feat(技能系统): 添加最大技能自动施放开关并重构施法逻辑

- 在HeroSkillsComp中添加max_auto字段控制最大技能自动施放
- 重构SACastSystem的施法逻辑,增加返回值判断
- 新增manualCast和manualCastMax方法支持手动施法
- 删除废弃的SCastSystem文件
This commit is contained in:
2025-11-19 10:34:37 +08:00
parent e42bdbb671
commit 9f809b1ffa
3 changed files with 39 additions and 154 deletions

View File

@@ -52,6 +52,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
for (const s_uuid of readySkills) {
const skill = skills.getSkill(s_uuid);
if (!skill) continue;
if (skill.hset === HSSet.max && !skills.max_auto) continue;
const config = SkillSet[skill.s_uuid];
if (!config || config.SType !== SType.damage) continue;
@@ -66,20 +67,44 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
break;
}
}
private startCast(e: ecs.Entity,skill:SkillSlot,hset:HSSet): void {
if (!skill||!e) return
private startCast(e: ecs.Entity,skill:SkillSlot,hset:HSSet): boolean {
if (!skill||!e) return false
const skills = e.get(HeroSkillsComp);
const heroAttrs = e.get(HeroAttrsComp);
const heroView = e.get(HeroViewComp);
// 3. 检查施法条件
if (!this.checkCastConditions(skills, heroAttrs, skill.s_uuid)) return
if (!this.checkCastConditions(skills, heroAttrs, skill.s_uuid)) return false
// 4. 执行施法
this.executeCast(e, skill.s_uuid, heroView,hset);
const ok = this.executeCast(e, skill.s_uuid, heroView,hset);
// 5. 扣除资源和重置CD
heroAttrs.mp -= skill.cost;
skills.resetCD(skill.s_uuid);
if (ok) {
heroAttrs.mp -= skill.cost;
skills.resetCD(skill.s_uuid);
}
return ok;
}
public manualCast(e: ecs.Entity, s_uuid: number): boolean {
if (!e) return false
const skills = e.get(HeroSkillsComp)
const heroAttrs = e.get(HeroAttrsComp)
const heroView = e.get(HeroViewComp)
if (!skills || !heroAttrs || !heroView) return false
const slot = skills.getSkill(s_uuid)
if (!slot) return false
return this.startCast(e, slot, slot.hset)
}
public manualCastMax(e: ecs.Entity): boolean {
const skills = e.get(HeroSkillsComp)
if (!skills) return false
for (const key in skills.skills) {
const s_uuid = Number(key)
const slot = skills.getSkill(s_uuid)
if (slot && slot.hset === HSSet.max) {
return this.manualCast(e, s_uuid)
}
}
return false
}
/**
* 检查施法条件
@@ -106,11 +131,11 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
/**
* 执行施法
*/
private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp,hset:HSSet) {
private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp,hset:HSSet): boolean {
const config = SkillSet[s_uuid];
if (!config) {
console.error("[SACastSystem] 技能配置不存在:", s_uuid);
return;
return false;
}
// 1. 播放施法动画
heroView.playSkillEffect(s_uuid);
@@ -144,6 +169,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
const heroAttrs = casterEntity.get(HeroAttrsComp);
// console.log(`[SACastSystem] ${heroAttrs?.hero_name ?? '未知'} 施放技能: ${config.name}`);
return true;
}