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oh/0_7_251
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11
assets/script/ecs.md.meta
Normal file
11
assets/script/ecs.md.meta
Normal file
@@ -0,0 +1,11 @@
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{
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"ver": "1.0.1",
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"importer": "text",
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"imported": true,
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"uuid": "1f3ba9b7-02ad-406f-86b3-895009bcb3e7",
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"files": [
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".json"
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],
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"subMetas": {},
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"userData": {}
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}
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@@ -14,19 +14,11 @@ export enum BoxSet {
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DEFAULT = 1,
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MONSTER = 2,
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HERO = 4,
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// MONSTER_SKILL = 8,
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// HERO_SKILL = 16,
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// PLAYER=32,
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// BOSS=64,
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// BOX_WIDTH = 64,
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// BOX_HEIGHT = 64,
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//地图边界
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LETF_END = -420,
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RIGHT_END = 420,
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//游戏地平线
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GAME_LINE = 0,
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GAME_LINE = 120,
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//攻击距离
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}
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@@ -97,6 +89,8 @@ export enum FightSet {
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ATK_ADD_COUNT=4,//伙伴攻击力增加
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ATK_ADD_GLOD=1,//金币增加
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CRIT_DAMAGE=50,//暴击伤害
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DEF_C=100,//物理防御常数C
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MDEF_C=100,//魔法防御常数C
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DOUBLE_ATK_RATE=100,//额外攻击默认概率
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GREEN_GOLD=1,//绿色金币
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BLUE_GOLD=2,//蓝色金币
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@@ -17,18 +17,7 @@ export enum NeAttrs {
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IN_BURN = 2,
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IN_POISON = 3,
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}
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export const getNeAttrs = () => {
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let reAttrs = {};
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Object.keys(NeAttrs).forEach(key => {
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if (!isNaN(Number(key))) {
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reAttrs[Number(key)] = {
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value: 0,
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time: 0,
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};
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}
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});
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return reAttrs;
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}
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// ========== 属性枚举 ==========
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/**
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* 英雄属性枚举
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@@ -65,7 +54,6 @@ export enum Attrs {
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THORNS = 25, // 反伤
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CRITICAL_RESIST = 26, // 暴击抗性
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CON_RES = 27, // 控制抗性
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MAGIC_RES = 28, // 魔法抗性
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// ========== 暴击与命中属性 (30-39) ==========
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CRITICAL = 30, // 暴击率
