refactor(game): 重构天赋系统配置和组件逻辑

重构天赋系统配置,包括:
1. 调整天赋类型枚举和效果枚举
2. 移除旧的天赋配置数据
3. 简化天赋组件实现
4. 更新设计文档中的天赋描述

同时修正地图组件中的英雄位置坐标和缩放值
This commit is contained in:
2025-11-18 11:00:18 +08:00
parent 078787ccf2
commit deb224b067
4 changed files with 60 additions and 194 deletions

View File

@@ -1,33 +1,13 @@
import { _decorator } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { ItalConf, TalType, TalEType, talConf } from "../common/config/TalSet";
import { BuffConf, SkillSet } from "../common/config/SkillSet";
import { HeroInfo } from "../common/config/heroSet";
import { HeroViewComp } from "./HeroViewComp";
const { ccclass } = _decorator;
/**
* 天赋触发统计接口
* 记录各种触发条件的计数器,用于判断天赋是否满足触发条件
*/
interface FightStats {
aCount: number; // 普通攻击计数 - 用于 ACTION_COUNT 类型天赋
sCount: number; // 技能使用计数 - 用于 SKILL_COUNT 类型天赋
dCount: number; // 受伤次数计数 - 用于 DAMAGE_COUNT 类型天赋
level: number; // 当前等级 - 用于 LEVEL/LEVEL_UP 类型天赋
}
/**
* 天赋效果实例接口
* 记录已激活天赋的当前状态,包括堆叠层数和最后触发时间
*/
interface TalEffect {
uuid: number; // 天赋uuid
stack: number; // 当前堆叠层数,用于可堆叠天赋
lTTime: number; // 上次触发时间戳,可用于时效判断
}
/**
* 天赋系统组件类
@@ -43,127 +23,16 @@ export class TalComp extends ecs.Comp {
/** 英雄唯一标识符,用于从配置中获取英雄信息 */
private heroUuid: number = 0;
/** 天赋触发统计,记录各种触发条件的当前状态 */
private FStats: FightStats = { aCount: 0, sCount: 0, dCount: 0, level: 1 };
/** 活跃天赋效果映射,存储已激活的天赋实例 */
private activeTals: TalEffect[] = [];
private talEffects: ItalConf[] = [];
/** 初始化标志,防止重复初始化 */
private isInitialized: boolean = false;
/**
* 组件生命周期函数 - 启动时调用
* 获取英雄视图组件并初始化天赋系统
*/
start() {
// 运行时获取组件,避免编译时循环引用
this.heroView = this.ent.get(HeroViewComp);
if (this.heroView) {
this.heroUuid = this.heroView.hero_uuid;
this.initializeTalents();
}
}
private initializeTalents(): void {
if (this.isInitialized || !this.heroView) return;
this.FStats.level = this.heroView.lv || 1;
this.getHeroTalents()
this.isInitialized = true;
}
private getHeroTalents(): ItalConf[] {
this.activeTals = [];
this.talEffects = [];
if (!this.heroView) return [];
const heroInfo = HeroInfo[this.heroUuid];
if (!heroInfo?.tal) return [];
for(let id of heroInfo.tal){
let conf = talConf[id];
if(conf){
this.talEffects.push(conf)
}
}
}
private doTalEffect(tal:ItalConf){
console.log("doTalEffect",tal)
if(tal.triggerType == TalEType.ATTRS){
console.log("doTalEffect ATTRS",tal)
let buff:BuffConf = {
buff:tal.e_name,
BType:tal.e_type,
value:tal.e_value,
time:0,
chance:tal.chance,
}
this.heroView.addBuff(buff)
}
if(tal.triggerType == TalEType.SKILL){
console.log("doTalEffect SKILL",tal)
let skill = SkillSet[tal.e_value];
if(this.skillCon){
this.skillCon.doSkill(skill,false,0)
}
}
if(tal.triggerType == TalEType.SKILL_MORE){
console.log("doTalEffect SKILL_MORE",tal)
this.heroView.skills.push(tal.e_value)
}
}
private checkTrigger(tal:ItalConf) {
let stats = this.FStats;
switch (tal.type) {
case TalType.LEVEL: return stats.level >= tal.t_value;
case TalType.LEVEL_UP: return stats.level % tal.t_value === 0;
case TalType.ACTION_COUNT: return stats.aCount >= tal.t_value;
case TalType.SKILL_COUNT: return stats.sCount >= tal.t_value;
case TalType.DAMAGE_COUNT: return stats.dCount >= tal.t_value;
case TalType.INIT: return true;
case TalType.DEAD: return false; // 单独处理
default: return false;
}
}
private checkHasTal(TalType:TalType) {
for(let tal of this.talEffects){
if(TalType == tal.type){
if (this.checkTrigger(tal)){
this.doTalEffect(tal)
}
}
}
}
public onAction(): void {
this.FStats.aCount++;
this.checkHasTal(TalType.ACTION_COUNT);
}
public onSkillUse(): void {
this.FStats.sCount++;
this.checkHasTal(TalType.SKILL_COUNT);
}
public onDamageTaken(): void {
this.FStats.dCount++;
this.checkHasTal(TalType.DAMAGE_COUNT);
}
public onLevelUp(newLevel: number): void {
this.FStats.level = newLevel;
this.checkHasTal(TalType.LEVEL);
this.checkHasTal(TalType.LEVEL_UP);
}
public onDeath(): void {
this.checkHasTal(TalType.DEAD);
}
reset() {
this.isInitialized = false;
}
}