feat(技能系统): 添加技能类型枚举并重构天赋系统
- 在SkillSet.ts中新增HSSet枚举区分普通攻击、技能和必杀技 - 重构TalSet.ts中的天赋效果枚举,移除N_ATK和N_SKILL类型 - 在HeroSkillsComp中增加hset字段标识技能类型 - 修改SACastSystem以支持根据技能类型触发不同天赋 - 完全重写TalComp组件,实现更完善的天赋触发和效果管理
This commit is contained in:
@@ -1,7 +1,7 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { Attrs } from "../common/config/HeroAttrs";
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import { HeroInfo } from "../common/config/heroSet";
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import { SkillSet } from "../common/config/SkillSet";
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import { HSSet, SkillSet } from "../common/config/SkillSet";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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/**
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@@ -15,8 +15,10 @@ export interface SkillSlot {
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cost: number; // MP消耗
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level: number; // 技能等级(预留)
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dis: number; // 攻击距离
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hset: HSSet; // 技能设定, 0:普通攻击, 1:一般技能, 2:必杀技
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}
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/**
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* ==================== 英雄技能数据组件 ====================
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*
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@@ -56,6 +58,9 @@ export class HeroSkillsComp extends ecs.Comp {
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}
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// 第0个技能的 cd_max 取 herosinfo[uuid].as
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const cdMax = i === 0 ? HeroInfo[uuid].as : config.cd;
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let hset = HSSet.atk;
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if(i ===1) hset = HSSet.skill;
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if(i ===2) hset = HSSet.max;
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this.skills[s_uuid] = {
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s_uuid: config.uuid,
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cd: 0,
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@@ -63,6 +68,7 @@ export class HeroSkillsComp extends ecs.Comp {
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cost: config.cost,
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level: 1,
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dis: Number(config.dis),
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hset: hset,
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};
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}
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@@ -80,7 +86,7 @@ export class HeroSkillsComp extends ecs.Comp {
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* @param s_uuid 技能配置ID
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* @param entity 实体对象(用于更新技能距离缓存)
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*/
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addSkill(s_uuid: number, entity?: ecs.Entity) {
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addSkill(s_uuid: number, entity?: ecs.Entity, hset: HSSet=HSSet.skill) {
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const config = SkillSet[s_uuid];
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if (!config) {
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console.warn(`[HeroSkills] 技能配置不存在: ${s_uuid}`);
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@@ -93,6 +99,7 @@ export class HeroSkillsComp extends ecs.Comp {
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cost: config.cost,
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level: 1,
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dis: Number(config.dis),
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hset: hset,
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};
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// 更新技能距离缓存
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@@ -2,10 +2,12 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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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 { HSSet, SkillSet, SType } from "../common/config/SkillSet";
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import { HeroSkillsComp, SkillSlot } from "./HeroSkills";
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import { Skill } from "../skill/Skill";
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import { smc } from "../common/SingletonModuleComp";
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import { TalComp } from "./TalComp";
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import { TalEffet, TriType } from "../common/config/TalSet";
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/**
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* ==================== 自动施法系统 ====================
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@@ -58,13 +60,13 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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if (!this.hasEnemyInSkillRange(heroView, heroAttrs, skill.dis)) continue;
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// ✅ 开始执行施法
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this.startCast(e,skill);
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this.startCast(e,skill,skill.hset);
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// 一次只施放一个技能
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break;
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}
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}
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private startCast(e: ecs.Entity,skill:SkillSlot): void {
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private startCast(e: ecs.Entity,skill:SkillSlot,hset:HSSet): void {
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if (!skill||!e) return
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const skills = e.get(HeroSkillsComp);
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const heroAttrs = e.get(HeroAttrsComp);
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@@ -73,7 +75,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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if (!this.checkCastConditions(skills, heroAttrs, skill.s_uuid)) return
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// 4. 执行施法
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this.executeCast(e, skill.s_uuid, heroView);
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this.executeCast(e, skill.s_uuid, heroView,hset);
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// 5. 扣除资源和重置CD
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heroAttrs.mp -= skill.cost;
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skills.resetCD(skill.s_uuid);
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@@ -104,7 +106,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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/**
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* 执行施法
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*/
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private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp) {
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private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp,hset:HSSet) {
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const config = SkillSet[s_uuid];
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if (!config) {
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console.error("[SACastSystem] 技能配置不存在:", s_uuid);
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@@ -112,12 +114,36 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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}
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// 1. 播放施法动画
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heroView.playSkillEffect(s_uuid);