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@@ -76,9 +64,13 @@ export enum Attrs {
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ICE_RES = 40, // 冰冻抗性
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FIRE_RES = 41, // 火焰抗性
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WIND_RES = 42, // 自然抗性
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ICE_POWER = 43, // 冰冻伤害加成
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FIRE_POWER = 44, // 火焰伤害加成
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WIND_POWER = 45, // 自然伤害加成
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PHYS_RES = 43, // 物理抗性
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MAGIC_RES = 44, // 魔法抗性
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ICE_POWER = 45, // 冰冻伤害加成
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FIRE_POWER = 46, // 火焰伤害加成
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WIND_POWER = 47, // 自然伤害加成
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PHYS_POWER = 48, // 物理伤害加成
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MAGIC_POWER= 49,
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// ========== 特殊效果属性 (50-59) ==========
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@@ -108,7 +100,6 @@ export enum Attrs {
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// ========== 武器进化相关 (70-79) ==========
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PUNCTURE = 70, // 穿刺次数
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PUNCTURE_DMG = 71, // 穿刺伤害
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BACK = 73, // 被击退概率(兼容旧代码)
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MOVE_SPEED = 74, // 移动速度
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BURN = 75, // 易伤效果
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WFUNY = 77, // 风怒
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@@ -141,6 +132,18 @@ export const getAttrs = () => {
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return reAttrs;
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}
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export const getNeAttrs = () => {
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let reAttrs = {};
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Object.keys(NeAttrs).forEach(key => {
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if (!isNaN(Number(key))) {
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reAttrs[Number(key)] = {
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value: 0,
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time: 0,
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};
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}
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});
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return reAttrs;
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}
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/**
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* 属性类型配置表
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* 用于区分每个属性是数值型还是百分比型
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@@ -183,15 +186,19 @@ export const AttrsType: Record<Attrs, BType> = {
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[Attrs.HIT]: BType.RATIO, // 命中率 - 百分比型
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[Attrs.CRITICAL_RESIST]: BType.RATIO, // 暴击抗性 - 百分比型
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[Attrs.CON_RES]: BType.RATIO, // 控制抗性 - 百分比型
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[Attrs.MAGIC_RES]: BType.RATIO, // 魔法抗性 - 百分比型
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// ========== 元素属性(百分比型) ==========
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[Attrs.ICE_RES]: BType.RATIO, // 冰冻抗性 - 百分比型
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[Attrs.FIRE_RES]: BType.RATIO, // 火焰抗性 - 百分比型
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[Attrs.WIND_RES]: BType.RATIO, // 风抗性 - 百分比型
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[Attrs.PHYS_RES]: BType.RATIO, // 物理抗性 - 百分比型
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[Attrs.MAGIC_RES]:BType.RATIO,
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[Attrs.ICE_POWER]: BType.RATIO, // 冰冻伤害加成 - 百分比型
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[Attrs.FIRE_POWER]: BType.RATIO, // 火焰伤害加成 - 百分比型
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[Attrs.WIND_POWER]: BType.RATIO, // 风伤害加成 - 百分比型
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[Attrs.PHYS_POWER]: BType.RATIO, // 物理伤害加成 - 百分比型
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[Attrs.MAGIC_POWER]: BType.RATIO, // 物理伤害加成 - 百分比型
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// ========== 特殊效果属性(百分比型) ==========
