释放技能动画 设定在技能参数中+伤害系统建立
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|
||||||
|
"_visibility": 1108344832,
|
||||||
|
"_targetTexture": null,
|
||||||
|
"_postProcess": null,
|
||||||
|
"_usePostProcess": false,
|
||||||
|
"_cameraType": -1,
|
||||||
|
"_trackingType": 0,
|
||||||
|
"_id": "63WIch3o5BEYRlXzTT0oWc"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.UITransform",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"__editorExtras__": {},
|
||||||
|
"node": {
|
||||||
|
"__id__": 2
|
||||||
|
},
|
||||||
|
"_enabled": true,
|
||||||
|
"__prefab": null,
|
||||||
|
"_contentSize": {
|
||||||
|
"__type__": "cc.Size",
|
||||||
|
"width": 720,
|
||||||
|
"height": 1280
|
||||||
|
},
|
||||||
|
"_anchorPoint": {
|
||||||
|
"__type__": "cc.Vec2",
|
||||||
|
"x": 0.5,
|
||||||
|
"y": 0.5
|
||||||
|
},
|
||||||
|
"_id": "d6rUX5yfhMlKoWX2bSbawx"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.Canvas",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"__editorExtras__": {},
|
||||||
|
"node": {
|
||||||
|
"__id__": 2
|
||||||
|
},
|
||||||
|
"_enabled": true,
|
||||||
|
"__prefab": null,
|
||||||
|
"_cameraComponent": {
|
||||||
|
"__id__": 4
|
||||||
|
},
|
||||||
|
"_alignCanvasWithScreen": true,
|
||||||
|
"_id": "12O/ljcVlEqLmVm3U2gEOQ"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.Widget",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"__editorExtras__": {},
|
||||||
|
"node": {
|
||||||
|
"__id__": 2
|
||||||
|
},
|
||||||
|
"_enabled": true,
|
||||||
|
"__prefab": null,
|
||||||
|
"_alignFlags": 45,
|
||||||
|
"_target": null,
|
||||||
|
"_left": 0,
|
||||||
|
"_right": 0,
|
||||||
|
"_top": 5.684341886080802e-14,
|
||||||
|
"_bottom": 5.684341886080802e-14,
|
||||||
|
"_horizontalCenter": 0,
|
||||||
|
"_verticalCenter": 0,
|
||||||
|
"_isAbsLeft": true,
|
||||||
|
"_isAbsRight": true,
|
||||||
|
"_isAbsTop": true,
|
||||||
|
"_isAbsBottom": true,
|
||||||
|
"_isAbsHorizontalCenter": true,
|
||||||
|
"_isAbsVerticalCenter": true,
|
||||||
|
"_originalWidth": 0,
|
||||||
|
"_originalHeight": 0,
|
||||||
|
"_alignMode": 2,
|
||||||
|
"_lockFlags": 0,
|
||||||
|
"_id": "c5V1EV8IpMtrIvY1OE9t2u"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.SceneGlobals",
|
||||||
|
"ambient": {
|
||||||
|
"__id__": 9
|
||||||
|
},
|
||||||
|
"shadows": {
|
||||||
|
"__id__": 10
|
||||||
|
},
|
||||||
|
"_skybox": {
|
||||||
|
"__id__": 11
|
||||||
|
},
|
||||||
|
"fog": {
|
||||||
|
"__id__": 12
|
||||||
|
},
|
||||||
|
"octree": {
|
||||||
|
"__id__": 13
|
||||||
|
},
|
||||||
|
"skin": {
|
||||||
|
"__id__": 14
|
||||||
|
},
|
||||||
|
"lightProbeInfo": {
|
||||||
|
"__id__": 15
|
||||||
|
},
|
||||||
|
"postSettings": {
|
||||||
|
"__id__": 16
|
||||||
|
},
|
||||||
|
"bakedWithStationaryMainLight": false,
|
||||||
|
"bakedWithHighpLightmap": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.AmbientInfo",
|
||||||
|
"_skyColorHDR": {
|
||||||
|
"__type__": "cc.Vec4",
|
||||||
|
"x": 0,
|
||||||
|
"y": 0,
|
||||||
|
"z": 0,
|
||||||
|
"w": 0.520833125
|
||||||
|
},
|
||||||
|
"_skyColor": {
|
||||||
|
"__type__": "cc.Vec4",
|
||||||
|
"x": 0,
|
||||||
|
"y": 0,
|
||||||
|
"z": 0,
|
||||||
|
"w": 0.520833125
|
||||||
|
},
|
||||||
|
"_skyIllumHDR": 20000,
|
||||||
|
"_skyIllum": 20000,
|
||||||
|
"_groundAlbedoHDR": {
|
||||||
|
"__type__": "cc.Vec4",
|
||||||
|
"x": 0,
|
||||||
|
"y": 0,
|
||||||
|
"z": 0,
|
||||||
|
"w": 0
|
||||||
|
},
|
||||||
|
"_groundAlbedo": {
|
||||||
|
"__type__": "cc.Vec4",
|
||||||
|
"x": 0,
|
||||||
|
"y": 0,
|
||||||
|
"z": 0,
|
||||||
|
"w": 0
|
||||||
|
},
|
||||||
|
"_skyColorLDR": {
|
||||||
|
"__type__": "cc.Vec4",
|
||||||
|
"x": 0.2,
|
||||||
|
"y": 0.5,
|
||||||
|
"z": 0.8,
|
||||||
|
"w": 1
|
||||||
|
},
|
||||||
|
"_skyIllumLDR": 20000,
|
||||||
|
"_groundAlbedoLDR": {
|
||||||
|
"__type__": "cc.Vec4",
|
||||||
|
"x": 0.2,
|
||||||
|
"y": 0.2,
|
||||||
|
"z": 0.2,
|
||||||
|
"w": 1
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.ShadowsInfo",
|
||||||
|
"_enabled": false,
|
||||||
|
"_type": 0,
|
||||||
|
"_normal": {
|
||||||
|
"__type__": "cc.Vec3",
|
||||||
|
"x": 0,
|
||||||
|
"y": 1,
|
||||||
|
"z": 0
|
||||||
|
},
|
||||||
|
"_distance": 0,
|
||||||
|
"_planeBias": 1,
|
||||||
|
"_shadowColor": {
|
||||||
|
"__type__": "cc.Color",
|
||||||
|
"r": 76,
|
||||||
|
"g": 76,
|
||||||
|
"b": 76,
|
||||||
|
"a": 255
|
||||||
|
},
|
||||||
|
"_maxReceived": 4,
|
||||||
|
"_size": {
|
||||||
|
"__type__": "cc.Vec2",
|
||||||
|
"x": 512,
|
||||||
|
"y": 512
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.SkyboxInfo",
|
||||||
|
"_envLightingType": 0,
|
||||||
|
"_envmapHDR": null,
|
||||||
|
"_envmap": null,
|
||||||
|
"_envmapLDR": null,
|
||||||
|
"_diffuseMapHDR": null,
|
||||||
|
"_diffuseMapLDR": null,
|
||||||
|
"_enabled": false,
|
||||||
|
"_useHDR": true,
|
||||||
|
"_editableMaterial": null,
|
||||||
|
"_reflectionHDR": null,
|
||||||
|
"_reflectionLDR": null,
|
||||||
|
"_rotationAngle": 0
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.FogInfo",
|