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let isDSill=false
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let isWFuny=false
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// 2. 更新攻击类型的天赋触发值
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if(casterEntity.has(TalComp)){
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const talComp = casterEntity.get(TalComp);
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if (hset === HSSet.atk) {
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talComp.updateCur(TriType.ATK);
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isWFuny= talComp.checkIsTrigger(TalEffet.WFUNY);
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}
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if (hset != HSSet.atk) {
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talComp.updateCur(TriType.SKILL);
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isDSill= talComp.checkIsTrigger(TalEffet.D_SKILL);
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}
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}
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// 2. 延迟创建技能实体(等待动画)
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const delay = 0.3
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView);
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this.createSkill(s_uuid, heroView,isWFuny);
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isWFuny=false
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}, delay);
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if(isDSill){
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heroView.playSkillEffect(s_uuid);
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,isWFuny);
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isWFuny=false
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}, delay);
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}
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const heroAttrs = casterEntity.get(HeroAttrsComp);
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// console.log(`[SACastSystem] ${heroAttrs?.hero_name ?? '未知'} 施放技能: ${config.name}`);
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@@ -126,7 +152,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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/**
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* 创建技能实体
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*/
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private createSkill(s_uuid: number, caster: HeroViewComp) {
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private createSkill(s_uuid: number, caster: HeroViewComp,isWFuny:boolean) {
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// 检查节点有效性
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if (!caster.node || !caster.node.isValid) {
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console.warn("[SACastSystem] 施法者节点无效");
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@@ -1,39 +1,221 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { BuffConf, SkillSet } from "../common/config/SkillSet";
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import { TalAttrs, TalEffet, TalTarget, TriType } from "../common/config/TalSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { TalAttrs, talConf, TalEffet, TalTarget, TriType} from "../common/config/TalSet";
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import { HeroViewComp } from "./HeroViewComp";
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/**
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* 天赋槽位接口定义
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* 描述单个天赋的数据结构
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*/
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export interface TalSlot {
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uuid: number; // 天赋ID
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uuid: number; // 天赋唯一标识符
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name: string; // 天赋名称
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value: number; // 触发的效果价值
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Trigger:boolean //触发值减值
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C_Trigger:number //当前值
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triType: TriType; // 天赋触发类型
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target: TalTarget;
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effet: TalEffet;
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attrs?:TalAttrs //触发的attrs效果的对应attrs value: number; // 触发的效果数值
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value: number; // 触发的效果数值
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value_add: number; // 触发的效果数值增量
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Trigger: number; // 天赋触发阈值
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Trigger_add: number; // 天赋触发阈值减值
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desc: string; // 天赋描述(说明触发条件和效果)
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cur: number; // 当前累积值
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}
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/**
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* 天赋系统组件类
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* 继承自 CCComp,作为 ECS 架构中的组件存在
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* 负责管理英雄的天赋系统,包括天赋获取、触发、效果应用等
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* 作为ECS架构中的组件,负责管理英雄的天赋系统
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*
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* 核心功能:
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* - 初始化英雄天赋系统
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* - 添加新天赋到英雄
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* - 累积天赋触发进度
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* - 检查并触发满足条件的天赋
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* - 管理天赋效果数值
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*/
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@ecs.register('TalComp', false)
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export class TalComp extends ecs.Comp {
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/** 英雄视图组件引用,运行时获取避免循环引用 */
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/** 英雄视图组件引用,运行时获取以避免循环引用 */
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private heroView: any = null;
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private skillCon:any=null;
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/** 英雄唯一标识符,用于从配置中获取英雄信息 */
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/** 英雄唯一标识符,用于从配置中获取英雄相关信息 */
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private heroUuid: number = 0;
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/** 天赋数组 */
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/** 天赋集合,以天赋ID为键,存储所有已获得的天赋 */
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Tals: Record<number, TalSlot> = {};
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/** 天赋槽位数组,默认开启2个,最多4个 */
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TalSlots:number[]=[1,1,0,0]
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reset() {
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/**
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* 组件初始化方法
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* @param heroUuid 英雄唯一标识符
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*/
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init(heroUuid: number) {
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this.heroUuid = heroUuid;
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// 从实体中获取英雄视图组件引用
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this.heroView = this.ent.get(HeroViewComp);
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// 初始化天赋集合
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this.Tals = {};
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}
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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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*