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[Attrs.LIFESTEAL]: BType.RATIO, // 吸血比率 - 百分比型
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@@ -220,7 +227,6 @@ export const AttrsType: Record<Attrs, BType> = {
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// ========== 武器进化相关(混合类型) ==========
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[Attrs.PUNCTURE]: BType.VALUE, // 穿刺次数 - 数值型
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[Attrs.PUNCTURE_DMG]: BType.RATIO, // 穿刺伤害 - 百分比型
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[Attrs.BACK]: BType.RATIO, // 被击退概率(兼容)- 百分比型
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[Attrs.MOVE_SPEED]: BType.VALUE, // 移动速度 - 数值型
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[Attrs.BURN]: BType.RATIO, // 易伤效果 - 百分比型
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[Attrs.WFUNY]: BType.RATIO, // 未知特殊属性 - 百分比型
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@@ -81,7 +81,6 @@ export enum EType {
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//debuff类型
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/*
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=== 技能配置系统使用说明 ===
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@@ -107,6 +106,7 @@ export enum EType {
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- ap: 攻击力百分比
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- cd: 冷却时间
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- hit_num: 范围攻击 伤害敌人数量
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- t_num: 目标数量
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- hit: 穿刺个数
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- hitcd: 持续伤害的伤害间隔
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- speed: 移动速度
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@@ -114,7 +114,9 @@ export enum EType {
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*/
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export enum DType {
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ATK= 0, // 物理
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MAGE=1, // 魔法
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ICE=1, // 冰元素
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FIRE=2, // 火元素
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WIND=3, // 风元素
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}
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export const HeroSkillList = [6001,6001,6001,6001,6001,6001]
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@@ -151,7 +153,7 @@ interface IEndAnm {
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// 技能配置接口 - 按照6001格式排列
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export interface SkillConfig {
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uuid:number,name:string,sp_name:string,icon:string,TGroup:TGroup,SType:SType,act:string,DTType:DTType,DType:DType,
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ap:number,cd:number,t_num:number,hit_num:number,hit:number,hitcd:number,speed:number,cost:number,with:number,dis:Number,ready:number,EAnm:number,DAnm:number,RType:RType,EType:EType,
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ap:number,map:number,cd:number,t_num:number,hit_num:number,hit:number,hitcd:number,speed:number,cost:number,with:number,dis:Number,ready:number,EAnm:number,DAnm:number,RType:RType,EType:EType,
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buffs:BuffConf[],neAttrs:NeAttrsConf[],info:string,hero?:number ,
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}
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@@ -159,18 +161,18 @@ export const SkillSet: Record<number, SkillConfig> = {
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// ========== 基础攻击 ========== 6001-6099
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6001: {
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uuid:6001,name:"挥击",sp_name:"atk_s1",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK,
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ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,dis:80,ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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ap:100,map:0,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,dis:80,ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害",
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},
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6002: {
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uuid:6002,name:"挥砍",sp_name:"atk_s4",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK,