||||||
|
"_type": 0,
|
||||||
|
"_fogColor": {
|
||||||
|
"__type__": "cc.Color",
|
||||||
|
"r": 200,
|
||||||
|
"g": 200,
|
||||||
|
"b": 200,
|
||||||
|
"a": 255
|
||||||
|
},
|
||||||
|
"_enabled": false,
|
||||||
|
"_fogDensity": 0.3,
|
||||||
|
"_fogStart": 0.5,
|
||||||
|
"_fogEnd": 300,
|
||||||
|
"_fogAtten": 5,
|
||||||
|
"_fogTop": 1.5,
|
||||||
|
"_fogRange": 1.2,
|
||||||
|
"_accurate": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.OctreeInfo",
|
||||||
|
"_enabled": false,
|
||||||
|
"_minPos": {
|
||||||
|
"__type__": "cc.Vec3",
|
||||||
|
"x": -1024,
|
||||||
|
"y": -1024,
|
||||||
|
"z": -1024
|
||||||
|
},
|
||||||
|
"_maxPos": {
|
||||||
|
"__type__": "cc.Vec3",
|
||||||
|
"x": 1024,
|
||||||
|
"y": 1024,
|
||||||
|
"z": 1024
|
||||||
|
},
|
||||||
|
"_depth": 8
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.SkinInfo",
|
||||||
|
"_enabled": false,
|
||||||
|
"_blurRadius": 0.01,
|
||||||
|
"_sssIntensity": 3
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.LightProbeInfo",
|
||||||
|
"_giScale": 1,
|
||||||
|
"_giSamples": 1024,
|
||||||
|
"_bounces": 2,
|
||||||
|
"_reduceRinging": 0,
|
||||||
|
"_showProbe": true,
|
||||||
|
"_showWireframe": true,
|
||||||
|
"_showConvex": false,
|
||||||
|
"_data": null,
|
||||||
|
"_lightProbeSphereVolume": 1
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.PostSettingsInfo",
|
||||||
|
"_toneMappingType": 0
|
||||||
|
}
|
||||||
|
]
|
||||||
11
assets/scene.scene.meta
Normal file
11
assets/scene.scene.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
{
|
||||||
|
"ver": "1.1.50",
|
||||||
|
"importer": "scene",
|
||||||
|
"imported": true,
|
||||||
|
"uuid": "ec2587ed-e88a-4f08-a890-a4af6075a75e",
|
||||||
|
"files": [
|
||||||
|
".json"
|
||||||
|
],
|
||||||
|
"subMetas": {},
|
||||||
|
"userData": {}
|
||||||
|
}
|
||||||
@@ -99,38 +99,37 @@ export const MSlist={
|
|||||||
* }
|
* }
|
||||||
*/
|
*/
|
||||||
export const SkillSet = {
|
export const SkillSet = {
|
||||||
6001:{uuid:6001,path:"6001",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"凛冬之触",sp_name:"ball_blue",info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"},
|
6001:{uuid:6001,path:"6001",TargetType:1,TargetGroup:3,act:"atk",CdType:1,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"凛冬之触",sp_name:"ball_blue",info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"},
|
||||||
6002:{uuid:6002,path:"6002",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"烈焰之怒",sp_name:"ball_red",info:"向最前方敌人释放火焰弹,造成100%攻击的伤害"},
|
6002:{uuid:6002,path:"6002",TargetType:1,TargetGroup:3,act:"atk",CdType:1,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"烈焰之怒",sp_name:"ball_red",info:"向最前方敌人释放火焰弹,造成100%攻击的伤害"},
|
||||||
6003:{uuid:6003,path:"6003",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"奥术冲击",sp_name:"ball_green",info:"向最前方敌人释放魔法弹,造成100%攻击的伤害"},
|
6003:{uuid:6003,path:"6003",TargetType:1,TargetGroup:3,act:"atk",CdType:1,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"奥术冲击",sp_name:"ball_green",info:"向最前方敌人释放魔法弹,造成100%攻击的伤害"},
|
||||||
6004:{uuid:6004,path:"6004",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"神圣裁决",sp_name:"ball_yellow",info:"向最前方敌人释放圣光弹,造成100%攻击的伤害"},
|
6004:{uuid:6004,path:"6004",TargetType:1,TargetGroup:3,act:"atk",CdType:1,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"神圣裁决",sp_name:"ball_yellow",info:"向最前方敌人释放圣光弹,造成100%攻击的伤害"},
|
||||||
6005:{uuid:6005,path:"6005",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:50,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"破空斩击",sp_name:"patk",info:"攻击前方直线100码内的敌人造成50%伤害"},
|
6005:{uuid:6005,path:"6005",TargetType:1,TargetGroup:3,act:"atk",CdType:1,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:50,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"破空斩击",sp_name:"patk",info:"攻击前方直线100码内的敌人造成50%伤害"},
|
||||||
6006:{uuid:6006,path:"6006",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"穿心箭矢",sp_name:"arrow",info:"向最前方敌人释放箭矢,造成100%攻击的伤害"},
|
6006:{uuid:6006,path:"6006",TargetType:1,TargetGroup:3,act:"atk",CdType:1,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"穿心箭矢",sp_name:"arrow",info:"向最前方敌人释放箭矢,造成100%攻击的伤害"},
|
||||||
6007:{uuid:6007,path:"6007",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"铁斧打击",sp_name:"mon_ft",info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
|
6007:{uuid:6007,path:"6007",TargetType:1,TargetGroup:3,act:"atk",CdType:1,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"铁斧打击",sp_name:"mon_ft",info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
|
||||||
6008:{uuid:6008,path:"6008",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"木棍打击",sp_name:"mon_ly",info:"向最前方敌人扔出木棍,造成100%攻击的伤害"},
|
6008:{uuid:6008,path:"6008",TargetType:1,TargetGroup:3,act:"atk",CdType:1,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"木棍打击",sp_name:"mon_ly",info:"向最前方敌人扔出木棍,造成100%攻击的伤害"},
|
||||||
6009:{uuid:6009,path:"6009",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"飞刀打击",sp_name:"mon_xd",info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"},
