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:
@@ -27,10 +27,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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private debugMode: boolean = false; // 是否启用调试模式
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/**
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* 过滤器:只处理拥有 HeroAttrsComp 的实体
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* 过滤器:只处理拥有伤害数据的实体
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*/
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroAttrsComp,DmgDataCom);
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return ecs.allOf(HeroAttrsComp, DmgDataCom);
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}
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/**
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@@ -38,22 +38,38 @@ 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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const dmgData=e.get(DmgDataCom)
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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 ${dmgData.s_uuid}`);
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const caster = dmgData.caster;
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// 深度拷贝伤害数据,避免组件移除后数据丢失
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const dmgDataCopy = this.deepCopyDmgData(dmgData);
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// 立即移除组件,避免重复处理
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e.remove(DmgDataCom);
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// 使用拷贝的数据进行伤害计算
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let FDData = this.doAttack(e, dmgDataCopy);
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console.log(`[HeroAtkSystem] 英雄${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}`);
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}
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/**
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* 深度拷贝伤害数据
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*/
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private deepCopyDmgData(dmgData: DmgDataCom): any {
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return {
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Attrs: dmgData.Attrs ? { ...dmgData.Attrs } : null,
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s_uuid: dmgData.s_uuid
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};
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}
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/**
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* 处理角色被攻击
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* @param target 被攻击的目标实体
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* @param remainingDamage 基础伤害值
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* @param attackerAttrs 攻击者的属性
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* @param skillId 技能ID
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* @param dmgData 伤害数据(可以是组件或拷贝的对象)
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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,dmgData:DmgDataCom): FDData {
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public doAttack(target: ecs.Entity, dmgDataCopy: any): FDData {
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const targetModel = target.get(HeroAttrsComp);
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const targetView = target.get(HeroViewComp);
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let reDate:FDData={
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@@ -61,11 +77,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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isCrit:false,
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isDodge:false,
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}
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console.log("[HeroAtkSystem] doAttack",target,dmgData)
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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[dmgData.s_uuid];
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const skillConf = SkillSet[dmgDataCopy.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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@@ -80,8 +95,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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// 暴击判定
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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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let damage = this.dmgCount(dmgDataCopy.Attrs,dmgDataCopy.s_uuid);
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if (isCrit) {
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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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@@ -91,8 +105,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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damage = this.calculateDamage(targetModel, damage);
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// 护盾吸收
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damage = this.absorbShield(targetModel, damage);
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damage =Math.floor(this.absorbShield(targetModel, damage))
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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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@@ -101,7 +114,7 @@ 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, dmgData.s_uuid);
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targetView.do_atked(damage, isCrit, dmgDataCopy.s_uuid);
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}
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// 检查死亡
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@@ -121,10 +134,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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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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private dmgCount(CAttrs:any,s_uuid:number){
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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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let AP = sConf.ap*CAttrs[Attrs.AP]/100;
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return AP;
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}
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/**
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@@ -297,7 +297,6 @@ export class HeroViewComp extends CCComp {
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let SConf=SkillSet[s_uuid]
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this.back()
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this.showDamage(damage, isCrit, SConf.AtkedName); // 暴击状态由战斗系统内部处理
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console.log("[HeroViewComp] do_atked",damage,isCrit,SConf.AtkedName)
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}
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//后退
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back(){
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@@ -109,7 +109,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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heroView.playSkillEffect(s_uuid);
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// 2. 延迟创建技能实体(等待动画)
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const delay = config.with ?? 0.3; // 施法前摇时间
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const delay = 0.1
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView);
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}, delay);
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@@ -1,17 +1,11 @@
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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 { Hero } from "../hero/Hero";
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import { Monster } from "../hero/Mon";
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import { ECSEntity } from "db://oops-framework/libs/ecs/ECSEntity";
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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 { AtkConCom } from "./AtkConCom";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { HType } from "../common/config/heroSet";
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import { SkillView } from "./SkillView";
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import { SDataCom } from "./SDataCom";
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import { Attrs } from "../common/config/HeroAttrs";
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import { SMoveDataComp } from "../skill/SMoveComp";
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import { HeroViewComp } from "../hero/HeroViewComp";
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@@ -75,13 +69,14 @@ export class Skill extends ecs.Entity {
