feat(game): 技能基础框架基本搭建完成,下步遇到再完善
- 调整了英雄角色top.prefab节点结构和组件关联,优化层级关系和属性值 - 修改pow、mpb等子节点的组件及位置,提升表现效果 - 更新技能atk_fires.prefab增加了ReadyLoop、SkillTime等新属性 - 调整攻击技能atk_s1.prefab的运行类型及相关时间与计数参数 - 修正atk_s1.prefab目标覆盖配置,完善prefab实例结构 - 精简atk_s_1.prefab的子节点引用,去除冗余id链接,简化资源结构
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@@ -1,8 +1,8 @@
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import { _decorator, Animation, CCBoolean, Collider2D, Contact2DType, Tween, v3, Vec3 } from "cc";
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import { _decorator, Animation, CCBoolean, Collider2D, Contact2DType, Tween, UITransform, v3, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { BezierMove } from "../BezierMove/BezierMove";
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import { DTType, EType, SkillSet, SType } from "../common/config/SkillSet";
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import { Attrs, DTType, EType, SkillSet, SType } from "../common/config/SkillSet";
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { GameEvent } from "../common/config/GameEvent";
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@@ -28,6 +28,7 @@ export class AtkConCom extends CCComp {
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run_time:number = 0;
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// 战斗相关运行时数据
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Attrs:any=null
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hit_count:number = 0;
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// 组件引用
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anim:Animation=null;
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tweenInstance:Tween<any> = null;
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@@ -133,29 +134,16 @@ export class AtkConCom extends CCComp {
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// 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
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if(target == null) return;
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if (!this.Config) return;
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// let ap=this.ap
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// if(this.hit_count > 0 &&!is_range ){
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// ap=ap*(50+this.puncture_damage)/100
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// }
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// target.do_atked(ap,this.caster_crit,this.caster_crit_d,
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// this.burn_count,this.burn_value,
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// this.stun_time,this.stun_ratio,
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// this.frost_time,this.frost_ratio,
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// this.Config.AtkedType
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// ) // ap 及暴击 属性已经在skill.ts 处理
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// // console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
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// if(this.Config.debuff>0){
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// let debuff=this.Config
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// let dev=debuff.deV*(100+this.debuff_value)/100
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// let deR=debuff.deR+this.debuff_up
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// dev=Math.round(dev*100)/100
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// let deC=debuff.deC+this.debuff_count //dec只作为次数叠加
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// // //console.log("[SkillCom]:debuff",this.Config.name,debuff.debuff,deUP.deV,deUP.deC)
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// target.add_debuff(debuff.debuff,dev,deC,deR)
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// }
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// this.hit_count++
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// // console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture)
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// 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
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let damage=Math.floor(this.Attrs[Attrs.AP]*(SkillSet[this.s_uuid].ap/100))
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if(this.hit_count > 0 &&!is_range ){
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let Percentage=Math.pow((50+this.Attrs[Attrs.PUNCTURE_DMG])/100, this.hit_count)
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damage=damage*Percentage
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}
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target.do_atked(damage,this.Attrs,this.s_uuid) // ap 及暴击 属性已经在skill.ts 处理
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// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
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this.hit_count++
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// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture)
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if(this.hit_count>=(this.Config.hit+this.Attrs[Attrs.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
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}
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update(deltaTime: number) {
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// 确保配置已初始化(处理 update 可能先于 start 执行的情况)
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@@ -181,7 +169,50 @@ export class AtkConCom extends CCComp {
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this.toDestroy();
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}
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public atk(args:any){
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let dis=this.node.getComponent(UITransform).width/2
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let targetsInRange: HeroViewComp[] = []
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// 收集范围内所有敌方目标
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ecs.query(ecs.allOf(HeroViewComp)).some(e => {
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const view = e.get(HeroViewComp);
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if(view.fac!=this.fac) {
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const distance = Math.abs(this.node.position.x - view.node.position.x);
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if(distance <= dis) {
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targetsInRange.push(view);
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}
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}
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});
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// 根据配置的hit_num决定攻击模式
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const hitNum = SkillSet[this.s_uuid].hit_num || 0;
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if(hitNum > 0) {
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// 限制目标数量:按距离排序,选择最近的N个目标
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if(targetsInRange.length > 0) {
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// 按距离排序(从近到远)
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targetsInRange.sort((a, b) => {
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const distanceA = Math.abs(this.node.position.x - a.node.position.x);
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const distanceB = Math.abs(this.node.position.x - b.node.position.x);
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return distanceA - distanceB;
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});
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// 限制目标数量
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const maxTargets = Math.min(hitNum, targetsInRange.length);
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const selectedTargets = targetsInRange.slice(0, maxTargets);
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selectedTargets.forEach(target => {
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this.single_damage(target, false);
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});
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}
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} else {
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// 范围伤害:对所有范围内目标造成伤害
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if(targetsInRange.length > 0) {
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targetsInRange.forEach(target => {
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this.single_damage(target, false);
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});
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}
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}
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}
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toDestroy() {
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if(this.is_destroy){
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if (this.ent) {
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@@ -1,4 +1,4 @@
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import { _decorator, CCBoolean, CCInteger, instantiate, Node, Prefab, v3, Vec3 } from "cc";
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import { _decorator, CCBoolean, CCFloat, CCInteger, instantiate, Node, Prefab, v3, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroViewComp } from "../hero/HeroViewComp";
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@@ -17,23 +17,29 @@ export class SkillViewCom extends CCComp {
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atkPrefab: Prefab = null!
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@property
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hasReady: boolean = false;
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@property
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ReadyLoop: boolean = false // 预备是否循环
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@property({ type: CCFloat })
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SkillTime: number = 0 // 技能控制存续时间时间
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@property({ type: CCFloat })
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ReadyTime: number = 0 // 技能前摇时间
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@property({ type: CCInteger })
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ReadyTime: number = 0
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@property({ type: CCInteger })
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runType: number = 0
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runType: number = 0 //技能运行类型 0-线性 1-贝塞尔 2-开始位置固定 3-目标位置固定
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@property({ type: CCInteger })
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ready_y: number = 0
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@property({ type: CCInteger })
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atk_x: number = 0
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@property({ type: CCInteger })
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atk_y: number = 0
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@property({ type: CCInteger })
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s_count:number=1;
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@property({ type: CCFloat })
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s_interval:number=0.2;
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endTime: number = 0;
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readyFinish: boolean = false;
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caster:HeroViewComp=null!;
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s_uuid:number=0;
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s_count:number=1;
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s_interval:number=0.2;
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s_cd:number=0;
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scale: number = 0;
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cName:string="";
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@@ -60,7 +66,7 @@ export class SkillViewCom extends CCComp {
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}
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doEnd(dt: number) {
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this.endTime += dt
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if(this.endTime >= SkillSet[this.s_uuid].in) {
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if(this.endTime >= this.SkillTime) {
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this.ent.destroy()
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}
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}
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