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ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,dis:80,ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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ap:100,map:0,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,dis:80,ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害",
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},
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6005: {
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uuid:6005,name:"水球",sp_name:"m_water_ball_1",icon:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.MAGE,
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ap:100,cd:5,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:0,with:90,dis:360,ready:8001,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision,
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buffs:[],neAttrs:[],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",
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uuid:6005,name:"水球",sp_name:"m_water_ball_1",icon:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ICE,
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ap:0,map:100,cd:5,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:0,with:90,dis:360,ready:8001,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision,
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buffs:[],neAttrs:[],info:"召唤水球攻击前方敌人,造成100%魔法攻击的伤害",
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},
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};
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@@ -1,5 +1,5 @@
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import { count } from "console";
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import { Attrs } from "./HeroAttrs";
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import { Attrs, BType } from "./HeroAttrs";
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/**
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* 天赋类型枚举,也是触发条件
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@@ -9,25 +9,30 @@ export enum TriType {
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ATK = 2, //普通攻击触发
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DMG = 3, // 受伤触发
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SKILL = 4, // 技能触发
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HPL = 5, // 失去生命值触发
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HPA = 6, // 获得生命值触发
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INIT = 7, // 初始触发,如:多1个技能
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DEAD = 8 // 基于死亡触发
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MAX = 5, // 必杀触发
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HPL = 6, // 失去生命值触发
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HPA = 7, // 获得生命值触发
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INIT = 8, // 初始触发,如:多1个技能
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DEAD = 9, // 基于死亡触发
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}
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export enum TalEffet {
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DMG=1, // 伤害
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HP=2, // 回血 百分比
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MP=3, //回蓝 百分比
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BUFF = 4, // 暴击率,闪避率等,可叠加的触发后清零
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STATS=5, // 状态
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WFUNY=6, // 风怒
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SPLASH=7, // 溅射
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D_SKILL=8, //两次技能
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SHIELD=9, // 护盾
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LDMG=10, // 减伤
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ATK_DMG=1, // 伤害
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SKILL_DMG=2, // 技能伤害
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HP=3, // 回血 百分比
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MP=4, //回蓝 百分比
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BUFF = 5, // 暴击率,闪避率等,可叠加的触发后清零
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STATS=6, // 状态
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WFUNY=7, // 风怒
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SPLASH=8, // 溅射
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D_SKILL=9, //两次技能
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SHIELD=10, // 护盾
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LDMG=11, // 减伤
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C_ATK=12, // 普工必爆
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C_SKILL=13, // 一般技能必暴
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C_MSKILL=14, // 必杀技能必暴
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}