|
6009:{uuid:6009,path:"6009",TargetType:1,TargetGroup:3,act:"atk",CdType:1,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"飞刀打击",sp_name:"mon_xd",info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"},
|
||||||
6010:{uuid:6010,path:"6010",TargetType:1,TargetGroup:3,CdType:CdType.HeroCD,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"石斧打击",sp_name:"mon_sf",info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
|
6010:{uuid:6010,path:"6010",TargetType:1,TargetGroup:3,act:"atk",CdType:1,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"石斧打击",sp_name:"mon_sf",info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
|
||||||
6011:{uuid:6011,path:"6011",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:0.5,hited:0.3,shield:0,speed:100,sonsk:0,hero:0,name:"烈火呼吸",sp_name:"firequan",info:"召唤烈焰攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"},
|
6011:{uuid:6011,path:"6011",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:0.5,hited:0.3,shield:0,speed:100,sonsk:0,hero:0,name:"烈火呼吸",sp_name:"firequan",info:"召唤烈焰攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"},
|
||||||
6012:{uuid:6012,path:"6012",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:2,depb:20,debtime:2,derate:100,in:1,count:1,def:0,apup:0,ap:300,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"大火球",sp_name:"fire",info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"},
|
6012:{uuid:6012,path:"6012",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:2,depb:20,debtime:2,derate:100,in:1,count:1,def:0,apup:0,ap:300,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"大火球",sp_name:"fire",info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"},
|
||||||
6013:{uuid:6013,path:"6013",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:10,count:1,def:0,apup:0,ap:50,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"火墙",sp_name:"firewall",info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"},
|
6013:{uuid:6013,path:"6013",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:10,count:1,def:0,apup:0,ap:50,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"火墙",sp_name:"firewall",info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"},
|
||||||
6014:{uuid:6014,path:"6014",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:1,depb:20,debtime:2,derate:0,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"寒冰箭",sp_name:"arrow_blue",info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
|
6014:{uuid:6014,path:"6014",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:1,depb:20,debtime:2,derate:0,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"寒冰箭",sp_name:"arrow_blue",info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
|
||||||
6015:{uuid:6015,path:"6015",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:3,depb:20,debtime:2,derate:0,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"烈焰射击",sp_name:"arrow_yellow",info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"},
|
6015:{uuid:6015,path:"6015",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:3,depb:20,debtime:2,derate:0,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"烈焰射击",sp_name:"arrow_yellow",info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"},
|
||||||
6016:{uuid:6016,path:"6016",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:8,depb:50,debtime:1,derate:0,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,name:"龙卷风",sp_name:"bwind",info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
6016:{uuid:6016,path:"6016",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:8,depb:50,debtime:1,derate:0,in:1,count:1,def:0,apup:0,ap:200,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:300,sonsk:0,hero:0,name:"龙卷风",sp_name:"bwind",info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
||||||
6017:{uuid:6017,path:"6017",TargetType:1,TargetGroup:2,CdType:CdType.HeroPower,fname:"buff_do",flash:true,with:50,debuff:0,depb:0,debtime:0,derate:0,in:5,count:1,def:0,apup:0,ap:100,mhp:0,hp:3,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"生命之泉",sp_name:"heath",info:"5秒持续为全体友方恢复施法者最大生命值15%的生命"},
|
6017:{uuid:6017,path:"6017",TargetType:1,TargetGroup:2,act:"max",CdType:2,fname:"max_blue",flash:true,with:50,debuff:0,depb:0,debtime:0,derate:0,in:5,count:1,def:0,apup:0,ap:100,mhp:0,hp:3,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"生命之泉",sp_name:"heath",info:"5秒持续为全体友方恢复施法者最大生命值15%的生命"},
|
||||||
6018:{uuid:6018,path:"6018",TargetType:1,TargetGroup:0,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:30,speed:350,sonsk:0,hero:0,name:"神圣护盾",sp_name:"shield",info:"召唤圣盾保护自己,可以抵御3次攻击"},
|
6018:{uuid:6018,path:"6018",TargetType:1,TargetGroup:0,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:0.8,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:30,speed:350,sonsk:0,hero:0,name:"神圣护盾",sp_name:"shield",info:"召唤圣盾保护自己,可以抵御3次攻击"},
|
||||||
6019:{uuid:6019,path:"6019",TargetType:1,TargetGroup:2,CdType:CdType.HeroPower,fname:"buff_do2",flash:true,with:50,debuff:0,depb:0,debtime:0,derate:0,in:1,count:1,def:0,apup:20,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"战争咆哮",sp_name:"apup",info:"为全体友方增加施法者攻击力20%的攻击"},
