将伤害执行加入队列,方便 debuff 即间隔性伤害的加入
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@@ -39,6 +39,7 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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// private updateInterval: number = 0.1; // 每0.1秒更新一次
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// private accumulator: number = 0;
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private _timers: { [key: string]: number } = {};
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private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
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init(): void {
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oops.message.on(GameEvent.MissionEnd, this.clear_timer, this);
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}
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@@ -48,6 +49,8 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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update(e: ecs.Entity) {
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// 处理伤害队列
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this.processDamageQueue();
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const view = e.get(HeroViewComp);
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const skills = e.get(HeroSkillsComp);
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@@ -64,6 +67,17 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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});
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}
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private processDamageQueue() {
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const delta = this.dt;
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for (let i = this._damageQueue.length - 1; i >= 0; i--) {
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this._damageQueue[i].timer -= delta;
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if (this._damageQueue[i].timer <= 0) {
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this._damageQueue[i].callback();
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this._damageQueue.splice(i, 1);
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}
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}
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}
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/** 处理所有技能逻辑 */
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private processSkills(entity: ecs.Entity, comp: HeroSkillsComp) {
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comp.skills.forEach(skillId => {
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@@ -295,58 +309,45 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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return result;
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}
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private applyDamage(target: ecs.Entity, result:any) {
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const view = target.get(HeroViewComp);
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if (!view.ent.has(HeroViewComp)) return;
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this.scheduleOnce(()=>{
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// 护盾优先吸收伤害
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let remainingDamage = result.value;
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if(result.isDodged){
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view.BUFFCOMP.tooltip(5,"*闪避*");
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return;
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}
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if (view.shield > 0) {
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const shieldAbsorb = Math.min(view.shield, remainingDamage);
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view.shield -= shieldAbsorb;
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remainingDamage -= shieldAbsorb;
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private applyDamage(target: ecs.Entity, result: any) {
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this._damageQueue.push({
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timer: result.delay,
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callback: () => {
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const view = target.get(HeroViewComp);
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if (!view?.ent.has(HeroViewComp)) return;
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if(result.isDodged){
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view.BUFFCOMP.tooltip(5,"*闪避*");
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return;
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}
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let remainingDamage = result.value;
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if (view.shield > 0) {
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const shieldAbsorb = Math.min(view.shield, remainingDamage);
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view.shield -= shieldAbsorb;
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remainingDamage -= shieldAbsorb;
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if (view.shield <= 0) {
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view.BUFFCOMP.show_shield(false);
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}
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}
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if (view.shield <= 0) {
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view.BUFFCOMP.show_shield(false);
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if (remainingDamage > 0) {
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view.hp -= remainingDamage;
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if(view.hp <= 0) {
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view.BUFFCOMP.dead()
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view.exp_add(view.dexp)
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view.to_grave();
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}
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view.showDamage(result.value, result.isCrit);
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} else {
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view.BUFFCOMP.tooltip(5,"*吸收*");
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}
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}
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// 剩余伤害扣除血量
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if (remainingDamage > 0) {
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view.hp -= remainingDamage;
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if(view.hp<=0) {
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view.BUFFCOMP.dead()
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view.exp_add(view.dexp)
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view.to_grave();
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}
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view.showDamage(result.value, result.isCrit);
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}else{
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view.BUFFCOMP.tooltip(5,"*吸收*");
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}
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}, result.delay)
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// 直接触发事件
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oops.message.dispatchEvent("OnDamage", {
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target,
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damage: result.value,
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isCrit: result.isCrit
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}
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});
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}
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private scheduleOnce(callback: () => void, delay: number) {
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const timer = setTimeout(() => {
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callback();
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delete this._timers[timer];
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}, delay * 1000);
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this._timers[timer] = timer;
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}
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public clear_timer() {
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console.log("clear_timer");
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Object.values(this._timers).forEach(clearTimeout);
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