dd
This commit is contained in:
@@ -2,7 +2,7 @@ import { _decorator, Animation, CCBoolean, Collider2D, Contact2DType, Tween, v3,
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { BezierMove } from "../BezierMove/BezierMove";
|
||||
import { AType, BuffAttr, DTType, EType, SkillSet, SType, TGroup } from "../common/config/SkillSet";
|
||||
import { DTType, EType, SkillSet, SType } from "../common/config/SkillSet";
|
||||
import { BoxSet, FacSet } from "../common/config/BoxSet";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
@@ -25,44 +25,29 @@ export class AtkConCom extends CCComp {
|
||||
targetPos: Vec3 = v3(); // 目标位置
|
||||
group:number = 0; //阵营
|
||||
fac:number=0; //阵营
|
||||
run_time:number = 0;
|
||||
// 战斗相关运行时数据
|
||||
ap:number=0;
|
||||
burn_count:number=0;
|
||||
burn_value:number=0;
|
||||
stun_time:number=0;
|
||||
stun_ratio:number=0;
|
||||
frost_ratio:number=0;
|
||||
frost_time:number=0;
|
||||
run_time:number=0;
|
||||
hited_time:number=0;
|
||||
hit_count:number=0;
|
||||
caster_crit:number=0;
|
||||
caster_crit_d:number=0;
|
||||
puncture:number=0;
|
||||
puncture_damage:number=0;
|
||||
debuff_up:number=0;
|
||||
debuff_value:number=0;
|
||||
debuff_count:number=0;
|
||||
Attrs:any=null
|
||||
// 组件引用
|
||||
anim:Animation=null;
|
||||
tweenInstance:Tween<any> = null;
|
||||
private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向
|
||||
// 缓存的配置对象(避免重复查找)
|
||||
public skillConfig: any = null;
|
||||
public Config: any = null;
|
||||
private isInitialized: boolean = false;
|
||||
private initializeSkillConfig() {
|
||||
private initializeConfig() {
|
||||
if (this.isInitialized) return;
|
||||
// 缓存技能配置,避免重复查找
|
||||
this.skillConfig = SkillSet[this.s_uuid];
|
||||
if (!this.skillConfig) {
|
||||
this.Config = SkillSet[this.s_uuid];
|
||||
if (!this.Config) {
|
||||
// console.error("[SkillCom] 技能配置不存在:", this.s_uuid);
|
||||
return;
|
||||
}
|
||||
this.isInitialized = true;
|
||||
// console.log("[SkillCom] 技能配置初始化完成:", this.s_uuid, this.skillConfig.name);
|
||||
// console.log("[SkillCom] 技能配置初始化完成:", this.s_uuid, this.Config.name);
|
||||
}
|
||||
start() {
|
||||
this.initializeSkillConfig();
|
||||
this.initializeConfig();
|
||||
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
|
||||
// this.on(ModuleEvent.Cmd, this.onHandler, this);
|
||||
|
||||
@@ -122,10 +107,10 @@ export class AtkConCom extends CCComp {
|
||||
|
||||
onAnimationFinished(){
|
||||
// console.log("[SkillCom]:onAnimationFinished",this.s_uuid)
|
||||
if (!this.skillConfig) return;
|
||||
if (!this.Config) return;
|
||||
|
||||
if(this.skillConfig.EType==EType.timeEnd) return
|
||||
if(this.skillConfig.SType!=SType.damage){
|
||||
if(this.Config.EType==EType.timeEnd) return
|
||||
if(this.Config.SType!=SType.damage){
|
||||
|
||||
}
|
||||
this.is_destroy=true
|
||||
@@ -136,9 +121,9 @@ export class AtkConCom extends CCComp {
|
||||
let target = oCol.getComponent(HeroViewComp)
|
||||
if(oCol.group!=this.group){
|
||||
if(target == null) return;
|
||||
if (!this.skillConfig) return;
|
||||
if (!this.Config) return;
|
||||
// console.log("[SkillCom]:onBeginContact oCol||seCol",oCol.node.position,seCol.node.position)
|
||||
this.single_damage(target,this.skillConfig.DTType==DTType.range?true:false)
|
||||
this.single_damage(target,this.Config.DTType==DTType.range?true:false)
|
||||
// this.ent.destroy()
|
||||
}
|
||||
}
|
||||
@@ -147,36 +132,36 @@ export class AtkConCom extends CCComp {
|
||||
// //console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit)
