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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@@ -4,6 +4,7 @@ import { CCComp } from "../../../../../extensions/oops-plugin-framework/assets/m
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import { HeroViewComp } from "../../hero/HeroViewComp";
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import { SkillCom } from "../SkillCom";
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import { AtkConCom } from "../../skill/AtkConCom";
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import { SkillSet } from "../../common/config/SkillSet";
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const { ccclass, property } = _decorator;
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@@ -17,53 +18,7 @@ export class AtkComComp extends CCComp {
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// this.on(ModuleEvent.Cmd, this.onHandler, this);
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}
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public atk(args:any){
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let scom=this.node.getComponent(SkillCom)
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let acom=this.node.getComponent(AtkConCom)
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let skill=scom?scom:acom
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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!=skill.fac) {
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const distance = Math.abs(skill.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 = skill.skillConfig?.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(skill.node.position.x - a.node.position.x);
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const distanceB = Math.abs(skill.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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skill.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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skill.single_damage(target, false);
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});
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}
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}
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}
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/** 全局消息逻辑处理 */
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// private onHandler(event: string, args: any) {
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// switch (event) {
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