refactor(hero): 重构天赋触发机制和属性类型
将天赋触发值从布尔类型改为数值类型以支持更灵活的触发条件 修改天赋配置描述和数值以更准确反映效果 优化天赋触发逻辑,支持同时检查多个天赋 添加天赋触发后的具体效果处理
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@@ -6,7 +6,7 @@ import { HeroSkillsComp } from "./HeroSkills";
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import { talConf, TalAttrs } from "../common/config/TalSet";
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interface talTrigger{
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value:boolean
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value:number
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count:number
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}
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@ecs.register('HeroAttrs')
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@@ -36,8 +36,8 @@ export class HeroAttrsComp extends ecs.Comp {
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Attrs: any = []; // 最终属性数组(经过Buff计算后)
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NeAttrs: any = []; // 负面状态数组
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//=====================天赋触发标签=====================
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tal_DSill:talTrigger={value:false,count:0}
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tal_WFuny:talTrigger={value:false,count:0}
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tal_DSill:talTrigger={value:0,count:0}
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tal_WFuny:talTrigger={value:0,count:0}
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/** 天赋buff数组 - 触发过期,数量可叠加 */
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BUFFS_TAL: Record<number, Array<{tal:number,value: number, BType: BType,count:number}>> = {};
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@@ -1,5 +1,6 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { TalAttrs, talConf, TalEffet, TalTarget, TriType} from "../common/config/TalSet";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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/**
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@@ -56,30 +57,30 @@ export class TalComp extends ecs.Comp {
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/**
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* 为英雄添加一个新天赋
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* @param talUuid 要添加的天赋ID
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* @param uuid 要添加的天赋ID
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*
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* 添加流程:
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* 1. 检查天赋是否已存在
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* 2. 检查天赋配置是否存在
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* 3. 创建并初始化天赋数据
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*/
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addTal(talUuid: number) {
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addTal(uuid: number) {
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// 检查天赋是否已存在
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if (this.Tals[talUuid]) {
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console.error(`[TalComp]天赋已存在,天赋ID:${talUuid}`);
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if (this.Tals[uuid]) {
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console.error(`[TalComp]天赋已存在,天赋ID:${uuid}`);
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return;
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}
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// 获取天赋配置
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const tConf = talConf[talUuid];
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const tConf = talConf[uuid];
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if (!tConf) {
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console.error(`[TalComp]天赋配置不存在,天赋ID:${talUuid}`);
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console.error(`[TalComp]天赋配置不存在,天赋ID:${uuid}`);
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return;
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}
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// 创建并初始化天赋数据
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this.Tals[talUuid] = {
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uuid: talUuid,
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this.Tals[uuid] = {
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uuid: uuid,
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name: tConf.name,
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triType: tConf.triType,
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target: tConf.target,
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@@ -116,35 +117,35 @@ export class TalComp extends ecs.Comp {
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/**
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* 更新天赋的效果数值
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* @param talUuid 天赋ID
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* @param uuid 天赋ID
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* @param val 要增减的数值
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*
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* 功能:
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* - 用于调整天赋的实际效果数值
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* - 可通过正负数来增加或减少效果
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*/
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updateVal(talUuid: number, val: number) {
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updateVal(uuid: number, val: number) {
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// 检查天赋是否存在
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if (!this.Tals[talUuid]) {
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console.error(`[TalComp]天赋不存在,天赋ID:${talUuid}`);
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if (!this.Tals[uuid]) {
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console.error(`[TalComp]天赋不存在,天赋ID:${uuid}`);
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return;
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}
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// 更新天赋效果数值
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this.Tals[talUuid].value_add += val;
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this.Tals[uuid].value_add += val;
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}
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updateTrigger(talUuid: number, val: number) {
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updateTrigger(uuid: number, val: number) {
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// 检查天赋是否存在
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if (!this.Tals[talUuid]) {
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console.error(`[TalComp]天赋不存在,天赋ID:${talUuid}`);
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if (!this.Tals[uuid]) {
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console.error(`[TalComp]天赋不存在,天赋ID:${uuid}`);
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return;
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}
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// 更新天赋触发阈值
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this.Tals[talUuid].Trigger_add += val;
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if (this.Tals[talUuid].Trigger-this.Tals[talUuid].Trigger_add <= 1) {
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this.Tals[talUuid].Trigger_add = this.Tals[talUuid].Trigger-1;
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this.Tals[uuid].Trigger_add += val;
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if (this.Tals[uuid].Trigger-this.Tals[uuid].Trigger_add <= 1) {
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this.Tals[uuid].Trigger_add = this.Tals[uuid].Trigger-1;
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}
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}
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/**
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@@ -161,14 +162,42 @@ export class TalComp extends ecs.Comp {
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for (let uuid in this.Tals) {
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const talent = this.Tals[uuid];
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// 找到第一个匹配类型的天赋并更新
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// 找到所有匹配类型的天赋并更新
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if (talent.triType == triType) {
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talent.cur += val;
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break; // 只更新第一个匹配的天赋
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this.checkTrigger(talent.uuid);
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}
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}
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}
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checkTrigger(uuid:number){
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const talent = this.Tals[uuid];
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if (talent.cur >= (talent.Trigger - talent.Trigger_add)) { // 修复触发条件,累积值达到或超过触发阈值时触发
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console.log(`[TalComp]天赋触发,天赋ID:${uuid}`);
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this.doTriggerTal(talent.uuid);
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// 重置累积值
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talent.cur = 0;
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}
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}
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doTriggerTal(uuid: number) {
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// 检查天赋是否存在
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if (!this.Tals[uuid]) {
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console.error(`[TalComp]天赋不存在,天赋ID:${uuid}`);
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return;
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}
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const talent = this.Tals[uuid];
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const heroAttrs=this.ent.get(HeroAttrsComp);
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switch(talent.effet){
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case TalEffet.WFUNY:
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heroAttrs.tal_WFuny.count += 1;
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heroAttrs.tal_WFuny.value = talent.value+talent.value_add;
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break;
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case TalEffet.D_SKILL:
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heroAttrs.tal_DSill.count += 1;
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heroAttrs.tal_DSill.value = talent.value+talent.value_add;
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break;
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}
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}
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/**
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* 重置组件状态
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*
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