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export enum TalTarget {
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@@ -56,10 +61,12 @@ export interface ItalConf {
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triType: TriType;
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target: TalTarget;
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effet: TalEffet;
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vType:BType; //数值型还是百分比型
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value: number; // 触发的效果值(如增加10%攻击力, 触发的技能uuid,增加1个技能uuid)
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attrs?:TalAttrs //触发的attrs效果的对应attrs
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Trigger:number //触发值
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desc: string; // 天赋描述(说明触发条件和效果)
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count:number //执行次数,及可以触发的次数
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}
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// ========== 天赋配置表 ==========
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@@ -80,42 +87,42 @@ export interface ItalConf {
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*/
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export const talConf: Record<number, ItalConf> = {
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/*** 普通攻击触发 ***/
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7001:{uuid:7001,name:"风怒",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.WFUNY,value:150,attrs:TalAttrs.NON,
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desc:"普通攻击3次后, 给于目标150%的伤害"},
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7002:{uuid:7002,name:"溅射",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.SPLASH,value:50,attrs:TalAttrs.NON,
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7001:{uuid:7001,name:"风怒",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.WFUNY,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
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desc:"普通攻击3次后, 立即给与目标150%伤害的额外打击"},
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7002:{uuid:7002,name:"溅射",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.SPLASH,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
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desc:"普通攻击3次后, 会对目标100码内的敌人造成30%伤害"},
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7003:{uuid:7003,name:"回血",triType:TriType.ATK,Trigger:3,target:TalTarget.SELF,effet:TalEffet.HP,value:1,attrs:TalAttrs.NON,
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7003:{uuid:7003,name:"回血",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.HP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON,
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||||
desc:"普通攻击3次后, 会回复10%的生命值"},
|
||||
7004:{uuid:7004,name:"回蓝",triType:TriType.ATK,Trigger:3,target:TalTarget.SELF,effet:TalEffet.MP,value:1,attrs:TalAttrs.NON,
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||||
7004:{uuid:7004,name:"回蓝",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.MP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON,
|
||||
desc:"普通攻击3次后, 会回复10%的蓝值"},
|
||||
7005:{uuid:7005,name:"冰冻",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.FREEZE_CHANCE,
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7005:{uuid:7005,name:"冰冻",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.FREEZE_CHANCE,
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||||
desc:"普通攻击3次后, 获得5%的冻结率"},
|
||||
7006:{uuid:7006,name:"沉默",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.SILENCE_CHANCE,
|
||||
7006:{uuid:7006,name:"沉默",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.SILENCE_CHANCE,
|
||||
desc:"普通攻击3次后, 获得5%的沉默率"},
|
||||
7007:{uuid:7007,name:"击退",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.BACK_CHANCE,
|
||||
7007:{uuid:7007,name:"击退",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.BACK_CHANCE,
|
||||
desc:"普通攻击3次后, 获得5%的击退率"},
|
||||
7008:{uuid:7008,name:"会心",triType:TriType.ATK,Trigger:3,target:TalTarget.SELF,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.CRITICAL,
|
||||
7008:{uuid:7008,name:"会心",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.CRITICAL,
|
||||
desc:"普通攻击3次后, 获得5%的暴击率"},
|
||||
7009:{uuid:7009,name:"眩晕",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.STUN_CHANCE,
|
||||
7009:{uuid:7009,name:"眩晕",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.BUFF,vType:BType.RATIO, value:5,attrs:TalAttrs.STUN_CHANCE,
|
||||
desc:"普通攻击3次后, 获得5%的眩晕率"},
|
||||
7010:{uuid:7010,name:"熟练",triType:TriType.ATK,Trigger:10,target:TalTarget.SELF,effet:TalEffet.D_SKILL,value:2,attrs:TalAttrs.NON,
|
||||
desc:"普通攻击10次后, 获得下2次一般技能触发2次"},
|
||||
