refactor(skill): 重构伤害计算逻辑
- 删除SkillEnt.ts及其meta文件,简化技能实体管理 - 将SDataCom重命名为更清晰的DmgDataCom和SDataCom - 重构伤害计算系统,增加命中检测和伤害类型处理 - 优化技能碰撞检测逻辑,支持范围伤害和数量限制
This commit is contained in:
@@ -3,6 +3,7 @@ import { FacSet } from "../common/config/BoxSet";
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import { Attrs } from "../common/config/HeroAttrs";
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import { FightSet } from "../common/config/Mission";
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import { SkillSet } from "../common/config/SkillSet";
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import { DmgDataCom } from "../skill/SDataCom";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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@@ -14,8 +15,12 @@ export class HeroAtkComp extends ecs.Comp {
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}
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}
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/** 业务层业务逻辑处理对象 */
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interface FDData{
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damage:number,
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isCrit:boolean,
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isDodge:boolean,
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}
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/** 业务层业务逻辑处理对象 伤害处理系统 */
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@ecs.register('HeroAtkSystem')
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export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate, ecs.IEntityEnterSystem {
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@@ -25,7 +30,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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* 过滤器:只处理拥有 HeroAttrsComp 的实体
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*/
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroAttrsComp);
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return ecs.allOf(HeroAttrsComp,DmgDataCom);
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}
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/**
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@@ -33,9 +38,11 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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*/
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entityEnter(e: ecs.Entity): void {
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const model = e.get(HeroAttrsComp);
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if (!model) return;
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console.log(`[HeroBattleSystem] 英雄进入战斗系统: ${model.hero_name} (uuid: ${model.hero_uuid})`);
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const dmgData=e.get(DmgDataCom)
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if (!model || !dmgData) return;
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let FDData = this.doAttack(e,dmgData)
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e.remove(DmgDataCom)
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console.log(`[HeroAtkSystem] 英雄${model.hero_name} (uuid: ${model.hero_uuid}) 受到伤害 ${FDData.damage},技能ID ${dmgData.s_uuid}`);
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}
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/**
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@@ -46,13 +53,19 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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* @param skillId 技能ID
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* @returns 实际造成的伤害
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*/
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public doAttack(target: ecs.Entity, remainingDamage: number, attackerAttrs: any, skillId: number): number {
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public doAttack(target: ecs.Entity,dmgData:DmgDataCom): FDData {
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const targetModel = target.get(HeroAttrsComp);
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const targetView = target.get(HeroViewComp);
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if (!targetModel || targetModel.is_dead) return 0;
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let reDate:FDData={
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damage:0,
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isCrit:false,
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isDodge:false,
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}
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if (!targetModel || targetModel.is_dead) return reDate;
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// 获取技能配置
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const skillConf = SkillSet[skillId];
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const skillConf = SkillSet[dmgData.s_uuid];
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if (!skillConf) return reDate;
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// 触发被攻击事件
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this.onAttacked(target);
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@@ -60,15 +73,17 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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// 闪避判定
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if (this.checkDodge(targetModel)) {
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// TODO: 触发闪避视图表现
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return 0;
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reDate.isDodge=true;
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return reDate;
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}
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// 暴击判定
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const isCrit = this.checkCrit(attackerAttrs[Attrs.CRITICAL]);
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let damage = remainingDamage;
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const isCrit = this.checkCrit(targetModel.Attrs[Attrs.CRITICAL]);
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let damage = this.dmgCount(dmgData.Attrs,dmgData.s_uuid);
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if (isCrit) {
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + attackerAttrs[Attrs.CRITICAL_DMG]) / 100));
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + targetModel.Attrs[Attrs.CRITICAL_DMG]) / 100));
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reDate.isCrit=true;
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}
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// 伤害计算(考虑易伤等debuff)
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@@ -77,7 +92,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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// 护盾吸收
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damage = this.absorbShield(targetModel, damage);
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if (damage <= 0) return 0;
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if (damage <= 0) return reDate;
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// 应用伤害到数据层
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targetModel.hp -= damage;
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@@ -85,7 +100,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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// ✅ 触发视图层表现(伤害数字、受击动画、后退)
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if (targetView) {
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targetView.do_atked(damage, isCrit, skillId);
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targetView.do_atked(damage, isCrit, dmgData.s_uuid);
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}
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// 检查死亡
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@@ -101,9 +116,16 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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console.log(`[HeroAtkSystem] ${targetModel.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
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}
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return damage;
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reDate.damage=damage;
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return reDate;
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}
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//伤害计算,暂时简单计算
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private dmgCount(Attrs:any,s_uuid){
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let sConf = SkillSet[s_uuid];
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if (!sConf) return 0;
