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
This commit is contained in:
2025-11-20 14:51:26 +08:00
parent f2ec48bd2b
commit 5a81704379
3 changed files with 25 additions and 17 deletions

View File

@@ -3,7 +3,7 @@ import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
import { BuffConf } from "../common/config/SkillSet"; import { BuffConf } from "../common/config/SkillSet";
import { HeroInfo, AttrSet } from "../common/config/heroSet"; import { HeroInfo, AttrSet } from "../common/config/heroSet";
import { HeroSkillsComp } from "./HeroSkills"; import { HeroSkillsComp } from "./HeroSkills";
import { talConf, TalAttrs } from "../common/config/TalSet";
interface talTrigger{ interface talTrigger{
value:number value:number
@@ -35,9 +35,7 @@ export class HeroAttrsComp extends ecs.Comp {
shield: number = 0; // 当前护盾 shield: number = 0; // 当前护盾
Attrs: any = []; // 最终属性数组经过Buff计算后 Attrs: any = []; // 最终属性数组经过Buff计算后
NeAttrs: any = []; // 负面状态数组 NeAttrs: any = []; // 负面状态数组
//=====================天赋触发标签===================== Talents: Record<number, talTrigger> = {};
tal_DSill:talTrigger={value:0,count:0}
tal_WFuny:talTrigger={value:0,count:0}
BUFFS_TAL: Record<number, {count:number,BType:BType,attrIndex:number,value: number}> = {}; BUFFS_TAL: Record<number, {count:number,BType:BType,attrIndex:number,value: number}> = {};
// ==================== 技能距离缓存 ==================== // ==================== 技能距离缓存 ====================
@@ -80,6 +78,7 @@ export class HeroAttrsComp extends ecs.Comp {
this.BUFFS = {}; this.BUFFS = {};
this.BUFFS_TEMP = {}; this.BUFFS_TEMP = {};
this.BUFFS_TAL = {}; this.BUFFS_TAL = {};
this.Talents = {};
// 获取英雄配置 // 获取英雄配置
const heroInfo = HeroInfo[this.hero_uuid]; const heroInfo = HeroInfo[this.hero_uuid];
@@ -426,7 +425,19 @@ export class HeroAttrsComp extends ecs.Comp {
delete this.BUFFS_TAL[t_uuid]; delete this.BUFFS_TAL[t_uuid];
this.recalculateSingleAttr(attrIndex); this.recalculateSingleAttr(attrIndex);
} }
addTalent(eff: number, value: number) {
const t = this.Talents[eff] || { value: 0, count: 0 };
t.value = value;
t.count += 1;
this.Talents[eff] = t;
}
consumeTalent(eff: number): boolean {
const t = this.Talents[eff];
if (!t || t.count <= 0) return false;
t.count -= 1;
return true;
}
reset() { reset() {
// 重置为初始状态 // 重置为初始状态
@@ -450,6 +461,7 @@ export class HeroAttrsComp extends ecs.Comp {
this.BUFFS = {}; this.BUFFS = {};
this.BUFFS_TEMP = {}; this.BUFFS_TEMP = {};
this.BUFFS_TAL = {}; this.BUFFS_TAL = {};
this.Talents = {};
// 重置技能距离缓存 // 重置技能距离缓存
this.maxSkillDistance = 0; this.maxSkillDistance = 0;
this.minSkillDistance = 0; this.minSkillDistance = 0;
@@ -470,3 +482,5 @@ export class HeroAttrsComp extends ecs.Comp {
} }

View File

@@ -134,8 +134,6 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
*/ */
private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp,hset:HSSet): boolean { private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp,hset:HSSet): boolean {
const heroAttrs=casterEntity.get(HeroAttrsComp) const heroAttrs=casterEntity.get(HeroAttrsComp)
let isDSill=heroAttrs.tal_DSill.count > 0
let isWFuny=heroAttrs.tal_WFuny.count > 0
const config = SkillSet[s_uuid]; const config = SkillSet[s_uuid];
if (!config) { if (!config) {
console.error("[SACastSystem] 技能配置不存在:", s_uuid); console.error("[SACastSystem] 技能配置不存在:", s_uuid);
@@ -165,14 +163,13 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
}, delay); }, delay);
//风怒wfuny 只针对 普通攻击起效 //风怒wfuny 只针对 普通攻击起效
if (hset === HSSet.atk&&isWFuny){ if (hset === HSSet.atk && heroAttrs.consumeTalent(TalEffet.WFUNY)){
heroView.playSkillEffect(s_uuid); heroView.playSkillEffect(s_uuid);
//需要再添加 风怒动画 //需要再添加 风怒动画
this.createSkill(s_uuid, heroView,targets); this.createSkill(s_uuid, heroView,targets);
heroAttrs.tal_WFuny.count --
} }
// 双技能 只针对 技能起效 // 双技能 只针对 技能起效
if(hset === HSSet.skill&&isDSill){ if(hset === HSSet.skill && heroAttrs.consumeTalent(TalEffet.D_SKILL)){
targets = this.sTargets(heroView, s_uuid); targets = this.sTargets(heroView, s_uuid);
if (targets.length === 0) { if (targets.length === 0) {
console.warn("[SACastSystem] 没有找到有效目标"); console.warn("[SACastSystem] 没有找到有效目标");
@@ -183,7 +180,6 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
heroView.scheduleOnce(() => { heroView.scheduleOnce(() => {
this.createSkill(s_uuid, heroView,targets); this.createSkill(s_uuid, heroView,targets);
}, delay); }, delay);
heroAttrs.tal_DSill.count --
} }
@@ -194,7 +190,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
/** /**
* 创建技能实体 * 创建技能实体
*/ */
private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],damage:number=0) { private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],exr_dmg:number=0) {
// 检查节点有效性 // 检查节点有效性
if (!caster.node || !caster.node.isValid) { if (!caster.node || !caster.node.isValid) {
console.warn("[SACastSystem] 施法者节点无效"); console.warn("[SACastSystem] 施法者节点无效");
@@ -219,7 +215,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
const targetPos = targets[0]; // 使用第一个目标位置 const targetPos = targets[0]; // 使用第一个目标位置
// console.log(`[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`); // console.log(`[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`);
// 加载技能实体(包括预制体、组件初始化等) // 加载技能实体(包括预制体、组件初始化等)
skill.load(startPos, parent, s_uuid, targetPos, caster,damage); skill.load(startPos, parent, s_uuid, targetPos, caster,exr_dmg);
} }

View File

@@ -193,12 +193,10 @@ export class TalComp extends ecs.Comp {
const heroAttrs=this.ent.get(HeroAttrsComp); const heroAttrs=this.ent.get(HeroAttrsComp);
switch(talent.effet){ switch(talent.effet){
case TalEffet.WFUNY: case TalEffet.WFUNY:
heroAttrs.tal_WFuny.count += 1; heroAttrs.addTalent(TalEffet.WFUNY, talent.value + talent.value_add);
heroAttrs.tal_WFuny.value = talent.value+talent.value_add;
break; break;
case TalEffet.D_SKILL: case TalEffet.D_SKILL:
heroAttrs.tal_DSill.count += 1; heroAttrs.addTalent(TalEffet.D_SKILL, talent.value + talent.value_add);
heroAttrs.tal_DSill.value = talent.value+talent.value_add;
break; break;
case TalEffet.BUFF: case TalEffet.BUFF:
heroAttrs.addTalBuff(talent.uuid, talent.attrs, talent.vType, talent.value + talent.value_add); heroAttrs.addTalBuff(talent.uuid, talent.attrs, talent.vType, talent.value + talent.value_add);