7010:{uuid:7010,name:"熟练",triType:TriType.ATK,Trigger:10,count:1,target:TalTarget.SELF,effet:TalEffet.D_SKILL,vType:BType.RATIO, value:0,attrs:TalAttrs.NON,
|
||||
desc:"普通攻击10次后, 下次一般技能额外释放1次,伤害100%"},
|
||||
|
||||
/*** 受伤触发 ***/
|
||||
7101:{uuid:7101,name:"反击",triType:TriType.DMG,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.DMG,value:50,attrs:TalAttrs.NON,
|
||||
7101:{uuid:7101,name:"反击",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.ATK_DMG,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
|
||||
desc:"被攻击3次后, 给于目标50%的伤害"},
|
||||
7102:{uuid:7102,name:"护盾",triType:TriType.DMG,Trigger:3,target:TalTarget.SELF,effet:TalEffet.SHIELD,value:20,attrs:TalAttrs.NON,
|
||||
7102:{uuid:7102,name:"护盾",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.SHIELD,vType:BType.RATIO, value:20,attrs:TalAttrs.NON,
|
||||
desc:"被攻击3次后, 获得20%的生命值护盾"},
|
||||
7103:{uuid:7103,name:"减伤",triType:TriType.DMG,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.LDMG,value:50,attrs:TalAttrs.NON,
|
||||
7103:{uuid:7103,name:"减伤",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.LDMG,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
|
||||
desc:"被攻击3次后, 下1次伤害减50%"},
|
||||
|
||||
|
||||
/*** 失去血量触发 ***/ //需要重新设计,触发类型
|
||||
7201:{uuid:7201,name:"背水",triType:TriType.HPL,Trigger:50,target:TalTarget.SELF,effet:TalEffet.BUFF,value:10,attrs:TalAttrs.AP,
|
||||
/*** 失去血量触发 ***/
|
||||
7201:{uuid:7201,name:"背水",triType:TriType.HPL,Trigger:50,count:10,target:TalTarget.SELF,effet:TalEffet.C_ATK,vType:BType.VALUE, value:0,attrs:TalAttrs.NON,
|
||||
desc:"每失去50%生命值,获得下10次普通攻击暴击"},
|
||||
|
||||
/*** 升级触发 ***/ //需要重新设计,触发类型
|
||||
7301:{uuid:7301,name:"勤勉",triType:TriType.LUP,Trigger:1,target:TalTarget.SELF,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.AP,
|
||||
/*** 升级触发 ***/
|
||||
7301:{uuid:7301,name:"勤勉",triType:TriType.LUP,Trigger:1,count:5,target:TalTarget.SELF,effet:TalEffet.C_SKILL,vType:BType.VALUE, value:0,attrs:TalAttrs.NON,
|
||||
desc:"每升1级,获得下5次技能暴击"},
|
||||
|
||||
};
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import { v3 } from "cc"
|
||||
import { FacSet } from "./GameSet"
|
||||
import { BoxSet, FacSet } from "./GameSet"
|
||||
import { smc } from "../SingletonModuleComp"
|
||||
import { BuffConf } from "./SkillSet"
|
||||
|
||||
@@ -46,23 +46,23 @@ export const getMonList = ()=>{
|
||||
}
|
||||
|
||||
export const HeroPos={
|
||||
0:{pos:v3(-240,120,0)},
|
||||
1:{pos:v3(0,120,0)},
|
||||
2:{pos:v3(0,120,0)},
|
||||
0:{pos:v3(-240,BoxSet.GAME_LINE,0)},
|
||||
1:{pos:v3(0,BoxSet.GAME_LINE,0)},
|
||||
2:{pos:v3(0,BoxSet.GAME_LINE,0)},
|
||||
}
|
||||
export const MonSet = {
|
||||
0:{pos:v3(240,130,0)},
|
||||
1:{pos:v3(240,110,0)},
|
||||
2:{pos:v3(300,130,0)},
|
||||
3:{pos:v3(300,110,0)},
|
||||
4:{pos:v3(320,130,0)},
|
||||
5:{pos:v3(320,110,0)},
|
||||
6:{pos:v3(360,130,0)},
|
||||
7:{pos:v3(360,110,0)},
|
||||
8:{pos:v3(400,130,0)},
|
||||
9:{pos:v3(400,110,0)},
|
||||
10:{pos:v3(440,130,0)},
|
||||
11:{pos:v3(440,110,0)},
|
||||
0:{pos:v3(240,BoxSet.GAME_LINE+10,0)},
|
||||
1:{pos:v3(240,BoxSet.GAME_LINE-10,0)},
|
||||
2:{pos:v3(300,BoxSet.GAME_LINE+10,0)},
|
||||
3:{pos:v3(300,BoxSet.GAME_LINE-10,0)},
|
||||
4:{pos:v3(320,BoxSet.GAME_LINE+10,0)},
|
||||
5:{pos:v3(320,BoxSet.GAME_LINE-10,0)},
|
||||
6:{pos:v3(360,BoxSet.GAME_LINE+10,0)},
|
||||
7:{pos:v3(360,BoxSet.GAME_LINE-10,0)},
|
||||
8:{pos:v3(400,BoxSet.GAME_LINE+10,0)},
|
||||
9:{pos:v3(400,BoxSet.GAME_LINE-10,0)},
|
||||
10:{pos:v3(440,BoxSet.GAME_LINE+10,0)},
|
||||
11:{pos:v3(440,BoxSet.GAME_LINE-10,0)},
|
||||
}
|
||||
|
||||
export enum MonStart {
|
||||
|
||||
@@ -1,306 +0,0 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { FacSet } from "../common/config/GameSet";
|
||||
import { Attrs } from "../common/config/HeroAttrs";
|
||||
import { FightSet } from "../common/config/GameSet";
|
||||
import { SkillSet } from "../common/config/SkillSet";
|
||||
import { HeroAttrsComp } from "./HeroAttrsComp";
|
||||
import { HeroViewComp } from "./HeroViewComp";
|
||||
import { DamageQueueComp, DamageEvent, DamageQueueHelper } from "./DamageQueueComp";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
|
||||
/** 业务层对象 */
|
||||
@ecs.register('HeroAtk')
|
||||
export class HeroAtkComp extends ecs.Comp {
|
||||
/** 业务层组件移除时,重置所有数据为默认值 */
|
||||
reset() {
|
||||
|
||||
}
|
||||
}
|
||||
/** 最终伤害数据接口 */
|
||||
interface FinalData {
|
||||
damage: number;
|
||||
isCrit: boolean;
|
||||
isDodge: boolean;
|
||||
}
|
||||
/** 业务层业务逻辑处理对象 伤害处理系统 */
|
||||
@ecs.register('HeroAtkSystem')
|
||||
export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
|
||||
|
||||
private debugMode: boolean = false; // 是否启用调试模式
|
||||
|
||||
/**
|
||||
* 过滤器:处理拥有伤害队列的实体
|
||||
*/
