开始重构技能系统

This commit is contained in:
2025-10-14 10:53:14 +08:00
parent 43561fa1cc
commit 7441e94419
11 changed files with 888 additions and 203 deletions

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@@ -105,101 +105,101 @@ export const MonSet = {
export const HeroInfo = {
//主将
5001:{uuid:5001,name:"火焰骑士",path:"hk1", fac:FacSet.HERO, quality:QualitySet.GREEN,lv:1,kind:1,
type:HType.warrior,hp:100,def:5,ap:15,dis:100,cd:1,speed:150,skills:[6001,6001,6301,6302,6303],
type:HType.warrior,hp:100,mp:100,def:5,ap:15,dis:100,cd:1,speed:150,skills:[6005,6005],
buff:[],info:""},
5002:{uuid:5002,name:"刺客",path:"hc1", fac:FacSet.HERO, quality:QualitySet.BLUE,lv:1,kind:1,
type:HType.warrior,hp:100,def:5,ap:15,dis:100,cd:1,speed:150,skills:[6001,6001,6301,6302,6303],
type:HType.warrior,hp:100,mp:100,def:5,ap:15,dis:100,cd:1,speed:150,skills:[6005,6005],
buff:[],info:""},
5005:{uuid:5005,name:"绿箭",path:"ha1", fac:FacSet.HERO, quality:QualitySet.BLUE,lv:1,kind:2,
type:HType.remote,hp:100,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6003,6003,6301,6302,6303],
type:HType.remote,hp:100,mp:100,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6005,6005],
buff:[],info:""},
5007:{uuid:5007,name:"牧师",path:"hmh1", fac:FacSet.HERO, quality:QualitySet.PURPLE,lv:1,kind:2,
type:HType.mage,hp:100,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6004,6004,6301,6302,6303],
type:HType.mage,hp:100,mp:100,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6005,6005],
buff:[],info:""},
5008:{uuid:5008,name:"火女",path:"hmf1", fac:FacSet.HERO, quality:QualitySet.BLUE,lv:1,kind:2,
type:HType.mage,hp:100,def:5,ap:15,dis:400,cd:1.5,speed:100,skills:[6005,6005,6301,6302,6303],
type:HType.mage,hp:100,mp:100,def:5,ap:15,dis:400,cd:1.5,speed:100,skills:[6005,6005],
buff:[],info:""},
// 5009:{uuid:5009,name:"风暴精灵",path:"hk1", fac:FacSet.HERO, quality:QualitySet.BLUE,lv:1,kind:2,
// type:HType.mage,hp:100,def:5,ap:15,dis:400,cd:1.5,speed:100,skills:[6006,6006,6301,6302,6303],
// type:HType.mage,hp:100,mp:100,def:5,ap:15,dis:400,cd:1.5,speed:100,skills:[6006,6006,6301,6302,6303],
// buff:[],info:""},
// 5010:{uuid:5010,name:"战争祭祀",path:"hk1", fac:FacSet.HERO, quality:QualitySet.ORANGE,lv:1,kind:2,
// type:HType.mage,hp:100,def:5,ap:15,dis:400,cd:1.5,speed:100,skills:[6007,6007,6301,6302,6303],
// type:HType.mage,hp:100,mp:100,def:5,ap:15,dis:400,cd:1.5,speed:100,skills:[6007,6007,6301,6302,6303],
// buff:[],info:""},
// 5011:{uuid:5011,name:"ha2",path:"ha2", fac:FacSet.HERO, quality:QualitySet.BLUE,lv:1,kind:2,
// type:HType.remote,hp:100,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6003,6003,6301,6302,6303],
// type:HType.remote,hp:100,mp:100,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6003,6003,6301,6302,6303],
// buff:[],info:""},
//怪物
5201:{uuid:5201,name:"兽人战士",path:"mo1", fac:FacSet.MON, quality:QualitySet.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001],
type:HType.warrior,hp:25,mp:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6005,6005],
buff:[],info:"普通怪物-战士型"},
5202:{uuid:5202,name:"兽人刺客",path:"mo1", fac:FacSet.MON, quality:QualitySet.GREEN,lv:1,kind:1,
type:HType.remote,hp:20,def:5,ap:5,dis:350,cd:1,speed:100,skills:[6007],
type:HType.remote,hp:20,mp:100,def:5,ap:5,dis:350,cd:1,speed:100,skills:[6005,6005],
buff:[],info:"普通怪物-战士型"},
5203:{uuid:5203,name:"兽人护卫",path:"mo1", fac:FacSet.MON, quality:QualitySet.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001],