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let AP = sConf.ap*Attrs[Attrs.AP];
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return AP;
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}
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/**
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* 处理角色死亡
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*/
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@@ -2,6 +2,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
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import { BuffConf, SkillSet } from "../common/config/SkillSet";
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import { HeroInfo, AttrSet, HeroUpSet } from "../common/config/heroSet";
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import { DmgDataCom } from "../skill/SDataCom";
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import { EBusComp } from "./EBusComp";
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@@ -345,6 +346,8 @@ export class HeroAttrsComp extends ecs.Comp {
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return this.NeAttrs[NeAttrs.IN_FROST]?.time > 0;
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}
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reset() {
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// 重置为初始状态
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this.hero_uuid = 1001;
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@@ -1,9 +0,0 @@
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "a38a89b8-24eb-429f-92d4-7d3f4d87ba88",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -3,7 +3,6 @@ import { Vec3, v3 } from "cc";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { SkillSet, SType } from "../common/config/SkillSet";
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import { SkillEnt } from "../skill/SkillEnt";
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import { HeroSkillsComp } from "./HeroSkills";
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import { Skill } from "../skill/Skill";
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import { CSRequestComp } from "../skill/STagComps";
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@@ -1,9 +0,0 @@
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "5ef9c9a8-c661-44fd-93f4-fc133f734867",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -3,16 +3,34 @@ import { BoxSet } from "../common/config/BoxSet";
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import { HeroViewComp } from "../hero/HeroViewComp";
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/** 业务层对象 */
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//技能数据
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@ecs.register('SDataCom')
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export class SDataCom extends ecs.Comp {
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/** 业务层组件移除时,重置所有数据为默认值 */
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attrs:any=null
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Attrs:any=null
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caster:HeroViewComp=null
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group:BoxSet=BoxSet.HERO
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fac: number = 0; // 0:hero 1:monster
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s_uuid:number=0
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hit_count:number=0 //击中数量
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reset() {
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this.Attrs=null
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this.group=BoxSet.HERO
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this.fac=0
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this.s_uuid=0
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this.caster=null
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this.hit_count=0
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}
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}
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//伤害数据
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@ecs.register('DmgDataCom')
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export class DmgDataCom extends ecs.Comp {
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/** 业务层组件移除时,重置所有数据为默认值 */
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Attrs:any=null
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caster:HeroViewComp=null
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s_uuid:number=0
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reset() {
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this.attrs=null
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this.group=0
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this.Attrs=null
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this.s_uuid=0
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this.caster=null
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}
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@@ -83,7 +83,7 @@ export class Skill extends ecs.Entity {
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const sDataCom = this.get(SDataCom);
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sDataCom.group=caster.box_group
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sDataCom.caster=caster
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sDataCom.attrs=casterAttrs
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sDataCom.Attrs=casterAttrs
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sDataCom.s_uuid=s_uuid
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}
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@@ -92,6 +92,7 @@ export class Skill extends ecs.Entity {
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destroy() {
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// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
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this.remove(SDataCom);
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this.remove(SMoveDataComp)
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this.remove(SkillView)
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super.destroy();
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@@ -1,77 +0,0 @@
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import { 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 { SkillSet } from "../common/config/SkillSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { smc } from "../common/SingletonModuleComp";
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import { FacSet } from "../common/config/BoxSet";
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import { HType } from "../common/config/heroSet";
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import { SkillViewCom } from "./SkillViewCom";
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import { HeroViewComp } from "../hero/HeroViewComp";
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/** SkillCon 模块 */
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@ecs.register(`SkillEnt`)
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export class SkillEnt extends ecs.Entity {
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load(startPos: Vec3, parent: Node, uuid: number, targetPos: any[], caster:HeroViewComp=null,dmg:number=0) {
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const config = SkillSet[uuid];
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if (!config) {
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console.error("[Skill] 技能配置不存在:", uuid);
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return;
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}
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// 检查施法者
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if (!caster) {
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console.error("[Skill] 施法者为空");
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return;
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}
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// 加载预制体
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const path = `game/skill/atk/${config.sp_name}`;
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const prefab:Prefab = oops.res.get(path, Prefab);
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if (!prefab) {
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console.error("[Skill] 预制体加载失败:", path);
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return;
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}
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// console.log("load skill startPos",startPos)
