refactor(skill): 优化技能碰撞检测逻辑并移除重复命中检查

- 移除hitTargets集合及相关重复命中检查逻辑
- 改进碰撞检测日志输出,增加安全性检查
- 清理注释掉的旧攻击逻辑代码
- 在reset方法中添加碰撞器事件解绑
This commit is contained in:
2025-11-03 10:57:08 +08:00
parent e4905bcca2
commit 5bd2e15fb5
6 changed files with 89 additions and 86 deletions

View File

@@ -996,7 +996,7 @@
"__id__": 62 "__id__": 62
}, },
"tag": 0, "tag": 0,
"_group": 4, "_group": 2,
"_density": 1, "_density": 1,
"_sensor": true, "_sensor": true,
"_friction": 0.2, "_friction": 0.2,

View File

@@ -996,9 +996,9 @@
"__id__": 62 "__id__": 62
}, },
"tag": 0, "tag": 0,
"_group": 4, "_group": 2,
"_density": 1, "_density": 1,
"_sensor": true, "_sensor": false,
"_friction": 0.2, "_friction": 0.2,
"_restitution": 0, "_restitution": 0,
"_offset": { "_offset": {

View File

@@ -301,7 +301,7 @@
"bullet": false, "bullet": false,
"awakeOnLoad": true, "awakeOnLoad": true,
"_group": 1, "_group": 1,
"_type": 2, "_type": 1,
"_allowSleep": false, "_allowSleep": false,
"_gravityScale": 1, "_gravityScale": 1,
"_linearDamping": 0, "_linearDamping": 0,

View File

@@ -513,7 +513,7 @@
"tag": 0, "tag": 0,
"_group": 1, "_group": 1,
"_density": 1, "_density": 1,
"_sensor": true, "_sensor": false,
"_friction": 0.2, "_friction": 0.2,
"_restitution": 0, "_restitution": 0,
"_offset": { "_offset": {

View File

@@ -304,8 +304,8 @@
"bullet": false, "bullet": false,
"awakeOnLoad": true, "awakeOnLoad": true,
"_group": 1, "_group": 1,
"_type": 2, "_type": 1,
"_allowSleep": true, "_allowSleep": false,
"_gravityScale": 1, "_gravityScale": 1,
"_linearDamping": 0, "_linearDamping": 0,
"_angularDamping": 0, "_angularDamping": 0,

