去掉碰撞系统
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187
assets/script/game/skill/SkillSystem.ts
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187
assets/script/game/skill/SkillSystem.ts
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import { Node, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { SkillSet } from "../common/config/SkillSet";
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import { SkillAnimationComp } from "./SkillAnimation";
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import { ProjectileComp } from "./ProjectileComp";
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/** 技能触发组件 */
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@ecs.register('HerosSkills')
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export class SkillsComp extends ecs.Comp {
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/** 技能ID */
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skillId: number = 0;
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/** 目标位置/实体 */
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target: Vec3 | Node | null = null;
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/** 当前冷却时间 */
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currentCooldown: number = 0;
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reset() {
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this.skillId = 0;
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this.target = null;
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this.currentCooldown = 0;
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}
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}
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/** 技能系统 */
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@ecs.register('SkillSystem')
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export class SkillSystem extends ecs.ComblockSystem<ecs.Entity> implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(SkillsComp, HeroViewComp);
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}
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update(e: ecs.Entity) {
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let skill = e.get(SkillsComp);
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let view = e.get(HeroViewComp);
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if (this.canCastSkill(skill, view)) {
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this.castSkill(e, skill);
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}
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}
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private canCastSkill(skill: SkillsComp, view: HeroViewComp): boolean {
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return skill.currentCooldown <= 0 &&
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view.pw >= view.pwm;
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}
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private castSkill(entity: ecs.Entity, skill: SkillsComp) {
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const skillData = SkillSet[skill.skillId];
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// // 创建飞弹实体
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// const projectile = ecs.createEntity();
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// const projView = projectile.add(HeroViewComp);
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// projView.node = instantiate(skillData.prefab);
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// projView.node.setParent(entity.get(HeroViewComp).node.parent);
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// projView.node.setPosition(entity.get(HeroViewComp).node.position);
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// // 添加投射物组件
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// projectile.add(ProjectileComp, {
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// speed: skillData.speed,
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// direction: entity.get(HeroViewComp).node.scale.x > 0 ? Vec3.RIGHT : Vec3.LEFT,
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// maxDistance: skillData.range,
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// penetrate: skillData.penetrate
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// });
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// 应用冷却时间
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skill.currentCooldown = skillData.cooldown;
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// 根据技能类型处理
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switch(skillData.type) {
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case 'damage':
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this.handleDamage(entity, skillData);
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break;
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case 'heal':
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this.handleHeal(entity, skillData);
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break;
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case 'projectile':
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this.castProjectileSkill(entity, skillData);
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break;
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}
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// 播放动画(示例)
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// entity.get(HeroViewComp).playAnimation(skillData.anim);
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// 触发完成回调
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entity.remove(SkillsComp);
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}
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private handleDamage(entity: ecs.Entity, data: any) {
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const view = entity.get(HeroViewComp);
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// 实现伤害逻辑...
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}
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private handleHeal(entity: ecs.Entity, data: any) {
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const view = entity.get(HeroViewComp);
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// 实现治疗逻辑...
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}
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private castProjectileSkill(entity: ecs.Entity, skillData: any) {
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const view = entity.get(HeroViewComp);
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// 创建飞弹实体
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}
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private exit(e: ecs.Entity) {
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e.remove(SkillsComp);
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}
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}
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// 动画系统
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@ecs.register('SkillAnimationSystem')
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export class SkillAnimationSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(SkillAnimationComp);
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}
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update(e: ecs.Entity): void {
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const anim = e.get(SkillAnimationComp);
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anim.elapsed += this.dt;
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// 触发伤害检测
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if (anim.elapsed >= anim.damageTriggerTime) {
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e.add(DamageLineComp); // 添加伤害区域组件
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e.remove(SkillAnimationComp);
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}
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}
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}
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// 直线型伤害区域组件
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@ecs.register('DamageLine')
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export class DamageLineComp extends ecs.Comp {
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startPos: Vec3 = new Vec3();
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direction: Vec3 = Vec3.RIGHT;
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length: number = 300;
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width: number = 50;
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reset() {
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this.startPos.set();
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this.direction.set(Vec3.RIGHT);
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this.length = 300;
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this.width = 50;
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}
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}
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// 直线伤害系统
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@ecs.register('DamageLineSystem')
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export class DamageLineSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(DamageLineComp, HeroViewComp);
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}
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update(e: ecs.Entity): void {
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const line = e.get(DamageLineComp);
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const caster = e.get(HeroViewComp);
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// 根据角色朝向调整方向
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line.direction = caster.node.scale.x > 0 ? Vec3.RIGHT : new Vec3(-1, 0, 0);
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// 获取直线区域内的目标
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const targets = this.getTargetsInLine(
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caster.node.worldPosition,
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line.direction,
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line.length,
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line.width,
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caster.box_group
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);
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// 应用伤害
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targets.forEach(target => {
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});
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e.remove(DamageLineComp);
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}
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private getTargetsInLine(origin: Vec3, dir: Vec3, length: number, width: number, team: number): ecs.Entity[] {
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return [];
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}
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private isInLine(origin: Vec3, dir: Vec3, target: Vec3, length: number, width: number): boolean {
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return false; // 临时返回值保持类型安全
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// const toTarget = target.subtract(origin);
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// const projection = Vec3.project(toTarget, dir);
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}
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}
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