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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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// 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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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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if (!tConf) {
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console.error(`[TalComp]天赋配置不存在,天赋ID:${talUuid}`);
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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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name: tConf.name,
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triType: tConf.triType,
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target: tConf.target,
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effet: tConf.effet,
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attrs: tConf.attrs,
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value: tConf.value, // 效果数值初始为配置值
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value_add: 0, // 效果数值增量初始为0
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Trigger: tConf.Trigger, // 触发阈值(后续可从配置中读取)
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Trigger_add: 0, // 触发阈值增量初始为0
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desc: tConf.desc,
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cur: 0, // 当前累积值初始为0
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};
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}
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checkTal() {
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return Object.keys(this.Tals).length > 0;
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}
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/**
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* 检查并触发指定类型的天赋
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* @param triType 要检查的天赋触发类型
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* @returns 触发的天赋对象集合,若没有触发则返回false
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*
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* 检查逻辑:
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* 1. 遍历所有同类型天赋
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* 2. 检查累积值是否达到触发条件
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* 3. 触发后重置累积值
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* 4. 收集并返回所有触发的天赋
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*/
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checkTriggers(effet: TalEffet) {
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// 存储所有触发的天赋
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let Triggers: Record<string, TalSlot> = {};
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// 遍历所有天赋
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for (let uuid in this.Tals) {
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const talent = this.Tals[uuid];
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// 匹配天赋类型
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if (talent.effet == effet) {
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// 修复触发条件逻辑:累积值达到或超过触发阈值时触发
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// 原逻辑中 `talent.Trigger-talent.Trigger` 总是为0,导致任何累积值都能触发
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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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// 重置累积值
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talent.cur = 0;
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// 添加到触发列表
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Triggers[uuid] = talent;
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}
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}
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}
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// 判断是否有天赋被触发
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return Triggers;
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}
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checkIsTrigger(effet: TalEffet) {
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for (let uuid in this.Tals) {
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const talent = this.Tals[uuid];
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// 匹配天赋类型
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if (talent.effet == effet) {
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// 修复触发条件逻辑:累积值达到或超过触发阈值时触发
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// 原逻辑中 `talent.Trigger-talent.Trigger` 总是为0,导致任何累积值都能触发
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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:${uuid}`);
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// 重置累积值
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talent.cur = 0;
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// 添加到触发列表
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return true;
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}
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}
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}
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}
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/**
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* 更新天赋的效果数值
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* @param talUuid 天赋ID
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* @param val 要增减的数值
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*
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* 功能:
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* - 用于调整天赋的实际效果数值
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* - 可通过正负数来增加或减少效果
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*/
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updateVal(talUuid: number, val: number) {
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// 检查天赋是否存在
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if (!this.Tals[talUuid]) {
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console.error(`[TalComp]天赋不存在,天赋ID:${talUuid}`);
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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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}
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updateTrigger(talUuid: 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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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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}
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}
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/**
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* 更新指定类型天赋的累积值
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* @param triType 天赋触发类型
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* @param val 要增加的累积值,默认值为1
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*
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* 设计注意:
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* - 当前实现只会更新第一个匹配类型的天赋
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* - 累积值用于后续判断是否触发天赋效果
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*/
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updateCur(triType: TriType, val: number = 1) {
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// 遍历所有天赋
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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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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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}
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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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* 功能:
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* - 清空所有天赋数据
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* - 重置英雄ID
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* - 清除英雄视图引用
|
||||
* - 为组件的复用做准备
|
||||
*/
|
||||
reset() {
|
||||
this.Tals = {};
|
||||
this.heroUuid = 0;
|
||||
this.heroView = null;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user