View File

@@ -30,7 +30,6 @@ export class SkillView extends CCComp {
sData:SDataCom=null; sData:SDataCom=null;
s_uuid:number=1001 s_uuid:number=1001
// 已命中目标追踪,防止重复伤害 // 已命中目标追踪,防止重复伤害
private hitTargets: Set<string> = new Set();
start() { start() {
this.SConf = SkillSet[this.s_uuid] this.SConf = SkillSet[this.s_uuid]
this.sData=this.ent.get(SDataCom) this.sData=this.ent.get(SDataCom)
@@ -49,24 +48,28 @@ export class SkillView extends CCComp {
} }
onBeginContact (seCol: Collider2D, oCol: Collider2D) { onBeginContact (seCol: Collider2D, oCol: Collider2D) {
const targetId = oCol.uuid; // 安全获取双方信息用于日志
if(this.hitTargets.has(targetId)) return; // 已经命中过,跳过 const casterName = this.sData.caster?.ent?.get(HeroAttrsComp)?.hero_name ?? '未知施法者';
// 记录命中目标 const casterEid = this.sData.caster?.ent?.eid ?? '未知EID';
const targetView = oCol.getComponent(HeroViewComp);
// if (!this.SConf) return; const targetName = targetView?.ent?.get(HeroAttrsComp)?.hero_name ?? '非英雄对象';
// if(this.SConf.EType!=EType.collision) return const targetEid = targetView?.ent?.eid ?? '未知EID';
if(oCol.group == seCol.group) return console.log(`[skillView] 碰撞1 [${this.sData.caster.box_group}][${casterName}][${casterEid}]的[${seCol.group}]:[${this.SConf.name}][${this.ent.eid}]碰撞了 [${oCol.group}]:[ ${targetName}][${targetEid}]`);
let target = oCol.getComponent(HeroViewComp) // 基本空值与同组过滤
if(target == null) return; if (!this.sData || !this.SConf) {
let model=target.ent.get(HeroAttrsComp) console.warn('[SkillView] onBeginContact 缺少 sData 或 SConf忽略此次碰撞');
console.log(`[skillView] 碰撞3`,oCol.group,seCol.group,model); return;
if(model == null) return }
if(model.is_dead) return if (oCol.group === seCol.group) return;
// 不是 HeroViewComp直接忽略
if (!targetView) return;
let model = targetView.ent.get(HeroAttrsComp);
// console.log(`[skillView] 碰撞3`, oCol.group, seCol.group, model);
if (!model) return;
if (model.is_dead) return;
if (this.sData.fac == model.fac) return; if (this.sData.fac == model.fac) return;
// 检查是否已经命中过这个目标 // 检查是否已经命中过这个目标(日志安全输出)
console.log(`[skillView] 碰撞5[${this.sData.caster.box_group}][${this.sData.caster.ent.get(HeroAttrsComp).hero_name}][${this.sData.caster.ent.eid}]的[${this.group}] [${this.SConf.name}]碰撞了 [${oCol.group}][ ${oCol.getComponent(HeroViewComp).ent.get(HeroAttrsComp).hero_name}][${oCol.getComponent(HeroViewComp).ent.eid}]`); this.apply_damage(targetView)
this.hitTargets.add(targetId);
this.apply_damage(target)
} }
onAnimationFinished(){ onAnimationFinished(){
@@ -74,70 +77,59 @@ export class SkillView extends CCComp {
this.ent.destroy() this.ent.destroy()
} }
} }
//动画帧事件 atk 触发 // //动画帧事件 atk 触发
public atk(args:any){ // public atk(args:any){
let dis=this.node.getComponent(UITransform).width/2 // let dis=this.node.getComponent(UITransform).width/2
let enemys:any=[] // let enemys:any=[]
if( this.sData.fac==FacSet.HERO){ // if( this.sData.fac==FacSet.HERO){
enemys=ecs.query(ecs.allOf(MonMoveComp)) // enemys=ecs.query(ecs.allOf(MonMoveComp))
}else{ // }else{
enemys=ecs.query(ecs.allOf(HeroMoveComp)) // enemys=ecs.query(ecs.allOf(HeroMoveComp))
} // }
let IRTargets: HeroViewComp[] = [] // let IRTargets: HeroViewComp[] = []
// 收集范围内所有敌方目标 // // 收集范围内所有敌方目标
enemys.some(e => { // enemys.some(e => {
const view = e.get(HeroViewComp); // const view = e.get(HeroViewComp);
const model=e.get(HeroAttrsComp) // const model=e.get(HeroAttrsComp)
const distance = Math.abs(this.node.position.x - view.node.position.x); // const distance = Math.abs(this.node.position.x - view.node.position.x);
if(distance <= dis&&!model.is_dead) { // if(distance <= dis&&!model.is_dead) {