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(HeroAttrsComp, DamageQueueComp);
|
||||
}
|
||||
|
||||
/**
|
||||
* 系统更新(每帧调用)
|
||||
* 处理伤害队列中的所有伤害事件
|
||||
*/
|
||||
update(e: ecs.Entity): void {
|
||||
if(!smc.mission.play || smc.mission.pause) return;
|
||||
const model = e.get(HeroAttrsComp);
|
||||
const damageQueue = e.get(DamageQueueComp);
|
||||
|
||||
if (!model || !damageQueue || damageQueue.isEmpty()) return;
|
||||
|
||||
// 标记正在处理
|
||||
damageQueue.isProcessing = true;
|
||||
|
||||
// 处理队列中的所有伤害事件
|
||||
let processedCount = 0;
|
||||
while (!damageQueue.isEmpty()) {
|
||||
const damageEvent = damageQueue.getNextDamageEvent();
|
||||
if (!damageEvent) break;
|
||||
|
||||
// 处理单个伤害事件
|
||||
const FDData = this.doAttack(e, damageEvent);
|
||||
processedCount++;
|
||||
damageQueue.processedCount++;
|
||||
|
||||
if (this.debugMode) {
|
||||
const casterName = damageEvent.caster?.ent?.get(HeroAttrsComp)?.hero_name || "未知";
|
||||
const casterUuid = damageEvent.caster?.ent?.get(HeroAttrsComp)?.hero_uuid || 0;
|
||||
console.log(`[HeroAtkSystem] 英雄${model.hero_name} (uuid: ${model.hero_uuid}) 受到 ${casterName}(uuid: ${casterUuid})的 伤害 ${FDData.damage},${FDData.isCrit?"暴击":"普通"}攻击,技能ID ${damageEvent.s_uuid}`);
|
||||
}
|
||||
|
||||
// 如果目标已死亡,停止处理后续伤害
|
||||
if (model.is_dead) {
|
||||
if (this.debugMode) {
|
||||
console.log(`[HeroAtkSystem] ${model.hero_name} 已死亡,停止处理剩余伤害`);
|
||||
}
|
||||
damageQueue.clear(); // 清空剩余伤害
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 如果队列已空,移除伤害队列组件
|
||||
if (damageQueue.isEmpty()) {
|
||||
e.remove(DamageQueueComp);
|
||||
|
||||
if (this.debugMode && processedCount > 0) {
|
||||
console.log(`[HeroAtkSystem] ${model.hero_name} 伤害队列处理完成,共处理 ${processedCount} 个伤害事件`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 执行攻击计算
|
||||
* @param target 目标实体
|
||||
* @param damageEvent 伤害事件数据
|
||||
* @returns 最终伤害数据
|
||||
*/
|
||||
private doAttack(target: ecs.Entity, damageEvent: DamageEvent): FinalData {
|
||||
const targetModel = target.get(HeroAttrsComp);
|
||||
const targetView = target.get(HeroViewComp);
|
||||
let reDate:FinalData={
|
||||
damage:0,
|
||||
isCrit:false,
|
||||
isDodge:false,
|
||||
}
|
||||
if (!targetModel || targetModel.is_dead) return reDate;
|
||||
|
||||
// 获取攻击者数据
|
||||
const caster = damageEvent.caster;
|
||||
const casterModel = caster.ent.get(HeroAttrsComp);
|
||||
if (!casterModel) return reDate;
|
||||
|
||||
// 获取技能配置
|
||||
const skillConf = SkillSet[damageEvent.s_uuid];
|
||||
if (!skillConf) return reDate;
|
||||
|
||||
// 触发被攻击事件
|
||||
this.onAttacked(target);
|
||||
|
||||
// 闪避判定
|
||||
if (this.checkDodge(targetModel)) {
|
||||
// TODO: 触发闪避视图表现
|
||||
reDate.isDodge=true;
|
||||
return reDate;
|
||||
}
|
||||
|
||||
// 暴击判定
|
||||
const isCrit = this.checkCrit(targetModel.Attrs[Attrs.CRITICAL]);
|
||||
let damage = this.dmgCount(damageEvent.Attrs,damageEvent.s_uuid);
|
||||
if (isCrit) {
|
||||
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + targetModel.Attrs[Attrs.CRITICAL_DMG]) / 100));
|
||||
reDate.isCrit=true;
|
||||
}
|
||||
|
||||
// 伤害计算(考虑易伤等debuff)
|
||||
damage = this.calculateDamage(targetModel, damage);
|
||||
|
||||
// 护盾吸收
|
||||
damage =Math.floor(this.absorbShield(targetModel, damage))
|
||||
if (damage <= 0) return reDate;
|
||||
|
||||
// 应用伤害到数据层
|
||||
targetModel.hp -= damage;
|
||||
targetModel.atked_count++;
|
||||
|
||||
// ✅ 触发视图层表现(伤害数字、受击动画、后退)
|
||||
if (targetView) {
|
||||
targetView.do_atked(damage, isCrit, damageEvent.s_uuid);
|
||||
}
|
||||
|
||||
// 检查死亡
|
||||
if (targetModel.hp <= 0) {
|
||||
this.doDead(target);
|
||||
// ✅ 触发死亡视图表现
|
||||
if (targetView) {
|
||||
targetView.do_dead();
|
||||
}
|
||||
}
|
||||
|
||||
if (this.debugMode) {
|
||||
console.log(`[HeroAtkSystem] ${targetModel.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
|
||||
}
|
||||
|
||||
reDate.damage=damage;
|
||||
return reDate;
|
||||
}
|
||||
//伤害计算,暂时简单计算
|
||||
private dmgCount(CAttrs:any,s_uuid:number){
|
||||
let sConf = SkillSet[s_uuid];
|
||||
if (!sConf) return 0;
|
||||
let AP = sConf.ap*CAttrs[Attrs.AP]/100;
|
||||
return AP;
|
||||
}
|
||||
/**
|
||||
* 处理角色死亡
|
||||
*/
|
||||
private doDead(entity: ecs.Entity): void {
|
||||
const model = entity.get(HeroAttrsComp);
|
||||
if (!model || model.is_dead) return;
|
||||
|
||||
model.is_dead = true;
|
||||
|
||||
// 触发死亡事件
|
||||
this.onDeath(entity);
|
||||
|
||||
if (this.debugMode) {
|
||||
console.log(`[HeroBattleSystem] ${model.hero_name} 死亡`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 闪避判定
|
||||
*/
|
||||
private checkDodge(model: HeroAttrsComp): boolean {
|
||||
if (model.Attrs[Attrs.DODGE] > 0) {
|
||||
const random = Math.random() * 100;
|
||||
if (random < model.Attrs[Attrs.DODGE]) {
|
||||
if (this.debugMode) {