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const node: Node = instantiate(prefab);
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console.log("load skill node",node)
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node.parent = parent;
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// 设置节点属性
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node.setPosition(startPos);
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if(caster.fac==FacSet.MON){
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node.scale=v3(node.scale.x*-1,1,1)
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}else{
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if(caster.type==HType.warrior){
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if(caster.node.scale.x<0){
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node.scale=v3(node.scale.x*-1,node.scale.y,1)
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}
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}
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}
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// 添加技能组件
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const SComp = node.getComponent(SkillViewCom); // 初始化技能参数
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// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
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// 核心标识
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SComp.s_uuid= uuid
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SComp.cName=caster.hero_name
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SComp.scale= caster.node.scale.x
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// 位置和施法者信息
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SComp.startPos= startPos
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SComp.targetPos= targetPos
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SComp.group= caster.box_group
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SComp.fac= caster.fac,
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// 技能数值(深拷贝避免引用问题)
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SComp.Attrs = { ...caster.Attrs } // 或使用 Object.assign({}, caster.Attrs)
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SComp.caster= caster,
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this.add(SComp);
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}
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/** 实始添加的数据层组件 */
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protected init() {
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// this.addComponents<ecs.Comp>();
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}
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/** 模块资源释放 */
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destroy() {
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// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
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this.remove(SkillViewCom);
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super.destroy();
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}
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}
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@@ -1,9 +0,0 @@
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "65a6cf41-5233-445e-b656-1fcf0e37d53d",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -1,12 +1,15 @@
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import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, v3, Vec3 } from "cc";
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import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, 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 { HeroViewComp } from "../hero/HeroViewComp";
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import { DTType, RType, SkillSet } from "../common/config/SkillSet";
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import { DTType, EType, RType, SkillSet } from "../common/config/SkillSet";
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import { BezierMove } from "../BezierMove/BezierMove";
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import { BoxSet } from "../common/config/BoxSet";
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import { SDataCom } from "./SDataCom";
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import { DmgDataCom, SDataCom } from "./SDataCom";
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import { SMoveDataComp } from "./SMoveComp";
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import { Attrs } from "../common/config/HeroAttrs";
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import { MonMoveComp } from "../hero/MonMove";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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const { ccclass, property } = _decorator;
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@@ -108,6 +111,71 @@ export class SkillView extends CCComp {
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}
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onAnimationFinished(){
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}
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//动画帧事件 atk 触发
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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 sData=this.ent.get(SDataCom)
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let fac=sData.fac
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let enemys:any=[]
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if(fac==BoxSet.HERO){
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enemys=ecs.query(ecs.allOf(MonMoveComp))
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}else{
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enemys=ecs.query(ecs.allOf(HeroViewComp))
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}
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let IRTargets: HeroViewComp[] = []
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// 收集范围内所有敌方目标
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enemys.some(e => {
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const view = e.get(HeroViewComp);
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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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IRTargets.push(view);
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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(IRTargets.length > 0) {
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// 按距离排序(从近到远)
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IRTargets.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, IRTargets.length);
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const sTargets = IRTargets.slice(0, maxTargets);
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sTargets.forEach(target => {
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this.apply_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(IRTargets.length > 0) {
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IRTargets.forEach(target => {
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this.apply_damage(target, true);
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});
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}
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}
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}
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//伤害应用
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apply_damage(target:HeroViewComp,is_range:boolean=false){
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if(target == null) return;
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if (!this.SConf) return;
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let sData=this.ent.get(SDataCom)
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//伤害处理
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let dmgData=target.ent.add(DmgDataCom)
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dmgData.Attrs=sData.Attrs
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dmgData.caster=sData.caster
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dmgData.s_uuid=sData.s_uuid
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sData.hit_count++
|
||||
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture)
|
||||
if(sData.hit_count>=(this.SConf.hit+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
|
||||
}
|
||||
/** 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() {
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "e8a3bd61-1102-4fb8-8eca-c795cad7ef52",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "d3d7bbfc-9c24-4551-8bb5-7a40d7c271cd",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
Reference in New Issue
Block a user