IRTargets.push(view); // IRTargets.push(view);
} // }
}); // });
// 根据配置的hit_num决定攻击模式 // // 根据配置的hit_num决定攻击模式
const hitNum = SkillSet[this.s_uuid].hit_num || 0; // const hitNum = SkillSet[this.s_uuid].hit_num || 0;
if(hitNum > 0) { // if(hitNum > 0) {
// 限制目标数量按距离排序选择最近的N个目标 // // 限制目标数量按距离排序选择最近的N个目标
if(IRTargets.length > 0) { // if(IRTargets.length > 0) {
// 按距离排序(从近到远) // // 按距离排序(从近到远)
IRTargets.sort((a, b) => { // IRTargets.sort((a, b) => {
const distanceA = Math.abs(this.node.position.x - a.node.position.x); // const distanceA = Math.abs(this.node.position.x - a.node.position.x);
const distanceB = Math.abs(this.node.position.x - b.node.position.x); // const distanceB = Math.abs(this.node.position.x - b.node.position.x);
return distanceA - distanceB; // return distanceA - distanceB;
}); // });
// 限制目标数量 // // 限制目标数量
const maxTargets = Math.min(hitNum, IRTargets.length); // const maxTargets = Math.min(hitNum, IRTargets.length);
const sTargets = IRTargets.slice(0, maxTargets); // const sTargets = IRTargets.slice(0, maxTargets);
sTargets.forEach(target => { // sTargets.forEach(target => {
this.apply_damage(target, false); // this.apply_damage(target, false);
}); // });
} // }
} else { // } else {
// 范围伤害:对所有范围内目标造成伤害 // // 范围伤害:对所有范围内目标造成伤害
if(IRTargets.length > 0) { // if(IRTargets.length > 0) {
IRTargets.forEach(target => { // IRTargets.forEach(target => {
this.apply_damage(target, true); // this.apply_damage(target, true);
}); // });
} // }
} // }
} // }
//伤害应用 //伤害应用
apply_damage(target:HeroViewComp,is_range:boolean=false){ apply_damage(target:HeroViewComp,is_range:boolean=false){
if(target == null) return; if(target == null) return;
if (!this.SConf) return; if (!this.SConf) return;
// 检查是否已经命中过这个目标(除非是范围伤害) // console.log(`[skillView] 伤害 [${this.group}][${this.sData.caster.ent.get(HeroAttrsComp).hero_name}][${this.sData.caster.ent.eid}]的 [${this.SConf.name}]对 [${target.box_group}][ ${target.ent.get(HeroAttrsComp).hero_name}][${target.ent.eid}]`);
const targetId = target.node.uuid;
if(!is_range && this.hitTargets.has(targetId)) {
return; // 已经命中过,跳过
}
// 记录命中目标(除非是范围伤害)
if(!is_range) {
this.hitTargets.add(targetId);
}
console.log(`[skillView] 伤害 [${this.group}][${this.sData.caster.ent.get(HeroAttrsComp).hero_name}][${this.sData.caster.ent.eid}]的 [${this.SConf.name}]对 [${target.box_group}][ ${target.ent.get(HeroAttrsComp).hero_name}][${target.ent.eid}]`);
// if(this.sData.hit_count > this.SConf.hit_num) return 不能超出 最大伤害数量 // if(this.sData.hit_count > this.SConf.hit_num) return 不能超出 最大伤害数量
// 使用伤害队列系统处理伤害 // 使用伤害队列系统处理伤害
DamageQueueHelper.addDamageToEntity( DamageQueueHelper.addDamageToEntity(
@@ -149,10 +141,21 @@ export class SkillView extends CCComp {
// 更新技能命中次数 // 更新技能命中次数
this.sData.hit_count++ this.sData.hit_count++
// 检查技能是否应该销毁 // 检查技能是否应该销毁
if( this.sData.hit_count>=(this.SConf.hit+ this.sData.Attrs[Attrs.PUNCTURE])&&(this.SConf.DTType!=DTType.range)&&(this.SConf.EType!=EType.animationEnd)&&(this.SConf.EType!=EType.timeEnd)) this.ent.destroy// 技能命中次数 if (
this.sData.hit_count >= (this.SConf.hit + this.sData.Attrs[Attrs.PUNCTURE]) &&
(this.SConf.DTType != DTType.range) &&
(this.SConf.EType != EType.animationEnd) &&
(this.SConf.EType != EType.timeEnd)
) {
this.ent.destroy(); // 技能命中次数达到上限后销毁
}
} }
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */ /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() { reset() {
const collider = this.getComponent(Collider2D);
if (collider) {
collider.off(Contact2DType.BEGIN_CONTACT);
}
this.node.destroy(); this.node.destroy();
} }
} }