATKS.splice(i, 1);
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}
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}
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// 更新DEBUFF_DECDS
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for(let i = this.DEBUFF_DECDS.length - 1; i >= 0; i--) {
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this.DEBUFF_DECDS[i].duration -= dt;
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if(this.DEBUFF_DECDS[i].duration <= 0) {
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this.DEBUFF_DECDS.splice(i, 1);
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}
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}
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}
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add_buff(buff:number,duration:number,type:number){
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if(this.BUFFS.find(b=>b.type==type)) {
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if(this.BUFFS.find(b=>b.type==type).value<buff) {
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let dis_buff_value=buff-this.BUFFS.find(b=>b.type==type).value
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this.BUFFS.find(b=>b.type==type).value=buff
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this.BUFFS.find(b=>b.type==type).duration=duration
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this.apply_buff(type,dis_buff_value)
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}
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}else{
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this.BUFFS.push({value:buff,duration:duration,type:type})
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this.apply_buff(type,buff)
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}
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}
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// 应用buff,有基础值的需要特殊处理,其他的直接加减
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apply_buff(buff_type:number,buff_value:number){
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console.log("[HeroViewComp]:apply_buff",buff_type,buff_value)
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switch(buff_type){
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case BuffAttr.ATK: //攻击百分比
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this.Attrs[BuffAttr.AP]+=Math.floor(buff_value/100*this.ap)
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break
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case BuffAttr.ATK_CD: //攻击速度百分比
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this.Attrs[BuffAttr.ATK_CD]+=buff_value/100*this.cd
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break
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case BuffAttr.HP_MAX: //血量百分比
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this.Attrs[BuffAttr.HP_MAX]+=buff_value
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this.hp_max=Math.floor(this.hp_base*(100+this.Attrs[BuffAttr.HP_MAX]))
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if(this.hp-this.hp_max>0) this.hp=this.hp_max
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break
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default:
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this.Attrs[buff_type]+=buff_value
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break
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}
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}
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do_atked(remainingDamage:number,
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crit:number=0,crit_d:number=0,
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burn_count:number=0,burn_value:number=0,
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@@ -412,13 +221,8 @@ export class HeroViewComp extends CCComp {
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atked_anm:string="atked"
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){
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this.do_atked_trigger()
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if(burn_count>0){
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this.add_debuff(DebuffAttr.BURN,burn_value,burn_count,100)
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}
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if(stun_time>0){
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this.add_debuff(DebuffAttr.STUN,stun_time,1,stun_ratio)
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}
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if(this.check_dodge()) return
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let is_crit = this.check_crit(crit)
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@@ -469,10 +273,8 @@ export class HeroViewComp extends CCComp {
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}
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//伤害计算 debuff 易伤
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count_damage(remainingDamage:number){
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let min =remainingDamage*0.2
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let damage=(remainingDamage-this.dmg_red)*(100-this.def+this.burn)/100
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////console.log("[HeroViewComp]:最终伤害,敌人伤害值,免伤,防御,易伤",damage,remainingDamage,buff_def,def,Burn)
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return Math.floor(Math.max(damage,min))
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return remainingDamage
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}
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check_shield(damage:number){
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@@ -481,23 +283,23 @@ export class HeroViewComp extends CCComp {
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this.shield -= damage
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this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*吸收*");
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if(this.shield <= 0){
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this.shield=this.shield_max=0
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this.shield=this.Attrs[Attrs.SHIELD_MAX]=0
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}
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damage = 0
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}
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if(this.shield < damage){
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damage=damage-this.shield
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this.shield=0
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this.shield_max=0
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this.Attrs[Attrs.SHIELD_MAX]=0
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}
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this.BUFFCOMP.show_shield(this.shield,this.shield_max)
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this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
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return damage
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}
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check_dodge(){
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if(this.dod > 0){
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if(this.Attrs[Attrs.DODGE] > 0){
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let random = Math.random()*100
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if(random < this.dod) {
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if(random < this.Attrs[Attrs.DODGE]) {
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this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*闪避*");
|
||||
return true
|
||||
}
|
||||
@@ -506,7 +308,6 @@ export class HeroViewComp extends CCComp {
|
||||
}
|
||||
|
||||
check_crit(crit:number=0){
|
||||
if(this.crit_no) return false
|
||||
if(crit > 0){
|
||||
let random = Math.random()*100
|
||||
if(random < crit) {
|
||||
@@ -609,7 +410,7 @@ export class HeroViewComp extends CCComp {
|
||||
/** 立即显示伤害效果 */
|
||||
private showDamageImmediate(damage: number, isCrit: boolean,anm:string="atked") {
|
||||
// this.as.atked()
|
||||
this.BUFFCOMP.hp_show(this.hp,this.Attrs[BuffAttr.HP_MAX])
|
||||
this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX])
|
||||
this.BUFFCOMP.in_atked(anm,this.fac==FacSet.HERO?1:-1)
|
||||
this.atked_count++;
|
||||
if (isCrit) {
|
||||
|
||||
Reference in New Issue
Block a user