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sMoveCom.s_uuid=s_uuid
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sMoveCom.scale=caster.node.scale.x < 0 ? -1 : 1
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let casterAttrs=caster.ent.get(HeroAttrsComp).Attrs
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let cAttrsComp=caster.ent.get(HeroAttrsComp)
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// 初始化数据组件
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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=cAttrsComp.Attrs
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sDataCom.s_uuid=s_uuid
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sDataCom.fac=cAttrsComp.fac
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}
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/** 模块资源释放 */
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@@ -2,14 +2,15 @@ import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, UITransfor
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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, EType, RType, SkillSet } from "../common/config/SkillSet";
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import { DTType, EType, RType, SkillConfig, 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 { BoxSet, FacSet } from "../common/config/BoxSet";
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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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import { HeroMoveComp } from "../hero/HeroMove";
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const { ccclass, property } = _decorator;
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@@ -23,15 +24,18 @@ export class SkillView extends CCComp {
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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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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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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
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@property({ type: CCInteger })
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endType: EType = 0 //
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anim:Animation=null;
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group:number=0;
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SConf:any=null;
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SConf:SkillConfig=null;
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sData:SDataCom=null;
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s_uuid:number=1001
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start() {
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console.log("SkillView start scale",this.node.scale)
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this.SConf = SkillSet[this.s_uuid]
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this.sData=this.ent.get(SDataCom)
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this.anim=this.node.getComponent(Animation)
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this.node.active = true;
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let collider = this.getComponent(Collider2D);
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@@ -67,11 +71,13 @@ export class SkillView extends CCComp {
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if(oCol.group!=this.group){
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if(target == null) return;
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if (!this.SConf) return;
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if(this.endType==EType.collision){
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this.apply_damage(target)
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}
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}
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}
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do_bezier(startPos:Vec3,targetPos:Vec3){
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console.log("do_bezier",startPos,targetPos)
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let bm=this.node.getComponent(BezierMove)
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this.node.angle +=10
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// bm.speed=700
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@@ -80,7 +86,6 @@ export class SkillView extends CCComp {
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bm.moveTo(targetPos)
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}
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do_linear(startPos:Vec3,targetPos:Vec3){
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console.log("do_linear",startPos,targetPos)
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let bm=this.node.getComponent(BezierMove)
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let s_x=startPos.x
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let s_y=startPos.y
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@@ -101,12 +106,11 @@ export class SkillView extends CCComp {
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bm.moveTo(targetPos);
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}
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do_fixedEnd(startPos:Vec3,targetPos:Vec3){
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console.log("do_fixedEnd",startPos,targetPos)
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this.node.setPosition(targetPos.x > 360?300:targetPos.x,this.node.position.y,0)
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this.do_anim()
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}
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do_fixedStart(startPos:Vec3,targetPos:Vec3){
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console.log("do_fixedStart",startPos,targetPos)
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// console.log("do_fixedStart",startPos,targetPos)
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this.node.setPosition(startPos.x,this.node.position.y,0)
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this.do_anim()
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}
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@@ -118,18 +122,18 @@ export class SkillView extends CCComp {
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}
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}
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onAnimationFinished(){
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if(this.endType==EType.animationEnd){
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this.ent.destroy()
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}
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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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if( this.sData.fac==FacSet.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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enemys=ecs.query(ecs.allOf(HeroMoveComp))
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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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@@ -174,17 +178,15 @@ export class SkillView extends CCComp {
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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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target.ent.add(DmgDataCom)
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target.ent.addComponents<DmgDataCom>(DmgDataCom)
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let dmgData=target.ent.get(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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console.log("[SkillCom]:apply_damage",target,sData,dmgData)
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sData.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(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
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dmgData.Attrs= this.sData.Attrs
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dmgData.caster= this.sData.caster
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dmgData.s_uuid= this.sData.s_uuid
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// 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}`)
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this.sData.hit_count++
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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
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}
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/** 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 */
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reset() {
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