refactor(hero): 重构技能系统变量命名和自动施法系统
将技能相关变量名从skillId改为s_uuid以提高一致性 重命名自动施法系统文件并优化目标选择方法命名 删除旧版自动施法系统文件,新增重构后的实现
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@@ -6,9 +6,10 @@ import { HeroViewComp } from "./HeroViewComp";
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import { SkillSet, SType } from "../common/config/SkillSet";
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import { SkillEnt } from "../skill/SkillEnt";
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import { HeroSkillsComp } from "./HeroSkills";
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import { Skill } from "../skill/Skill";
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/**
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* ==================== 技能施法系统 ====================
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* ==================== 技能施法系统 手动施法====================
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*
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* 职责:
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* 1. 监听 CastSkillRequestComp 标记组件
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@@ -37,20 +38,20 @@ export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEn
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* 实体进入时触发(即请求施法时)
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*/
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entityEnter(e: ecs.Entity): void {
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const skillsData = e.get(HeroSkillsComp);
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const skills = e.get(HeroSkillsComp);
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const heroModel = e.get(HeroAttrsComp);
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const request = e.get(CastSkillRequestComp);
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const heroView = e.get(HeroViewComp);
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// 1. 验证数据完整性
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if (!skillsData || !heroModel || !request || !heroView) {
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if (!skills || !heroModel || !request || !heroView) {
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console.warn("[SkillCastSystem] 数据不完整,取消施法");
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e.remove(CastSkillRequestComp);
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return;
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}
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// 2. 获取技能数据
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const skill = skillsData.getSkill(request.skillIndex);
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const skill = skills.getSkill(request.skillIndex);
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if (!skill) {
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console.warn(`[SkillCastSystem] 技能索引无效: ${request.skillIndex}`);
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e.remove(CastSkillRequestComp);
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@@ -58,17 +59,17 @@ export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEn
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}
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// 3. 检查施法条件
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if (!this.checkCastConditions(skillsData, heroModel, request.skillIndex)) {
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if (!this.checkCastConditions(skills, heroModel, request.skillIndex)) {
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e.remove(CastSkillRequestComp);
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return;
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}
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// 4. 执行施法
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this.executeCast(e, skill, request.targetPositions, heroView);
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this.executeCast(e, skill, request.targets, heroView);
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// 5. 扣除资源和重置CD
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heroModel.mp -= skill.cost;
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skillsData.resetCD(request.skillIndex);
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skills.resetCD(request.skillIndex);
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// 6. 移除请求标记
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e.remove(CastSkillRequestComp);
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@@ -77,7 +78,7 @@ export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEn
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/**
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* 检查施法条件
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*/
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private checkCastConditions(skillsData: HeroSkillsComp, heroModel: HeroAttrsComp, skillIndex: number): boolean {
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private checkCastConditions(skills: HeroSkillsComp, heroModel: HeroAttrsComp, skillIndex: number): boolean {
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// 检查角色状态
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if (heroModel.is_dead) {
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return false;
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@@ -89,7 +90,7 @@ export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEn
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}
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// 检查CD和MP
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if (!skillsData.canCast(skillIndex, heroModel.mp)) {
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if (!skills.canCast(skillIndex, heroModel.mp)) {
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return false;
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}
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@@ -99,7 +100,7 @@ export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEn
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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, skill: any, targetPositions: Vec3[], heroView: HeroViewComp) {
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private executeCast(casterEntity: ecs.Entity, skill: any, targets: Vec3[], heroView: HeroViewComp) {
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const config = SkillSet[skill.uuid];
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if (!config) {
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console.error("[SkillCastSystem] 技能配置不存在:", skill.uuid);
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@@ -112,7 +113,7 @@ export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEn
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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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heroView.scheduleOnce(() => {
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this.createSkillEntity(skill.uuid, heroView, targetPositions);
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this.createSkill(skill.uuid, heroView, targets);
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}, delay);
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const heroModel = casterEntity.get(HeroAttrsComp);
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@@ -122,7 +123,7 @@ export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEn
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/**
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* 创建技能实体
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*/
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private createSkillEntity(skillId: number, caster: HeroViewComp, targetPositions: Vec3[]) {
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private createSkill(skillId: number, caster: HeroViewComp, targets: Vec3[]) {
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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("[SkillCastSystem] 施法者节点无效");
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@@ -137,13 +138,7 @@ export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEn
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}
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// ✅ 使用现有的 SkillEnt 创建技能
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const skillEnt = ecs.getEntity<SkillEnt>(SkillEnt);
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skillEnt.load(
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caster.node.position, // 起始位置
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parent, // 父节点
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skillId, // 技能ID
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targetPositions, // 目标位置数组
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caster, // 施法者
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);
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// const skill = ecs.getEntity<Skill>(Skill);
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}
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}
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