type:HType.warrior,hp:25,mp:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6005,6005],
buff:[],info:"普通怪物-战士型"},
5204:{uuid:5204,name:"石卫", path:"mo1", fac:FacSet.MON, quality:QualitySet.GREEN,lv:1,kind:1,
type:HType.mage,hp:18,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6001],
type:HType.mage,hp:18,mp:100,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6005,6005],
buff:[],info:"法师怪物-高伤害脆弱"},
5205:{uuid:5205,name:"土卫", path:"mo1", fac:FacSet.MON, quality:QualitySet.GREEN,lv:1,kind:1,
type:HType.mage,hp:18,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6001],
type:HType.mage,hp:18,mp:100,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6005,6005],
buff:[],info:"法师怪物-高伤害脆弱"},
5206:{uuid:5206,name:"树卫", path:"mo1", fac:FacSet.MON, quality:QualitySet.GREEN,lv:1,kind:1,
type:HType.mage,hp:18,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6001],
type:HType.mage,hp:18,mp:100,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6005,6005],
buff:[],info:"法师怪物-高伤害脆弱"},
5219:{uuid:5219,name:"牛头战士",path:"mo1", fac:FacSet.MON, quality:QualitySet.GREEN,lv:2,kind:1,
type:HType.warrior,hp:25,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001],
type:HType.warrior,hp:25,mp:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6005,6005],
buff:[],info:"普通怪物-战士型"},
5220:{uuid:5220,name:"牛头战士",path:"mo1", fac:FacSet.MON, quality:QualitySet.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001],
type:HType.warrior,hp:25,mp:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6005,6005],
buff:[],info:"普通怪物-战士型"},
5221:{uuid:5221,name:"牛头战士",path:"mo1", fac:FacSet.MON, quality:QualitySet.GREEN,lv:1,kind:1,
type:HType.remote,hp:20,def:5,ap:5,dis:350,cd:1.5,speed:100,skills:[6007],
type:HType.remote,hp:20,mp:100,def:5,ap:5,dis:350,cd:1.5,speed:100,skills:[6005,6005],
buff:[],info:"普通怪物-战士型"},
5222:{uuid:5222,name:"独眼巨人",path:"mo1", fac:FacSet.MON, quality:QualitySet.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001],
type:HType.warrior,hp:25,mp:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6005,6005],
buff:[],info:"普通怪物-战士型"},
5223:{uuid:5223,name:"独眼巨人",path:"mo1", fac:FacSet.MON, quality:QualitySet.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001],
type:HType.warrior,hp:25,mp:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6005,6005],
buff:[],info:"普通怪物-战士型"},
5224:{uuid:5224,name:"独眼巨人",path:"mo1", fac:FacSet.MON, quality:QualitySet.GREEN,lv:1,kind:1,
type:HType.remote,hp:20,def:5,ap:5,dis:350,cd:1.5,speed:100,skills:[6001],
type:HType.remote,hp:20,mp:100,def:5,ap:5,dis:350,cd:1.5,speed:100,skills:[6005,6005],
buff:[],info:"普通怪物-战士型"},
5225:{uuid:5225,name:"精英独眼",path:"mo1", fac:FacSet.MON, quality:QualitySet.BLUE,lv:1,kind:1,
type:HType.warrior,hp:45,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6006],
type:HType.warrior,hp:45,mp:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6006],
buff:[],info:"精英怪物-战士型"},
5226:{uuid:5226,name:"精英牛头",path:"mo1", fac:FacSet.MON, quality:QualitySet.BLUE,lv:1,kind:1,
type:HType.warrior,hp:45,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6007],
type:HType.warrior,hp:45,mp:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6005,6005],
buff:[],info:"精英怪物-战士型"},
5227:{uuid:5227,name:"精英兽人",path:"mo1", fac:FacSet.MON, quality:QualitySet.BLUE,lv:1,kind:1,
type:HType.warrior,hp:45,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6005],
type:HType.warrior,hp:45,mp:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6005,6005],
buff:[],info:"精英怪物-战士型"},
};