|
6019:{uuid:6019,path:"6019",TargetType:1,TargetGroup:2,act:"max",CdType:2,fname:"max_red",flash:true,with:50,debuff:0,depb:0,debtime:0,derate:0,in:1,count:1,def:0,apup:20,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"战争咆哮",sp_name:"apup",info:"为全体友方增加施法者攻击力20%的攻击"},
|
||||||
6021:{uuid:6021,path:"6021",TargetType:2,TargetGroup:3,CdType:CdType.HeroPower,fname:"buff_do",flash:true,with:50,debuff:0,depb:0,debtime:0,derate:0,in:1,count:1,def:0,apup:0,ap:600,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"死亡射击",sp_name:"shoot2",info:"攻击最后方的敌人,造成600%攻击的伤害"},
|
6021:{uuid:6021,path:"6021",TargetType:2,TargetGroup:3,act:"max",CdType:2,fname:"max_blue",flash:true,with:50,debuff:0,depb:0,debtime:0,derate:0,in:1,count:1,def:0,apup:0,ap:600,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"死亡射击",sp_name:"shoot2",info:"攻击最后方的敌人,造成600%攻击的伤害"},
|
||||||
6022:{uuid:6022,path:"6022",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:1,depb:50,debtime:2,derate:0,in:1,count:1,def:0,apup:0,ap:300,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"寒霜之矛",sp_name:"icez",info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
|
6022:{uuid:6022,path:"6022",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:1,depb:50,debtime:2,derate:0,in:1,count:1,def:0,apup:0,ap:300,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"寒霜之矛",sp_name:"icez",info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
|
||||||
6023:{uuid:6023,path:"6023",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:8,depb:50,debtime:1,derate:0,in:1,count:1,def:0,apup:0,ap:400,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"冰墙",sp_name:"icet",info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
6023:{uuid:6023,path:"6023",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:8,depb:50,debtime:1,derate:0,in:1,count:1,def:0,apup:0,ap:400,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"冰墙",sp_name:"icet",info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
||||||
6024:{uuid:6024,path:"6024",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:8,depb:50,debtime:1,derate:0,in:2,count:1,def:0,apup:0,ap:80,mhp:0,hp:0,cd:10,buff_cd:0.5,hited:0.3,shield:0,speed:100,sonsk:0,hero:0,name:"旋风斩",sp_name:"fwind",info:"旋转武器对周围的敌人造成80%攻击,2秒内旋转4次"},
|
6024:{uuid:6024,path:"6024",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max_red",flash:false,with:50,debuff:8,depb:50,debtime:1,derate:0,in:2,count:1,def:0,apup:0,ap:80,mhp:0,hp:0,cd:5,buff_cd:0.5,hited:0.3,shield:0,speed:100,sonsk:0,hero:0,name:"旋风斩",sp_name:"fwind",info:"旋转武器对周围的敌人造成80%攻击,2秒内旋转4次"},
|
||||||
6025:{uuid:6025,path:"6025",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:8,depb:50,debtime:1,derate:0,in:3,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:0,hero:0,name:"火焰漩涡",sp_name:"fireball",info:"召唤一个能量球射向前方敌人,对遇到的第一个敌人造成500%攻击的伤害,并击退"},
|
6025:{uuid:6025,path:"6025",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:8,depb:50,debtime:1,derate:0,in:3,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:0,hero:0,name:"火焰漩涡",sp_name:"fireball",info:"召唤一个能量球射向前方敌人,对遇到的第一个敌人造成500%攻击的伤害,并击退"},
|
||||||
6026:{uuid:6026,path:"6026",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:8,depb:50,debtime:2,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:0,hero:0,name:"潮汐",sp_name:"watert",info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"},
|
6026:{uuid:6026,path:"6026",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:8,depb:50,debtime:2,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:0,hero:0,name:"潮汐",sp_name:"watert",info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"},
|
||||||
6027:{uuid:6027,path:"6027",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:8,depb:100,debtime:2,derate:0,in:3,count:1,def:0,apup:2,ap:400,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:0,hero:0,name:"国王霸气",sp_name:"kingba",info:"释放霸气攻击周围敌人,造成400%伤害,并100%几率击退敌人"},
|
6027:{uuid:6027,path:"6027",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:8,depb:100,debtime:2,derate:0,in:3,count:1,def:0,apup:2,ap:400,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:0,hero:0,name:"国王霸气",sp_name:"kingba",info:"释放霸气攻击周围敌人,造成400%伤害,并100%几率击退敌人"},
|
||||||
6028:{uuid:6028,path:"6028",TargetType:1,TargetGroup:2,CdType:CdType.HeroPower,fname:"buff_do",flash:true,with:50,debuff:0,depb:0,debtime:0,derate:0,in:2,count:1,def:0,apup:0,ap:100,mhp:0,hp:10,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"自然庇佑",sp_name:"heath2",info:"为全体友方恢复施法者最大生命值10%的生命,和抵御1次攻击的护盾"},
|
6028:{uuid:6028,path:"6028",TargetType:1,TargetGroup:2,act:"max",CdType:2,fname:"max_blue",flash:true,with:50,debuff:0,depb:0,debtime:0,derate:0,in:2,count:1,def:0,apup:0,ap:100,mhp:0,hp:10,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"自然庇佑",sp_name:"heath2",info:"为全体友方恢复施法者最大生命值10%的生命,和抵御1次攻击的护盾"},
|
||||||
