feat(技能系统): 添加目标数量配置并优化目标选择逻辑

- 在SkillSet枚举中添加t_num字段用于配置技能目标数量
- 修改sTargets方法,根据技能配置中的t_num确定最大目标数量
- 重构findNearbyEnemies方法,实现基于距离和位置偏差的目标排序
- 添加对技能范围配置的灵活处理,支持range和dis字段
This commit is contained in:
2025-11-19 15:39:57 +08:00
parent 209d550e87
commit e577ed976c
2 changed files with 33 additions and 11 deletions

View File

@@ -153,7 +153,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
}
// 获取目标位置
let targets = this.sTargets(heroView);
let targets = this.sTargets(heroView, s_uuid);
if (targets.length === 0) {
console.warn("[SACastSystem] 没有找到有效目标");
return false;
@@ -172,7 +172,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
}, delay);
if(isDSill){
targets = this.sTargets(heroView);
targets = this.sTargets(heroView, s_uuid);
if (targets.length === 0) {
console.warn("[SACastSystem] 没有找到有效目标");
return false;
@@ -225,11 +225,13 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
/**
* 选择目标位置
*/
private sTargets(caster: HeroViewComp): Vec3[] {
// 简化版:选择最前方的敌人
let heroAttrs = caster.ent.get(HeroAttrsComp);
private sTargets(caster: HeroViewComp, s_uuid: number): Vec3[] {
const heroAttrs = caster.ent.get(HeroAttrsComp);
if (!heroAttrs) return [];
let targets=this.sDamageTargets(caster, config, maxTargets);
const config = SkillSet[s_uuid];
if (!config) return this.sDefaultTargets(caster, heroAttrs.fac);
const maxTargets = Math.max(1, Number((config as any).t_num ?? 1));
const targets = this.sDamageTargets(caster, config, maxTargets);
if (targets.length === 0) {
targets.push(...this.sDefaultTargets(caster, heroAttrs.fac));
}
@@ -244,8 +246,8 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
const heroAttrs = caster.ent.get(HeroAttrsComp);
if (!heroAttrs) return targets;
// 寻找最近的敌人
const enemyPositions = this.findNearbyEnemies(caster, heroAttrs.fac, config.range || 300);
const range = Number((config as any).range ?? config.dis ?? 300);
const enemyPositions = this.findNearbyEnemies(caster, heroAttrs.fac, range);
// 选择最多maxTargets个目标
for (let i = 0; i < Math.min(maxTargets, enemyPositions.length); i++) {
@@ -278,9 +280,28 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
*/
private findNearbyEnemies(caster: HeroViewComp, fac: number, range: number): Vec3[] {
const enemies: Vec3[] = [];
if (!caster || !caster.node) return enemies;
const currentPos = caster.node.position;
const results: { pos: Vec3; dist: number; laneBias: number }[] = [];
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
const model = e.get(HeroAttrsComp);
const view = e.get(HeroViewComp);
if (!model || !view || !view.node) return false;
if (model.is_dead) return false;
if (model.fac === fac) return false;
const pos = view.node.position;
const dist = Math.abs(currentPos.x - pos.x);
if (dist <= range) {
const laneBias = Math.abs(currentPos.y - pos.y);
results.push({ pos: pos.clone(), dist, laneBias });
}
return false;
});
results.sort((a, b) => {
if (a.laneBias !== b.laneBias) return a.laneBias - b.laneBias;
return a.dist - b.dist;
});
for (const r of results) enemies.push(r.pos);
return enemies;
}