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@@ -0,0 +1,233 @@
import { _decorator, Animation, Collider2D, Contact2DType, Tween, v3, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { BezierMove } from "../BezierMove/BezierMove";
import { AType, BuffAttr, DTType, EType, SkillSet, SType, TGroup } from "../common/config/SkillSet";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { HeroViewComp } from "../hero/HeroViewComp";
import { GameEvent } from "../common/config/GameEvent";
import { smc } from "../common/SingletonModuleComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('AtkConCom')
@ecs.register('AtkCon', false)
export class AtkConCom extends CCComp {
@property({ type:Boolean })
public anmEnd: boolean = false;
@property({ type:Boolean })
public cbox: boolean = false;
// 核心标识和配置
s_uuid:number = 0;
// 运行时状态(必须缓存的)
is_destroy:boolean = false;
startPos: Vec3 = v3(); // 起始位置
targetPos: Vec3 = v3(); // 目标位置
group:number = 0; //阵营
fac:number=0; //阵营
caster:any=null;
// 战斗相关运行时数据
ap:number=0;
burn_count:number=0;
burn_value:number=0;
stun_time:number=0;
stun_ratio:number=0;
frost_ratio:number=0;
frost_time:number=0;
run_time:number=0;
hited_time:number=0;
hit_count:number=0;
caster_crit:number=0;
caster_crit_d:number=0;
puncture:number=0;
puncture_damage:number=0;
debuff_up:number=0;
debuff_value:number=0;
debuff_count:number=0;
// 组件引用
anim:Animation=null;
tweenInstance:Tween<any> = null;
private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向
// 缓存的配置对象(避免重复查找)
public skillConfig: any = null;
private isInitialized: boolean = false;
private initializeSkillConfig() {
if (this.isInitialized) return;
// 缓存技能配置,避免重复查找
this.skillConfig = SkillSet[this.s_uuid];
if (!this.skillConfig) {
// console.error("[SkillCom] 技能配置不存在:", this.s_uuid);
return;
}
this.isInitialized = true;
// console.log("[SkillCom] 技能配置初始化完成:", this.s_uuid, this.skillConfig.name);
}
start() {
this.initializeSkillConfig();
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
// this.on(ModuleEvent.Cmd, this.onHandler, this);
this.node.setPosition(this.startPos.x,this.startPos.y,0)
this.anim=this.node.getComponent(Animation)
this.on(GameEvent.MissionEnd, this.doDestroy, this);
this.node.active = true;
let collider = this.getComponent(Collider2D);
if(collider) {
collider.group = this.group;
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
let bm=this.node.getComponent(BezierMove)
// //console.log(this.group +"技能 collider ",collider);
switch(this.skillConfig.AType){
case AType.parabolic:
this.node.angle +=10
// bm.speed=700
if(this.group==BoxSet.MONSTER) {bm.controlPointSide=-1 }
bm.rotationSmoothness=0.6
bm.moveTo(this.targetPos)
break;
case AType.linear:
let s_x=this.startPos.x
let s_y=this.startPos.y
let t_x=this.targetPos.x
let t_y=this.targetPos.y
// 设定目标x
this.targetPos.x = 400;
if(this.group == BoxSet.MONSTER) {
bm.controlPointSide = -1;
this.targetPos.x = -400;
}
// 计算斜率
const k = (t_y - s_y) / (t_x - s_x);
// 按直线公式计算新的y
this.targetPos.y = k * (this.targetPos.x - s_x) + s_y;
bm.controlPointOffset=0
bm.rotationSmoothness=0.6
bm.moveTo(this.targetPos);
break;
case AType.StartEnd:
// 2段位移先升高然后移到目的地
this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
this.do_anim()
break;
case AType.fixedEnd:
this.node.setPosition(this.targetPos.x > 360?300:this.targetPos.x,0,0)
this.do_anim()
break;
case AType.fixedStart: //
if(this.s_uuid==6001){
console.log("skillcom startPos",this.startPos)
}
this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
this.do_anim()
break;
}
}
do_anim(){
if(this.node.getComponent(Animation)){
let anim = this.node.getComponent(Animation);
//console.log("[SkillCom]:has anim",anim)
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
}
}
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.is_destroy=true
}
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
// console.log(this.scale+"碰撞开始 ",seCol,oCol);
if(seCol.node.position.x-oCol.node.position.x > 100 ) return
let target = oCol.getComponent(HeroViewComp)
if(oCol.group!=this.group){
if(target == null) return;
if (!this.skillConfig) return;
// console.log("[SkillCom]:onBeginContact oCol||seCol",oCol.node.position,seCol.node.position)
this.single_damage(target,this.skillConfig.DTType==DTType.range?true:false)
// this.ent.destroy()
}
}
//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)
// 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
if(target == null) return;
if (!this.skillConfig) return;
let ap=this.ap
if(this.hit_count > 0 &&!is_range ){
ap=ap*(50+this.puncture_damage)/100
}
target.do_atked(ap,this.caster_crit,this.caster_crit_d,
this.burn_count,this.burn_value,
this.stun_time,this.stun_ratio,
this.frost_time,this.frost_ratio,
this.skillConfig.AtkedType
) // ap 及暴击 属性已经在skill.ts 处理
// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
if(this.skillConfig.debuff>0){
let debuff=this.skillConfig
let dev=debuff.deV*(100+this.debuff_value)/100
let deR=debuff.deR+this.debuff_up
dev=Math.round(dev*100)/100
let deC=debuff.deC+this.debuff_count //dec只作为次数叠加
// //console.log("[SkillCom]:debuff",this.skillConfig.name,debuff.debuff,deUP.deV,deUP.deC)
target.add_debuff(debuff.debuff,dev,deC,deR)
}
this.hit_count++
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.skillConfig.hit,this.puncture)
if(this.hit_count>=(this.skillConfig.hit+this.puncture)&&(this.skillConfig.DTType!=DTType.range)&&(this.skillConfig.EType!=EType.animationEnd)&&(this.skillConfig.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
}
update(deltaTime: number) {
// 确保配置已初始化(处理 update 可能先于 start 执行的情况)
if (!this.isInitialized) {
this.initializeSkillConfig();
if (!this.skillConfig) return;
}
if(smc.mission.pause) {
if(this.anim) this.anim.pause()
return;
}
if(this.anim) this.anim.resume()
if (!this.node || !this.node.isValid) return;
if(this.skillConfig.EType==EType.timeEnd){
this.run_time+=deltaTime
if(this.run_time>this.skillConfig.in){
// //console.log("[SkillCom]: timeEnd destroy",this.s_uuid,this.run_time)
this.is_destroy=true
}
}
//直线移动
// if(this.skillConfig.AType == AType.linear) this.startLinearMove(deltaTime);
this.toDestroy();
}
toDestroy() {
if(this.is_destroy){
if (this.ent) {
this.ent.destroy();
} else {
// 如果ent不存在直接销毁节点
if (this.node && this.node.isValid) {
this.node.destroy();
}
}
}
}
doDestroy(){
// //console.log("[SkillCom]:doDestroy")
this.is_destroy=true
}
reset() {
this.node.destroy();
}
}

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@@ -2,7 +2,7 @@
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "36448c83-0bd9-495b-806d-6e7d640370e3",
"uuid": "411a8c58-dab3-45d4-92d9-9fe420a9faa0",
"files": [],
"subMetas": {},
"userData": {}

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@@ -1,139 +0,0 @@
// import { Node, UI, UITransform, Vec3 } from "cc";
// import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
// import { HeroViewComp } from "../hero/HeroViewComp";
// import { SkillSet, TGroup, TType } from "../common/config/SkillSet";
// import { CdType } from "../common/config/SkillSet";
// import { oops } from "db://oops-framework/core/Oops";
// import { GameEvent } from "../common/config/GameEvent";
// import { Skill } from "../skills/Skill";
// import { SkillCom } from "../skills/SkillCom";
// import { AType } from "../common/config/SkillSet";
// import { BoxSet } from "../common/config/BoxSet";
// /** 技能系统 */
// @ecs.register('HeroSkillSystem')
// export class HeroSkillSystem extends ecs.ComblockSystem {
// // export class HeroSkillSystem implements ecs.ISystemUpdate {
// // private updateInterval: number = 0.1; // 每0.1秒更新一次
// // private accumulator: number = 0;
// private _timers: { [key: string]: number } = {};
// private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
// init(): void {
// oops.message.on(GameEvent.FightEnd, this.clear_timer, this);
// }
// filter(): ecs.IMatcher {
// return ecs.allOf(HeroViewComp);
// }
// update(e: ecs.Entity) {
// //return false
// // 处理伤害队列
// const view = e.get(HeroViewComp);
// // 只在攻击状态触发技能
// if (view.is_atking &&view.at > view.cd) {
// const config = SkillSet[view.atk_skill];
// if (!config) return;
// this.castSkill(e, view.atk_skill, config);
// view.at = 0;
// }
// }
// /** 施放技能 */
// private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
// const view = caster.get(HeroViewComp);
// // console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
// if (config.TGroup === TGroup.Enemy) {
// caster.get(HeroViewComp).playSkillEffect(config.uuid);
// this.doSkill(caster,config);
// }
// if (config.TGroup === TGroup.Ally) {
// const targets = this.selectAllyTargets(caster, config);
// if (targets.length === 0) return;
// }
// if (config.TGroup === TGroup.Self) {
// }
// }
// private doSkill(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
// const view = caster.get(HeroViewComp);
// const skillEntity = ecs.getEntity<Skill>(Skill);
// const targets = this.selectEnemyTargets(caster, config);
// if (targets.length === 0) return;
// skillEntity.load(
// new Vec3(view.node.position.x, view.node.position.y+BoxSet.ATK_Y, 0), // 起始位置
// view.box_group, // 阵营
// view.node.parent, // 父节点
// config.uuid, // 技能ID
// new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置
// view
// );
// // console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name);
// }
// private selectEnemyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
// const casterView = caster.get(HeroViewComp);
// const team = casterView.fac;
// const isEnemyTeam = team === 0 ? 1 : 0;
// const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac !== team);
// return this.filterFrontRow(candidates, isEnemyTeam);
// }
// private selectAllyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
// const casterView = caster.get(HeroViewComp);
// const team = casterView.fac;
// const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac === team);
// // 第二阶段:位置/血量等精细筛选
// switch(config.TType) {
// case TType.Melee:
// return candidates.filter(e => e.get(HeroViewComp).type === 0);
// case TType.Ranged:
// return candidates.filter(e => e.get(HeroViewComp).type === 1);
// case TType.SupportClass:
// return candidates.filter(e => e.get(HeroViewComp).type === 2);
// case TType.Random:
// return this.pickRandomTarget(candidates, config.count || 1);
// default:
// return candidates;
// }
// }
// /** 筛选最前排单位 */
// private filterFrontRow(entities: ecs.Entity[], isEnemyTeam: number): ecs.Entity[] {
// // 敌方最前排是x坐标最大的我方最前排是x坐标最小的
// const keyPos = isEnemyTeam ?
// Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x)) :
// Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x));
// return entities.filter(e =>
// Math.abs(e.get(HeroViewComp).node.position.x - keyPos) < 10
// );
// }
// /** 随机选择目标 */
// private pickRandomTarget(entities: ecs.Entity[], count: number): ecs.Entity[] {
// const shuffled = [...entities].sort(() => 0.5 - Math.random());
// return shuffled.slice(0, count);
// }
// public clear_timer() {
// // console.log("clear_timer");
// Object.values(this._timers).forEach(clearTimeout);
// }
// onDestroy() {
// Object.values(this._timers).forEach(clearTimeout);
// }
// /** 应用负面状态 */
// private applyDebuff(target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
// // 实现debuff逻辑...
// }
// }

View File

@@ -45,7 +45,7 @@ export class Skill extends ecs.Entity {
}
// 加载预制体
const path = `game/skills/${config.sp_name}`;
const path = `game/skill/atk/${config.sp_name}`;
const prefab:Prefab = oops.res.get(path, Prefab);
if (!prefab) {
console.error("[Skill] 预制体加载失败:", path);

View File

@@ -22,7 +22,6 @@ const { ccclass, property } = _decorator;
export class SkillCom extends CCComp {
// 核心标识和配置
s_uuid:number = 0;
// 运行时状态(必须缓存的)
is_destroy:boolean = false;
startPos: Vec3 = v3(); // 起始位置
@@ -81,14 +80,9 @@ export class SkillCom extends CCComp {
this.initializeSkillConfig();
if (!this.skillConfig) return;
this.node.setPosition(this.startPos.x,this.startPos.y,0)
this.anim=this.node.getComponent(Animation)
this.on(GameEvent.MissionEnd, this.doDestroy, this);
this.node.active = true;
//console.log("[SkillCom]:caster",this.caster)
let collider = this.getComponent(Collider2D);
if(collider) {
collider.group = this.group;