6029:{uuid:6029,path:"6029",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:8,depb:50,debtime:2,derate:0,in:3,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:0,hero:0,name:"陨石术",sp_name:"fireys",info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"},
|
6029:{uuid:6029,path:"6029",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:8,depb:50,debtime:2,derate:0,in:3,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:0,hero:0,name:"陨石术",sp_name:"fireys",info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"},
|
||||||
6030:{uuid:6030,path:"6030",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:10,buff_cd:0.5,hited:0.3,shield:0,speed:100,sonsk:0,hero:0,name:"闪电呼吸",sp_name:"dianquan",info:"召唤闪电攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"},
|
6030:{uuid:6030,path:"6030",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:3,count:1,def:0,apup:0,ap:100,mhp:0,hp:0,cd:5,buff_cd:0.5,hited:0.3,shield:0,speed:100,sonsk:0,hero:0,name:"闪电呼吸",sp_name:"dianquan",info:"召唤闪电攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"},
|
||||||
6031:{uuid:6031,path:"6031",TargetType:1,TargetGroup:0,CdType:CdType.HeroPower,fname:"buff_do",flash:true,with:50,debuff:0,depb:0,debtime:0,derate:0,in:2,count:1,def:20,apup:0,ap:70,mhp:0,hp:70,cd:10,buff_cd:1,hited:0.3,shield:0,speed:120,sonsk:0,hero:5211,name:"召唤仆从",sp_name:"zhaohuan",info:"召唤一个与施法者等级相同的骷髅战士为我方而战"},
|
6031:{uuid:6031,path:"6031",TargetType:1,TargetGroup:0,act:"max",CdType:2,fname:"max_blue",flash:true,with:50,debuff:0,depb:0,debtime:0,derate:0,in:2,count:1,def:20,apup:0,ap:70,mhp:0,hp:70,cd:5,buff_cd:1,hited:0.3,shield:0,speed:120,sonsk:0,hero:5211,name:"召唤仆从",sp_name:"zhaohuan",info:"召唤一个与施法者等级相同的骷髅战士为我方而战"},
|
||||||
6032:{uuid:6032,path:"6032",TargetType:1,TargetGroup:0,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:2,count:1,def:0,apup:0,ap:100,mhp:0,hp:5,cd:10,buff_cd:1,hited:0.3,shield:0,speed:120,sonsk:0,hero:0,name:"自愈",sp_name:"heath_small",info:"主动:自己回复自身5%最大生命值的生命"},
|
6032:{uuid:6032,path:"6032",TargetType:1,TargetGroup:0,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:2,count:1,def:0,apup:0,ap:100,mhp:0,hp:5,cd:5,buff_cd:1,hited:0.3,shield:0,speed:120,sonsk:0,hero:0,name:"自愈",sp_name:"heath_small",info:"主动:自己回复自身5%最大生命值的生命"},
|
||||||
6033:{uuid:6033,path:"6033",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:4,depb:100,debtime:1,derate:20,in:1,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:6035,hero:0,name:"震地裂击",sp_name:"cuida",info:"捶爆前方目标,造成300%攻击的伤害,震慑敌人,本局内全部敌方降低对方10%攻击力"},
|
6033:{uuid:6033,path:"6033",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:4,depb:100,debtime:1,derate:20,in:1,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:6035,hero:0,name:"震地裂击",sp_name:"cuida",info:"捶爆前方目标,造成300%攻击的伤害,震慑敌人,本局内全部敌方降低对方10%攻击力"},
|
||||||
6034:{uuid:6034,path:"6034",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:4,depb:100,debtime:1,derate:20,in:1,count:1,def:0,apup:0,ap:80,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"风暴之矢",sp_name:"bingyu",info:"射出能量暴风箭攻击最前方范围敌人,每波造成80%攻击的伤害"},
|
6034:{uuid:6034,path:"6034",TargetType:1,TargetGroup:3,act:"max",CdType:2,fname:"max",flash:false,with:50,debuff:4,depb:100,debtime:1,derate:20,in:1,count:1,def:0,apup:0,ap:80,mhp:0,hp:0,cd:5,buff_cd:1,hited:0.3,shield:0,speed:350,sonsk:0,hero:0,name:"风暴之矢",sp_name:"bingyu",info:"射出能量暴风箭攻击最前方范围敌人,每波造成80%攻击的伤害"}
|
||||||
6035:{uuid:6035,path:"6035",TargetType:1,TargetGroup:3,CdType:CdType.HeroPower,fname:"",flash:false,with:50,debuff:0,depb:0,debtime:0,derate:0,in:1,count:1,def:0,apup:0,ap:500,mhp:0,hp:0,cd:10,buff_cd:1,hited:0.3,shield:0,speed:500,sonsk:0,hero:0,name:"召唤仆从",sp_name:"zhaohuan",info:"召唤一个与施法者等级相同的骷髅战士为我方而战"}
|
|
||||||
};
|
};
|
||||||
41
assets/script/game/damage/DamageComp.ts
Normal file
41
assets/script/game/damage/DamageComp.ts
Normal file
@@ -0,0 +1,41 @@
|
|||||||
|
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||||
|
|
||||||
|
export enum DamageType {
|
||||||
|
Physical = 1,
|
||||||
|
Magic = 2,
|
||||||
|
True = 3
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 伤害请求组件 */
|
||||||
|
@ecs.register('DamageRequest')
|
||||||
|
export class DamageRequest extends ecs.Comp {
|
||||||
|
source!: ecs.Entity; // 伤害来源
|
||||||
|
target!: ecs.Entity; // 伤害目标
|
||||||
|
baseValue!: number; // 基础伤害值
|
||||||
|
damageType: number = 1; // 伤害类型
|
||||||
|
canCrit: boolean = true; // 是否可暴击
|
||||||
|
ignoreDefense: boolean = false; // 是否忽略防御
|
||||||
|
|
||||||
|
reset() {
|
||||||
|
this.source = null!;
|
||||||
|
this.target = null!;
|
||||||
|
this.baseValue = 0;
|
||||||
|
this.damageType = 1;
|
||||||
|
this.canCrit = true;
|
||||||
|
this.ignoreDefense = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 伤害结果组件 */
|
||||||
|
@ecs.register('DamageResult')
|
||||||
|
export class DamageResult extends ecs.Comp {
|
||||||
|
finalDamage: number = 0;
|
||||||
|
isCrit: boolean = false;
|
||||||
|
isDodged: boolean = false;
|
||||||
|
|
||||||
|
reset(finalDamage: number = 0, isCrit: boolean = false, isDodged: boolean = false) {
|
||||||
|
this.finalDamage = finalDamage;
|
||||||
|
this.isCrit = isCrit;
|
||||||
|
this.isDodged = isDodged;
|
||||||
|
}
|
||||||
|
}
|
||||||
70
assets/script/game/damage/DamageSystem.ts
Normal file
70
assets/script/game/damage/DamageSystem.ts
Normal file
@@ -0,0 +1,70 @@
|
|||||||
|
import { oops } from "db://oops-framework/core/Oops";
|
||||||
|
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||||
|
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||||
|
import { DamageRequest, DamageResult } from "./DamageComp";
|
||||||
|
|
||||||
|
@ecs.register('DamageSystem')
|
||||||
|
export class DamageSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
|
||||||
|
filter(): ecs.IMatcher {
|
||||||
|
return ecs.allOf(DamageRequest);
|
||||||
|
}
|
||||||
|
|
||||||
|
update(entity: ecs.Entity) {
|
||||||
|
const req = entity.get(DamageRequest);
|
||||||
|
const result = this.calculateDamage(req);
|
||||||
|
this.applyDamage(req.target, result);
|
||||||
|
entity.remove(DamageRequest);
|
||||||
|
}
|
||||||
|
|
||||||
|
private calculateDamage(req: DamageRequest): DamageResult {
|
||||||
|
const targetView = req.target.get(HeroViewComp);
|
||||||
|
const sourceView = req.source.get(HeroViewComp);
|
||||||
|
let final = req.baseValue;
|
||||||
|
|
||||||
|
// 闪避判定
|
||||||
|
if (Math.random() < targetView.dodge) {
|
||||||
|
const result = new DamageResult();
|
||||||
|
result.finalDamage = 0;
|
||||||
|
result.isDodged = true;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 护甲减伤
|
||||||
|
if (!req.ignoreDefense) {
|
||||||
|
final -= targetView.def * 0.5;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 暴击判定
|
||||||
|
let isCrit = false;
|
||||||
|
if (req.canCrit) {
|
||||||
|
const critRate = sourceView.crit;
|
||||||
|
if (Math.random() < critRate) {
|
||||||
|
final *= 1.5;
|
||||||
|
isCrit = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const result = new DamageResult();
|
||||||
|
result.finalDamage = Math.max(0, final);
|
||||||
|
result.isCrit = isCrit;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
private applyDamage(target: ecs.Entity, result: DamageResult) {
|
||||||
|
const view = target.get(HeroViewComp);
|
||||||
|
view.hp -= result.finalDamage;
|
||||||
|
|
||||||
|
// 添加伤害结果组件
|
||||||
|
const comp = target.add(DamageResult);
|
||||||
|
comp.finalDamage = result.finalDamage;
|
||||||
|
comp.isCrit = result.isCrit;
|
||||||
|
comp.isDodged = result.isDodged;
|
||||||
|
|
||||||
|
// 触发伤害事件
|
||||||
|
oops.message.dispatchEvent("OnDamage", {
|
||||||
|
target,
|
||||||
|
damage: result.finalDamage,
|
||||||
|
isCrit: result.isCrit
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -80,11 +80,11 @@ export class BuffComp extends Component {
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
max_show(){
|
max_show(name:string){
|
||||||
// this.node.getChildByName("max").active=true
|
var path = "game/skills/"+name;
|
||||||
// this.scheduleOnce(()=>{
|
var prefab: Prefab = oops.res.get(path, Prefab)!;
|
||||||
// this.node.getChildByName("max").active=false
|
var node = instantiate(prefab);
|
||||||
// },0.8)
|
node.parent = this.node;
|
||||||
}
|
}
|
||||||
show_do_buff(name:string){
|
show_do_buff(name:string){
|
||||||
var path = "game/skills/"+name;
|
var path = "game/skills/"+name;
|
||||||
|
|||||||
@@ -49,12 +49,30 @@ export class HeroSpine extends Component {
|
|||||||
// console.log("do max");
|
// console.log("do max");
|
||||||
this.anm.max()
|
this.anm.max()
|
||||||
}
|
}
|
||||||
|
play(name:string){
|
||||||
|
switch(name){
|
||||||
|
case "max":
|
||||||
|
this.max()
|
||||||
|
break
|
||||||
|
case "atk":
|
||||||
|
this.atk()
|
||||||
|
break
|
||||||
|
case "idle":
|
||||||
|
this.idle()
|
||||||
|
break
|
||||||
|
case "move":
|
||||||
|
this.move()
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
move(){
|
move(){
|
||||||
// console.log("doing move");
|
// console.log("doing move");
|
||||||
if(this.status=="move") return
|
if(this.status=="move") return
|
||||||
this.status="move"
|
this.status="move"
|
||||||
this.anm.move()
|
this.anm.move()
|
||||||
}
|
}
|
||||||
|
|
||||||
atked() {
|
atked() {
|
||||||
// console.log("do atked");
|
// console.log("do atked");
|
||||||
this.anm.atked()
|
this.anm.atked()
|
||||||
|
|||||||
@@ -177,18 +177,39 @@ export class HeroViewComp extends CCComp {
|
|||||||
}
|
}
|
||||||
|
|
||||||
//受伤判断
|
//受伤判断
|
||||||
check_uatk(skill:any){
|
check_uatk(damage:number,is_crit:boolean){
|
||||||
|
|
||||||
if(this.check_dodge()) return
|
if(this.check_dodge()) return
|
||||||
this.in_atked();
|
this.in_atked();
|
||||||
let l_hp=this.check_less(skill.ap,skill.is_crit,skill.crit_add)
|
let l_hp=damage
|
||||||
this.check_debuff(skill,l_hp)
|
// this.check_debuff(skill,l_hp)
|
||||||
if(this.shield > 0){
|
if(this.shield > 0){
|
||||||
this.shield -=1
|
this.shield -= damage
|
||||||
if(this.shield == 0) this.BUFFCOMP.show_shield(false)
|
if(this.shield <= 0) {
|
||||||
l_hp = 0
|
l_hp = -this.shield
|
||||||
|
this.shield = 0
|
||||||
|
this.BUFFCOMP.show_shield(false)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
this.hp_less(l_hp,is_crit);
|
||||||
|
}
|
||||||
|
hp_less(hp: number,is_crit:boolean=false){
|
||||||
|
if(this.is_dead) return
|
||||||
|
hp=Math.floor(hp)
|
||||||
|
this.hp -= hp
|
||||||
|
if(is_crit){
|
||||||
|
this.BUFFCOMP.tooltip(4,hp.toFixed(0),250);
|
||||||
|
}else{
|
||||||
|
this.BUFFCOMP.tooltip(1,hp.toFixed(0),250);
|
||||||
|
}
|
||||||
|
if(this.hp > this.hp_max){
|
||||||
|
this.hp = this.hp_max;
|
||||||
|
}
|
||||||
|
if(this.hp <= 0){
|
||||||
|
this.dead();
|
||||||
|
this.to_grave()
|
||||||
|
this.is_dead = true;
|
||||||
}
|
}
|
||||||
this.hp_less(l_hp,skill.is_crit);
|
|
||||||
}
|
}
|
||||||
check_less(ap:number,is_crit:boolean,crit_add:number=0){
|
check_less(ap:number,is_crit:boolean,crit_add:number=0){
|
||||||
let d=this.def/ap
|
let d=this.def/ap
|
||||||
@@ -455,24 +476,7 @@ export class HeroViewComp extends CCComp {
|
|||||||
this.hp += Math.floor(hprate/100*this.hp_max) ;
|
this.hp += Math.floor(hprate/100*this.hp_max) ;
|
||||||
}
|
}
|
||||||
|
|
||||||
hp_less(hp: number,is_crit:boolean=false){
|
|
||||||
if(this.is_dead) return
|
|
||||||
hp=Math.floor(hp)
|
|
||||||
this.hp -= hp
|
|
||||||
if(is_crit){
|
|
||||||
this.BUFFCOMP.tooltip(4,hp.toFixed(0),250);
|
|
||||||
}else{
|
|
||||||
this.BUFFCOMP.tooltip(1,hp.toFixed(0),250);
|
|
||||||
}
|
|
||||||
if(this.hp > this.hp_max){
|
|
||||||
this.hp = this.hp_max;
|
|
||||||
}
|
|
||||||
if(this.hp <= 0){
|
|
||||||
this.dead();
|
|
||||||
this.to_grave()
|
|
||||||
this.is_dead = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
/** 静止时间 */
|
/** 静止时间 */
|
||||||
in_stop (dt: number) {
|
in_stop (dt: number) {
|
||||||
if(this.stop_cd > 0){
|
if(this.stop_cd > 0){
|
||||||
@@ -548,8 +552,18 @@ export class HeroViewComp extends CCComp {
|
|||||||
this.node.destroy();
|
this.node.destroy();
|
||||||
}
|
}
|
||||||
|
|
||||||
playSkillEffect() {
|
playSkillEffect(skill_id:number) {
|
||||||
|
let skill = SkillSet[skill_id]
|
||||||
|
switch(skill.act){
|
||||||
|
case "max":
|
||||||
this.as.max()
|
this.as.max()
|
||||||
|
this.BUFFCOMP.max_show(skill.fname)
|
||||||
|
this.BUFFCOMP.tooltip(3,skill.name,skill_id)
|
||||||
|
break
|
||||||
|
case "atk":
|
||||||
|
this.as.atk()
|
||||||
|
break
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public revive() {
|
public revive() {
|
||||||
|
|||||||
@@ -19,18 +19,21 @@ import { HeroInfo } from "../common/config/heroSet";
|
|||||||
import { Talents } from "../common/config/TalentSet";
|
import { Talents } from "../common/config/TalentSet";
|
||||||
import { MonModelComp } from "./MonModelComp";
|
import { MonModelComp } from "./MonModelComp";
|
||||||
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
|
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
|
||||||
|
import { HeroSkillsComp } from "../skill/heroSkillsComp";
|
||||||
/** 角色实体 */
|
/** 角色实体 */
|
||||||
@ecs.register(`Monster`)
|
@ecs.register(`Monster`)
|
||||||
export class Monster extends ecs.Entity {
|
export class Monster extends ecs.Entity {
|
||||||
// 数据层
|
HeroModel!: MonModelComp;
|
||||||
MonModelComp!: MonModelComp;
|
|
||||||
// 视图层
|
|
||||||
HeroView!: HeroViewComp;
|
HeroView!: HeroViewComp;
|
||||||
|
BattleMove!: BattleMoveComp;
|
||||||
|
HeroSkills!: HeroSkillsComp;
|
||||||
|
|
||||||
protected init() {
|
protected init() {
|
||||||
|
this.addComponents<ecs.Comp>(
|
||||||
|
BattleMoveComp,
|
||||||
|
HeroSkillsComp,
|
||||||
|
MonModelComp
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
destroy(): void {
|
destroy(): void {
|
||||||
@@ -99,25 +102,42 @@ export class Monster extends ecs.Entity {
|
|||||||
hv.dexp=hero.dexp;
|
hv.dexp=hero.dexp;
|
||||||
|
|
||||||
this.add(hv);
|
this.add(hv);
|
||||||
|
// 初始化多个技能组件
|
||||||
|
const skillsComp = this.get(HeroSkillsComp);
|
||||||
|
// 正确初始化已有技能
|
||||||
|
hero.skills.forEach(skillId => {
|
||||||
|
this.addSkill(skillId); // 使用addSkill方法确保初始化
|
||||||
|
});
|
||||||
|
|
||||||
|
// 初始化移动参数
|
||||||
|
const move = this.get(BattleMoveComp);
|
||||||
|
move.direction = 1; // 向右移动
|
||||||
|
move.targetX = 800; // 右边界
|
||||||
}
|
}
|
||||||
set_ratio(uuid:number){
|
// 添加技能
|
||||||
let ratio=1;
|
public addSkill(skillId: number) {
|
||||||
switch (HeroInfo[uuid].level) {
|
const comp = this.get(HeroSkillsComp);
|
||||||
case 2:
|
if (comp.skills.indexOf(skillId) === -1) {
|
||||||
ratio=1.05
|
comp.skills.push(skillId);
|
||||||
break;
|
comp.cooldowns.set(skillId, 0);
|
||||||
case 3:
|
comp.counters.set(skillId, 0);
|
||||||
ratio=1.1
|
console.log(`技能${skillId}初始化完成`,
|
||||||
break;
|
'当前cooldowns:', comp.cooldowns,
|
||||||
case 4:
|
'当前counters:', comp.counters);
|
||||||
ratio=1.15
|
}
|
||||||
break;
|
}
|
||||||
case 5:
|
|
||||||
ratio=1.2
|
// 移除技能
|
||||||
break;
|
public removeSkill(skillId: number) {
|
||||||
default:
|
const comp = this.get(HeroSkillsComp);
|
||||||
ratio=1
|
comp.skills = comp.skills.filter(id => id !== skillId);
|
||||||
}
|
}
|
||||||
return ratio;
|
|
||||||
|
public levelUp() {
|
||||||
|
// ...升级逻辑...
|
||||||
|
const comp = this.get(HeroSkillsComp);
|
||||||
|
comp.skills.forEach(skillId => {
|
||||||
|
comp.resetCooldown(skillId);
|
||||||
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -53,9 +53,9 @@ export class HCardComp extends CCComp {
|
|||||||
this.node.getChildByName("bg").getComponent(Sprite).grayscale=false
|
this.node.getChildByName("bg").getComponent(Sprite).grayscale=false
|
||||||
this.is_dead=false
|
this.is_dead=false
|
||||||
}
|
}
|
||||||
this.hp.string=(this.heros[this.hi].HeroView.rhp_max).toFixed(0)
|
this.hp.string=(this.heros[this.hi].HeroView.hp_max).toFixed(0)
|
||||||
this.ap.string=(this.heros[this.hi].HeroView.ap*(smc.vmdata.mission.ap+100)/100).toFixed(0)
|
this.ap.string=(this.heros[this.hi].HeroView.ap*(smc.vmdata.mission.ap+100)/100).toFixed(0)
|
||||||
this.life.progress=this.heros[this.hi].HeroView.hp/this.heros[this.hi].HeroView.rhp_max
|
this.life.progress=this.heros[this.hi].HeroView.hp/this.heros[this.hi].HeroView.hp_max
|
||||||
this.pw.progress=this.heros[this.hi].HeroView.pw/this.heros[this.hi].HeroView.pwm
|
this.pw.progress=this.heros[this.hi].HeroView.pw/this.heros[this.hi].HeroView.pwm
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -4,12 +4,13 @@ import { HeroViewComp } from "../hero/HeroViewComp";
|
|||||||
import { HeroSkillsComp } from "./heroSkillsComp";
|
import { HeroSkillsComp } from "./heroSkillsComp";
|
||||||
import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
|
import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
|
||||||
import { CdType } from "../common/config/SkillSet";
|
import { CdType } from "../common/config/SkillSet";
|
||||||
|
import { DamageRequest, DamageType } from "../../game/damage/DamageComp";
|
||||||
|
|
||||||
|
|
||||||
/** 技能系统 */
|
/** 技能系统 */
|
||||||
@ecs.register('HeroSkillSystem')
|
@ecs.register('HeroSkillSystem')
|
||||||
export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
|
export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
|
||||||
private updateInterval: number = 0.2; // 每0.1秒更新一次
|
private updateInterval: number = 0.1; // 每0.1秒更新一次
|
||||||
private accumulator: number = 0;
|
private accumulator: number = 0;
|
||||||
|
|
||||||
filter(): ecs.IMatcher {
|
filter(): ecs.IMatcher {
|
||||||
@@ -64,13 +65,10 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
|
|||||||
const comp = entity.get(HeroSkillsComp);
|
const comp = entity.get(HeroSkillsComp);
|
||||||
switch(config.CdType){
|
switch(config.CdType){
|
||||||
case CdType.SkillCD:
|
case CdType.SkillCD:
|
||||||
console.log("技能计时器",comp.cooldowns.get(config.uuid as number) ?? 0,config.cd)
|
|
||||||
return (comp.cooldowns.get(config.uuid as number) ?? 0) <= 0;
|
return (comp.cooldowns.get(config.uuid as number) ?? 0) <= 0;
|
||||||
case CdType.HeroCD:
|
case CdType.HeroCD:
|
||||||
console.log("普攻计时器",view.at,view.cd)
|
|
||||||
return view.at >= view.cd;
|
return view.at >= view.cd;
|
||||||
case CdType.HeroPower:
|
case CdType.HeroPower:
|
||||||
console.log("能量计时器",view.pw,view.pwm)
|
|
||||||
return view.pw >= view.pwm;
|
return view.pw >= view.pwm;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -81,23 +79,20 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
|
|||||||
private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
|
private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||||
const view = caster.get(HeroViewComp);
|
const view = caster.get(HeroViewComp);
|
||||||
const comp = caster.get(HeroSkillsComp);
|
const comp = caster.get(HeroSkillsComp);
|
||||||
console.log(view.hero_name+"施放技能",comp,view)
|
console.log(view.hero_name+"施放技能",config.uuid,comp,view)
|
||||||
|
|
||||||
switch(config.CdType) {
|
switch(config.CdType) {
|
||||||
case CdType.SkillCD:
|
case CdType.SkillCD:
|
||||||
view.as.max()
|
view.as.max()
|
||||||
console.log("重置技能计时器",view.as,config.cd)
|
|
||||||
comp.cooldowns.set(skillId, config.cd); // 重置冷却时间
|
comp.cooldowns.set(skillId, config.cd); // 重置冷却时间
|
||||||
break;
|
break;
|
||||||
case CdType.HeroCD:
|
case CdType.HeroCD:
|
||||||
view.as.atk()
|
view.as.atk()
|
||||||
console.log("重置普攻计时器",view.at,view.cd)
|
|
||||||
view.at = view.at-view.cd; // 重置普攻计时器
|
view.at = view.at-view.cd; // 重置普攻计时器
|
||||||
break;
|
break;
|
||||||
case CdType.HeroPower:
|
case CdType.HeroPower:
|
||||||
view.as.max()
|
view.as.max()
|
||||||
console.log("重置能量计时器",view.pw,view.pwm)
|
view.pw = view.pw-view.pwm; // 重置能量计时器
|
||||||
view.pw = view.pw-view.pwm;
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -205,24 +200,15 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
|
|||||||
|
|
||||||
/** 应用技能效果 */
|
/** 应用技能效果 */
|
||||||
private applySkillEffect(caster: ecs.Entity, target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
|
private applySkillEffect(caster: ecs.Entity, target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||||
const casterView = caster.get(HeroViewComp);
|
// 创建伤害请求实体
|
||||||
const targetView = target.get(HeroViewComp);
|
const damageEntity = new ecs.Entity();
|
||||||
|
const req = damageEntity.add(DamageRequest);
|
||||||
|
req.source = caster;
|
||||||
|
req.target = target;
|
||||||
|
req.baseValue = caster.get(HeroViewComp).ap * (config.ap / 100);
|
||||||
|
|
||||||
// 计算基础伤害
|
// 播放技能特效
|
||||||
const damage = casterView.ap * (config.ap / 100);
|
caster.get(HeroViewComp).playSkillEffect(config.uuid);
|
||||||
|
|
||||||
// 应用伤害/治疗
|
|
||||||
if (config.ap > 0) {
|
|
||||||
targetView.hp -= damage;
|
|
||||||
}
|
|
||||||
if (config.hp > 0) {
|
|
||||||
targetView.hp += casterView.hp_max * (config.hp / 100);
|
|
||||||
}
|
|
||||||
|
|
||||||
// 应用debuff
|
|
||||||
if (config.debuff > 0) {
|
|
||||||
this.applyDebuff(target, config);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 应用负面状态 */
|
/** 应用负面状态 */
|
||||||
|
|||||||
Reference in New Issue
Block a user