|
||||
// if(this.hit_count > 0&&!is_range) this.ap=this.ap*(50+this.puncture_damage)/100 // 穿刺后 伤害减半,过滤范围伤害
|
||||
if(target == null) return;
|
||||
if (!this.skillConfig) return;
|
||||
let ap=this.ap
|
||||
if(this.hit_count > 0 &&!is_range ){
|
||||
ap=ap*(50+this.puncture_damage)/100
|
||||
}
|
||||
target.do_atked(ap,this.caster_crit,this.caster_crit_d,
|
||||
this.burn_count,this.burn_value,
|
||||
this.stun_time,this.stun_ratio,
|
||||
this.frost_time,this.frost_ratio,
|
||||
this.skillConfig.AtkedType
|
||||
) // ap 及暴击 属性已经在skill.ts 处理
|
||||
// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
|
||||
if(this.skillConfig.debuff>0){
|
||||
let debuff=this.skillConfig
|
||||
let dev=debuff.deV*(100+this.debuff_value)/100
|
||||
let deR=debuff.deR+this.debuff_up
|
||||
dev=Math.round(dev*100)/100
|
||||
let deC=debuff.deC+this.debuff_count //dec只作为次数叠加
|
||||
// //console.log("[SkillCom]:debuff",this.skillConfig.name,debuff.debuff,deUP.deV,deUP.deC)
|
||||
target.add_debuff(debuff.debuff,dev,deC,deR)
|
||||
}
|
||||
this.hit_count++
|
||||
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.skillConfig.hit,this.puncture)
|
||||
if(this.hit_count>=(this.skillConfig.hit+this.puncture)&&(this.skillConfig.DTType!=DTType.range)&&(this.skillConfig.EType!=EType.animationEnd)&&(this.skillConfig.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
|
||||
if (!this.Config) return;
|
||||
// let ap=this.ap
|
||||
// if(this.hit_count > 0 &&!is_range ){
|
||||
// ap=ap*(50+this.puncture_damage)/100
|
||||
// }
|
||||
// target.do_atked(ap,this.caster_crit,this.caster_crit_d,
|
||||
// this.burn_count,this.burn_value,
|
||||
// this.stun_time,this.stun_ratio,
|
||||
// this.frost_time,this.frost_ratio,
|
||||
// this.Config.AtkedType
|
||||
// ) // ap 及暴击 属性已经在skill.ts 处理
|
||||
// // console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
|
||||
// if(this.Config.debuff>0){
|
||||
// let debuff=this.Config
|
||||
// let dev=debuff.deV*(100+this.debuff_value)/100
|
||||
// let deR=debuff.deR+this.debuff_up
|
||||
// dev=Math.round(dev*100)/100
|
||||
// let deC=debuff.deC+this.debuff_count //dec只作为次数叠加
|
||||
// // //console.log("[SkillCom]:debuff",this.Config.name,debuff.debuff,deUP.deV,deUP.deC)
|
||||
// target.add_debuff(debuff.debuff,dev,deC,deR)
|
||||
// }
|
||||
// this.hit_count++
|
||||
// // console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture)
|
||||
// if(this.hit_count>=(this.Config.hit+this.puncture)&&(this.Config.DTType!=DTType.range)&&(this.Config.EType!=EType.animationEnd)&&(this.Config.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
|
||||
}
|
||||
update(deltaTime: number) {
|
||||
// 确保配置已初始化(处理 update 可能先于 start 执行的情况)
|
||||
if (!this.isInitialized) {
|
||||
this.initializeSkillConfig();
|
||||
if (!this.skillConfig) return;
|
||||
this.initializeConfig();
|
||||
if (!this.Config) return;
|
||||
}
|
||||
|
||||
if(smc.mission.pause) {
|
||||
@@ -186,9 +171,9 @@ export class AtkConCom extends CCComp {
|
||||
if(this.anim) this.anim.resume()
|
||||
if (!this.node || !this.node.isValid) return;
|
||||
|
||||
if(this.skillConfig.EType==EType.timeEnd){
|
||||
if(this.Config.EType==EType.timeEnd){
|
||||
this.run_time+=deltaTime
|
||||
if(this.run_time>this.skillConfig.in){
|
||||
if(this.run_time>this.Config.in){
|
||||
// //console.log("[SkillCom]: timeEnd destroy",this.s_uuid,this.run_time)
|
||||
this.is_destroy=true
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user