refactor(hero): 重构天赋系统使用统一管理方式
- 将分散的天赋属性管理改为统一的Talents记录 - 添加addTalent和consumeTalent方法来管理天赋状态 - 修改技能系统使用新的天赋管理接口
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@@ -134,8 +134,6 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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*/
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private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp,hset:HSSet): boolean {
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const heroAttrs=casterEntity.get(HeroAttrsComp)
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let isDSill=heroAttrs.tal_DSill.count > 0
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let isWFuny=heroAttrs.tal_WFuny.count > 0
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const config = SkillSet[s_uuid];
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if (!config) {
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console.error("[SACastSystem] 技能配置不存在:", s_uuid);
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@@ -165,14 +163,13 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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}, delay);
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//风怒wfuny 只针对 普通攻击起效
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if (hset === HSSet.atk&&isWFuny){
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if (hset === HSSet.atk && heroAttrs.consumeTalent(TalEffet.WFUNY)){
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heroView.playSkillEffect(s_uuid);
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//需要再添加 风怒动画
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this.createSkill(s_uuid, heroView,targets);
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heroAttrs.tal_WFuny.count --
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}
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// 双技能 只针对 技能起效
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if(hset === HSSet.skill&&isDSill){
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if(hset === HSSet.skill && heroAttrs.consumeTalent(TalEffet.D_SKILL)){
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targets = this.sTargets(heroView, s_uuid);
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if (targets.length === 0) {
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console.warn("[SACastSystem] 没有找到有效目标");
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@@ -183,7 +180,6 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets);
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}, delay);
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heroAttrs.tal_DSill.count --
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}
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@@ -194,7 +190,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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/**
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* 创建技能实体
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*/
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private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],damage:number=0) {
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private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],exr_dmg:number=0) {
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// 检查节点有效性
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if (!caster.node || !caster.node.isValid) {
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console.warn("[SACastSystem] 施法者节点无效");
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@@ -219,7 +215,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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const targetPos = targets[0]; // 使用第一个目标位置
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// console.log(`[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`);
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// 加载技能实体(包括预制体、组件初始化等)
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skill.load(startPos, parent, s_uuid, targetPos, caster,damage);
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skill.load(startPos, parent, s_uuid, targetPos, caster,exr_dmg);
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}
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