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let hp_max=this.hp_max; + let hp_max=this.Attrs[BuffAttr.HP_MAX]; let hp_progress= hp/hp_max; this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar).progress = hp_progress; // this.node.getChildByName("top").getChildByName("hp").active = (hp == hp_max) ? false : true; @@ -211,7 +211,7 @@ export class HeroViewComp extends CCComp { add_hp(hp: number = 0,is_num:boolean=true) { this.BUFFCOMP.heathed(); let real_hp=0 - let hp_max=this.hp_max + let hp_max=this.Attrs[BuffAttr.HP_MAX] let lost_hp=hp_max-this.hp if(is_num){ if(lost_hp > hp){ @@ -306,8 +306,8 @@ export class HeroViewComp extends CCComp { // this.is_stop=true break case DebuffAttr.DEHP: - this.hp_max-=deV/100*this.hp_max - if(this.hp-this.hp_max>0) this.hp=this.hp_max + this.Attrs[BuffAttr.HP_MAX]-=deV/100*this.Attrs[BuffAttr.HP_MAX] + if(this.hp-this.Attrs[BuffAttr.HP_MAX]>0) this.hp=this.Attrs[BuffAttr.HP_MAX] break case DebuffAttr.DEATK: //99为具体数字 并且局内永久生效,其他为百分比 if(deC == 99){ diff --git a/assets/script/game/hero/Mon.ts b/assets/script/game/hero/Mon.ts index 1887c326..3f094e7c 100644 --- a/assets/script/game/hero/Mon.ts +++ b/assets/script/game/hero/Mon.ts @@ -8,7 +8,7 @@ import { HeroInfo } from "../common/config/heroSet"; import { MonModelComp } from "./MonModelComp"; import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp"; import { SkillConComp } from "./SkillConComp"; -import { BuffAttr, SkillSet } from "../common/config/SkillSet"; +import { BuffAttr, getBuffNum, SkillSet } from "../common/config/SkillSet"; /** 角色实体 */ @ecs.register(`Monster`) export class Monster extends ecs.Entity { @@ -75,8 +75,9 @@ export class Monster extends ecs.Entity { hv.box_group = box_group; hv.hero_uuid= uuid; hv.hero_name= hero.name; - hv.speed =hv.speed_base = hero.speed; - hv.dis = hero.dis; + + // 初始化Attrs属性系统,参考Hero.ts的实现 + hv.Attrs = getBuffNum(); // 肉鸽模式使用固定数值,否则使用等级计算 if (rogueHp !== undefined && rogueAttack !== undefined) { @@ -98,11 +99,34 @@ export class Monster extends ecs.Entity { hv.hp = hv.hp_max = levelHp; hv.ap = levelAp; - hv.ap_base=levelAp + hv.ap_base = levelAp; console.log(`[Monster]: 怪物${hero.name}(等级${lv}) - 基础HP:${baseHp}->等级HP:${levelHp}, 基础AP:${baseAp}->等级AP:${levelAp}`); } - hv.cd = hero.cd + // 设置基础属性到Attrs系统 + hv.Attrs[BuffAttr.SPEED] = hv.speed = hv.speed_base = hero.speed; + hv.Attrs[BuffAttr.DIS] = hv.dis = hero.dis; + hv.Attrs[BuffAttr.ATK_CD] = hv.cd = hero.cd; + hv.Attrs[BuffAttr.HP_MAX] = hv.hp_max; + hv.Attrs[BuffAttr.AP] = hv.ap; + hv.Attrs[BuffAttr.DEF] = hv.def; + + // 处理原有Buff,使用统一的apply_buff方法 + hero.buff.forEach((buff:any)=>{ + hv.apply_buff(buff.type, buff.value); + }) + + // 处理肉鸽模式的词条Buff + if (rogueBuffData && rogueBuffData.length > 0) { + console.log(`[Monster]: 怪物${hero.name}应用肉鸽词条:`, rogueBuffData); + rogueBuffData.forEach((buff:any)=>{ + hv.apply_buff(buff.type, buff.value); + }) + } + + // 重新计算最终HP(因为buff可能修改了hp_max) + hv.hp = hv.hp_max; + for(let i=0;i{ - this.applyBuffToMonster(hv, buff); - }) - - // 处理肉鸽模式的词条Buff - if (rogueBuffData && rogueBuffData.length > 0) { - console.log(`[Monster]: 怪物${hero.name}应用肉鸽词条:`, rogueBuffData); - rogueBuffData.forEach((buff:any)=>{ - this.applyBuffToMonster(hv, buff); - }) - } - - // 重新计算最终HP(因为buff可能修改了hp_max) - hv.hp = hv.hp_max; this.add(hv); } - - /** - * 应用Buff到怪物的通用方法 - */ - private applyBuffToMonster(hv: any, buff: any) { - switch(buff.buff_type){ - case BuffAttr.CRITICAL: - hv.crit+=buff.value - break - case BuffAttr.CRITICAL_DMG: - hv.crit_d+=buff.value - break - case BuffAttr.DODGE: - hv.dod+=buff.value - break - case BuffAttr.DODGE_NO: - hv.dod_no+=buff.value - break - case BuffAttr.CRITICAL_NO: - hv.crit_no+=buff.value - break - case BuffAttr.BURN_COUNT: - hv.burn_count+=buff.value - break - case BuffAttr.PUNCTURE: - hv.puncture+=buff.value - break - case BuffAttr.PUNCTURE_DMG: - hv.puncture_damage+=buff.value - break - case BuffAttr.WFUNY: - hv.wfuny+=buff.value - break - case BuffAttr.ATK_CD: - hv.cd=hv.cd*(100+buff.value)/100 - break - case BuffAttr.HP: - hv.hp_max=hv.hp_max*(100+buff.value)/100 - break - case BuffAttr.DEF: - hv.def+=buff.value - break - case BuffAttr.ATK: - hv.ap=hv.ap*(100+buff.value)/100 - break - case BuffAttr.FROST_RATIO: - hv.frost_ratio+=buff.value - break - } - } - } \ No newline at end of file diff --git a/assets/script/game/skills/Skill.ts b/assets/script/game/skills/Skill.ts index 015ddcbf..35d925c8 100644 --- a/assets/script/game/skills/Skill.ts +++ b/assets/script/game/skills/Skill.ts @@ -68,25 +68,7 @@ export class Skill extends ecs.Entity { node.angle+=angle // 添加技能组件 const SComp = node.getComponent(SkillCom); // 初始化技能参数 - if (!SComp) { - console.error("[Skill] 技能组件获取失败"); - return; - } - - - - // 确保caster有必要的属性 - if (typeof caster.ap === 'undefined') { - console.error("[Skill] caster.ap 未定义"); - return; - } - - if (typeof caster.box_group === 'undefined') { - console.error("[Skill] caster.box_group 未定义"); - return; - } - - + // 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问 Object.assign(SComp, { // 核心标识 @@ -94,7 +76,6 @@ export class Skill extends ecs.Entity { // 位置和施法者信息 startPos: startPos, targetPos: targetPos, - caster: caster, group: caster.box_group, fac: caster.fac, // 技能数值 diff --git a/assets/script/game/skills/SkillCom.ts b/assets/script/game/skills/SkillCom.ts index c4071104..a9564737 100644 --- a/assets/script/game/skills/SkillCom.ts +++ b/assets/script/game/skills/SkillCom.ts @@ -161,10 +161,23 @@ export class SkillCom extends CCComp { onAnimationFinished(){ // console.log("[SkillCom]:onAnimationFinished",this.s_uuid) if (!this.skillConfig) return; + if(this.skillConfig.EType==EType.timeEnd) return + if(this.skillConfig.SType!=SType.damage){ + this.to_do_buff() + } + this.is_destroy=true } - + to_do_buff(){ + if (!this.skillConfig) return; + + switch(this.skillConfig.SType){ + case SType.shield: + this.caster.add_shield(this.skillConfig.buV) + break; + } + } //单体伤害 single_damage(target:HeroViewComp,is_range:boolean=false){ // //console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit)