refactor(战斗系统): 优化伤害计算与技能释放逻辑,下一步 将伤害信标处理,改为队列处理

- 移除HeroViewComp中的调试日志
- 缩短技能释放前摇时间从0.3秒到0.1秒
- 重构Skill类,清理无用导入并优化属性传递
- 改进HeroAtkSystem,添加伤害数据深拷贝避免重复处理
- 完善SkillView,增加技能结束类型处理并优化伤害应用逻辑
This commit is contained in:
2025-10-31 16:43:27 +08:00
parent 028a175df4
commit 8e0d09fc98
5 changed files with 63 additions and 54 deletions

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@@ -27,7 +27,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
private debugMode: boolean = false; // 是否启用调试模式
/**
* 过滤器:只处理拥有 HeroAttrsComp 的实体
* 过滤器:只处理拥有伤害数据的实体
*/
filter(): ecs.IMatcher {
return ecs.allOf(HeroAttrsComp, DmgDataCom);
@@ -38,22 +38,38 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
*/
entityEnter(e: ecs.Entity): void {
const model = e.get(HeroAttrsComp);
const dmgData=e.get(DmgDataCom)
const dmgData = e.get(DmgDataCom);
if (!model || !dmgData) return;
let FDData = this.doAttack(e,dmgData)
e.remove(DmgDataCom)
console.log(`[HeroAtkSystem] 英雄${model.hero_name} (uuid: ${model.hero_uuid}) 受到伤害 ${FDData.damage}技能ID ${dmgData.s_uuid}`);
const caster = dmgData.caster;
// 深度拷贝伤害数据,避免组件移除后数据丢失
const dmgDataCopy = this.deepCopyDmgData(dmgData);
// 立即移除组件,避免重复处理
e.remove(DmgDataCom);
// 使用拷贝的数据进行伤害计算
let FDData = this.doAttack(e, dmgDataCopy);
console.log(`[HeroAtkSystem] 英雄${model.hero_name} (uuid: ${model.hero_uuid}) 受到 ${caster.ent.get(HeroAttrsComp).hero_name}(uuid: ${caster.ent.get(HeroAttrsComp).hero_uuid})的 伤害 ${FDData.damage},${FDData.isCrit?"暴击":"普通"}攻击技能ID ${dmgDataCopy.s_uuid}`);
}
/**
* 深度拷贝伤害数据
*/
private deepCopyDmgData(dmgData: DmgDataCom): any {
return {
Attrs: dmgData.Attrs ? { ...dmgData.Attrs } : null,
s_uuid: dmgData.s_uuid
};
}
/**
* 处理角色被攻击
* @param target 被攻击的目标实体
* @param remainingDamage 基础伤害值
* @param attackerAttrs 攻击者的属性
* @param skillId 技能ID
* @param dmgData 伤害数据(可以是组件或拷贝的对象)
* @returns 实际造成的伤害
*/
public doAttack(target: ecs.Entity,dmgData:DmgDataCom): FDData {
public doAttack(target: ecs.Entity, dmgDataCopy: any): FDData {
const targetModel = target.get(HeroAttrsComp);
const targetView = target.get(HeroViewComp);
let reDate:FDData={
@@ -61,11 +77,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
isCrit:false,
isDodge:false,
}
console.log("[HeroAtkSystem] doAttack",target,dmgData)
if (!targetModel || targetModel.is_dead) return reDate;
// 获取技能配置
const skillConf = SkillSet[dmgData.s_uuid];
const skillConf = SkillSet[dmgDataCopy.s_uuid];
if (!skillConf) return reDate;
// 触发被攻击事件
@@ -80,8 +95,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// 暴击判定
const isCrit = this.checkCrit(targetModel.Attrs[Attrs.CRITICAL]);
let damage = this.dmgCount(dmgData.Attrs,dmgData.s_uuid);
let damage = this.dmgCount(dmgDataCopy.Attrs,dmgDataCopy.s_uuid);
if (isCrit) {
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + targetModel.Attrs[Attrs.CRITICAL_DMG]) / 100));
reDate.isCrit=true;
@@ -91,8 +105,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
damage = this.calculateDamage(targetModel, damage);
// 护盾吸收
damage = this.absorbShield(targetModel, damage);
damage =Math.floor(this.absorbShield(targetModel, damage))
if (damage <= 0) return reDate;
// 应用伤害到数据层
@@ -101,7 +114,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// ✅ 触发视图层表现(伤害数字、受击动画、后退)
if (targetView) {
targetView.do_atked(damage, isCrit, dmgData.s_uuid);
targetView.do_atked(damage, isCrit, dmgDataCopy.s_uuid);
}
// 检查死亡
@@ -121,10 +134,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
return reDate;
}
//伤害计算,暂时简单计算
private dmgCount(Attrs:any,s_uuid){
private dmgCount(CAttrs:any,s_uuid:number){
let sConf = SkillSet[s_uuid];
if (!sConf) return 0;
let AP = sConf.ap*Attrs[Attrs.AP];
let AP = sConf.ap*CAttrs[Attrs.AP]/100;
return AP;
}
/**

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@@ -297,7 +297,6 @@ export class HeroViewComp extends CCComp {
let SConf=SkillSet[s_uuid]
this.back()
this.showDamage(damage, isCrit, SConf.AtkedName); // 暴击状态由战斗系统内部处理
console.log("[HeroViewComp] do_atked",damage,isCrit,SConf.AtkedName)
}
//后退
back(){

View File

@@ -109,7 +109,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
heroView.playSkillEffect(s_uuid);
// 2. 延迟创建技能实体(等待动画)
const delay = config.with ?? 0.3; // 施法前摇时间
const delay = 0.1
heroView.scheduleOnce(() => {
this.createSkill(s_uuid, heroView);
}, delay);

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@@ -1,17 +1,11 @@
import { instantiate, Node, Prefab, v3, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { Hero } from "../hero/Hero";
import { Monster } from "../hero/Mon";
import { ECSEntity } from "db://oops-framework/libs/ecs/ECSEntity";
import { SkillSet } from "../common/config/SkillSet";
import { oops } from "db://oops-framework/core/Oops";
import { AtkConCom } from "./AtkConCom";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { HType } from "../common/config/heroSet";
import { SkillView } from "./SkillView";
import { SDataCom } from "./SDataCom";
import { Attrs } from "../common/config/HeroAttrs";
import { SMoveDataComp } from "../skill/SMoveComp";
import { HeroViewComp } from "../hero/HeroViewComp";
@@ -75,13 +69,14 @@ export class Skill extends ecs.Entity {
sMoveCom.s_uuid=s_uuid
sMoveCom.scale=caster.node.scale.x < 0 ? -1 : 1
let casterAttrs=caster.ent.get(HeroAttrsComp).Attrs
let cAttrsComp=caster.ent.get(HeroAttrsComp)
// 初始化数据组件
const sDataCom = this.get(SDataCom);
sDataCom.group=caster.box_group
sDataCom.caster=caster
sDataCom.Attrs=casterAttrs
sDataCom.Attrs=cAttrsComp.Attrs
sDataCom.s_uuid=s_uuid
sDataCom.fac=cAttrsComp.fac
}
/** 模块资源释放 */

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@@ -2,14 +2,15 @@ import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, UITransfor
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { HeroViewComp } from "../hero/HeroViewComp";
import { DTType, EType, RType, SkillSet } from "../common/config/SkillSet";
import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet";
import { BezierMove } from "../BezierMove/BezierMove";
import { BoxSet } from "../common/config/BoxSet";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { DmgDataCom, SDataCom } from "./SDataCom";
import { SMoveDataComp } from "./SMoveComp";
import { Attrs } from "../common/config/HeroAttrs";
import { MonMoveComp } from "../hero/MonMove";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { HeroMoveComp } from "../hero/HeroMove";
const { ccclass, property } = _decorator;
@@ -23,15 +24,18 @@ export class SkillView extends CCComp {
@property({ type: CCInteger })
atk_y: number = 0
@property({ type: CCInteger })
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
runType: RType = 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
@property({ type: CCInteger })
endType: EType = 0 //
anim:Animation=null;
group:number=0;
SConf:any=null;
SConf:SkillConfig=null;
sData:SDataCom=null;
s_uuid:number=1001
start() {
console.log("SkillView start scale",this.node.scale)
this.SConf = SkillSet[this.s_uuid]
this.sData=this.ent.get(SDataCom)
this.anim=this.node.getComponent(Animation)
this.node.active = true;
let collider = this.getComponent(Collider2D);
@@ -67,11 +71,13 @@ export class SkillView extends CCComp {
if(oCol.group!=this.group){
if(target == null) return;
if (!this.SConf) return;
if(this.endType==EType.collision){
this.apply_damage(target)
}
}
}
do_bezier(startPos:Vec3,targetPos:Vec3){
console.log("do_bezier",startPos,targetPos)
let bm=this.node.getComponent(BezierMove)
this.node.angle +=10
// bm.speed=700
@@ -80,7 +86,6 @@ export class SkillView extends CCComp {
bm.moveTo(targetPos)
}
do_linear(startPos:Vec3,targetPos:Vec3){
console.log("do_linear",startPos,targetPos)
let bm=this.node.getComponent(BezierMove)
let s_x=startPos.x
let s_y=startPos.y
@@ -101,12 +106,11 @@ export class SkillView extends CCComp {
bm.moveTo(targetPos);
}
do_fixedEnd(startPos:Vec3,targetPos:Vec3){
console.log("do_fixedEnd",startPos,targetPos)
this.node.setPosition(targetPos.x > 360?300:targetPos.x,this.node.position.y,0)
this.do_anim()
}
do_fixedStart(startPos:Vec3,targetPos:Vec3){
console.log("do_fixedStart",startPos,targetPos)
// console.log("do_fixedStart",startPos,targetPos)
this.node.setPosition(startPos.x,this.node.position.y,0)
this.do_anim()
}
@@ -118,18 +122,18 @@ export class SkillView extends CCComp {
}
}
onAnimationFinished(){
if(this.endType==EType.animationEnd){
this.ent.destroy()
}
}
//动画帧事件 atk 触发
public atk(args:any){
let dis=this.node.getComponent(UITransform).width/2
let sData=this.ent.get(SDataCom)
let fac=sData.fac
let enemys:any=[]
if(fac==BoxSet.HERO){
if( this.sData.fac==FacSet.HERO){
enemys=ecs.query(ecs.allOf(MonMoveComp))
}else{
enemys=ecs.query(ecs.allOf(HeroViewComp))
enemys=ecs.query(ecs.allOf(HeroMoveComp))
}
let IRTargets: HeroViewComp[] = []
// 收集范围内所有敌方目标
@@ -174,17 +178,15 @@ export class SkillView extends CCComp {
apply_damage(target:HeroViewComp,is_range:boolean=false){
if(target == null) return;
if (!this.SConf) return;
let sData=this.ent.get(SDataCom)
//伤害处理
target.ent.add(DmgDataCom)
target.ent.addComponents<DmgDataCom>(DmgDataCom)
let dmgData=target.ent.get(DmgDataCom)
dmgData.Attrs=sData.Attrs
dmgData.caster=sData.caster
dmgData.s_uuid=sData.s_uuid
console.log("[SkillCom]:apply_damage",target,sData,dmgData)
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
dmgData.Attrs= this.sData.Attrs
dmgData.caster= this.sData.caster
dmgData.s_uuid= this.sData.s_uuid
// console.log(`[SkillCom]: ${this.sData.caster.ent.get(HeroAttrsComp).hero_name}[${this.sData.caster.ent.get(HeroAttrsComp).fac}:${ this.sData.fac}:${target.ent.get(HeroAttrsComp).fac}] 对 ${target.ent.get(HeroAttrsComp).hero_name} 释放技能 ${this.SConf.name}`)
this.sData.hit_count++
if( this.sData.hit_count>=(this.SConf.hit+ this.sData.Attrs[Attrs.PUNCTURE])&&(this.SConf.DTType!=DTType.range)&&(this.endType!=EType.animationEnd)&&(this.endType!=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() {