|
||||
console.log(`[HeroBattleSystem] ${model.hero_name} 闪避了攻击`);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 暴击判定
|
||||
*/
|
||||
private checkCrit(critRate: number): boolean {
|
||||
if (critRate > 0) {
|
||||
const random = Math.random() * 100;
|
||||
return random < critRate;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 伤害计算(考虑易伤等debuff)
|
||||
*/
|
||||
private calculateDamage(model: HeroAttrsComp, baseDamage: number): number {
|
||||
// 这里可以添加易伤等debuff的计算逻辑
|
||||
// 例如:如果目标有易伤buff,增加受到的伤害
|
||||
return baseDamage;
|
||||
}
|
||||
|
||||
/**
|
||||
* 护盾吸收伤害
|
||||
*/
|
||||
private absorbShield(model: HeroAttrsComp, damage: number): number {
|
||||
if (model.shield <= 0) return damage;
|
||||
|
||||
if (model.shield >= damage) {
|
||||
model.shield -= damage;
|
||||
if (model.shield <= 0) {
|
||||
model.shield = 0;
|
||||
model.Attrs[Attrs.SHIELD_MAX] = 0;
|
||||
}
|
||||
return 0;
|
||||
} else {
|
||||
const remainingDamage = damage - model.shield;
|
||||
model.shield = 0;
|
||||
model.Attrs[Attrs.SHIELD_MAX] = 0;
|
||||
return remainingDamage;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 被攻击时触发的事件
|
||||
*/
|
||||
private onAttacked(entity: ecs.Entity): void {
|
||||
const model = entity.get(HeroAttrsComp);
|
||||
if (!model || model.is_dead) return;
|
||||
|
||||
// 这里可以添加被攻击时的特殊处理逻辑
|
||||
if (model.fac === FacSet.MON) return;
|
||||
|
||||
// 例如:触发某些天赋效果、反击逻辑等
|
||||
}
|
||||
|
||||
/**
|
||||
* 死亡时触发的事件
|
||||
*/
|
||||
private onDeath(entity: ecs.Entity): void {
|
||||
const model = entity.get(HeroAttrsComp);
|
||||
if (!model) return;
|
||||
|
||||
if (model.fac === FacSet.MON) {
|
||||
// 怪物死亡处理
|
||||
this.scheduleDrop(entity);
|
||||
} else if (model.fac === FacSet.HERO) {
|
||||
// 英雄死亡处理
|
||||
this.scheduleHeroDeath(entity);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 延迟执行掉落逻辑
|
||||
*/
|
||||
private scheduleDrop(entity: ecs.Entity): void {
|
||||
// 这里可以添加掉落逻辑
|
||||
// 例如:延迟一段时间后生成掉落物品
|
||||
}
|
||||
|
||||
/**
|
||||
* 延迟执行英雄死亡逻辑
|
||||
*/
|
||||
private scheduleHeroDeath(entity: ecs.Entity): void {
|
||||
// 这里可以添加英雄死亡的特殊处理
|
||||
// 例如:触发游戏结束、复活机制等
|
||||
}
|
||||
|
||||
/**
|
||||
* 启用调试模式
|
||||
*/
|
||||
enableDebug() {
|
||||
this.debugMode = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 禁用调试模式
|
||||
*/
|
||||
disableDebug() {
|
||||
this.debugMode = false;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
542
assets/script/game/hero/HeroAtkSystem.ts
Normal file
542
assets/script/game/hero/HeroAtkSystem.ts
Normal file
@@ -0,0 +1,542 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { FacSet } from "../common/config/GameSet";
|
||||
import { Attrs } from "../common/config/HeroAttrs";
|
||||
import { FightSet } from "../common/config/GameSet";
|
||||
import { SkillSet, DType } from "../common/config/SkillSet";
|
||||
import { HeroAttrsComp } from "./HeroAttrsComp";
|
||||
import { HeroViewComp } from "./HeroViewComp";
|
||||
import { DamageQueueComp, DamageEvent, DamageQueueHelper } from "./DamageQueueComp";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
|
||||
|
||||
/** 最终伤害数据接口
|
||||
* 用于封装一次攻击计算的所有结果数据
|
||||
* @property damage - 最终造成的伤害值(已考虑所有加成和减免)
|
||||
* @property isCrit - 是否为暴击攻击
|
||||
* @property isDodge - 是否被闪避(闪避时damage为0)
|
||||
*/
|
||||
interface FinalData {
|
||||
damage: number;
|
||||
isCrit: boolean;
|
||||
isDodge: boolean;
|
||||
}
|
||||
/**
|
||||
* 英雄攻击系统 - 伤害处理核心系统
|
||||
*
|
||||
* 职责:
|
||||
* 1. 处理所有伤害事件的计算和分发
|
||||
* 2. 管理伤害队列的处理流程
|
||||
* 3. 协调视图层的表现更新
|
||||
*
|
||||
* 重要概念:
|
||||
* - damageEvent.Attrs: 施法者属性快照(创建技能时保存)
|
||||
* - targetAttrs: 被攻击者实时属性
|
||||
* - 属性来源规范:攻击判定用施法者,防御判定用被攻击者
|
||||
*/
|
||||
@ecs.register('HeroAtkSystem')
|
||||
export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
|
||||
|
||||
private debugMode: boolean = false; // 是否启用调试模式
|
||||
|
||||
/**
|
||||
* 过滤器:处理拥有伤害队列的实体
|
||||
*/
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(HeroAttrsComp, DamageQueueComp);
|
||||
}
|
||||
|
||||
/**
|
||||
* 系统更新(每帧调用)
|
||||
* 处理伤害队列中的所有伤害事件
|
||||
*/
|
||||
update(e: ecs.Entity): void {
|
||||
if(!smc.mission.play || smc.mission.pause) return;
|
||||
const model = e.get(HeroAttrsComp);
|
||||
const damageQueue = e.get(DamageQueueComp);
|
||||
|
||||
if (!model || !damageQueue || damageQueue.isEmpty()) return;
|
||||
|
||||
// 标记正在处理
|
||||
damageQueue.isProcessing = true;
|
||||
|
||||
// 处理队列中的所有伤害事件
|
||||
let processedCount = 0;
|
||||
while (!damageQueue.isEmpty()) {
|
||||
const damageEvent = damageQueue.getNextDamageEvent();
|
||||
if (!damageEvent) break;
|
||||
|
||||
// 处理单个伤害事件
|
||||
const FDData = this.doAttack(e, damageEvent);
|
||||
processedCount++;
|
||||
damageQueue.processedCount++;
|
||||
|
||||
if (this.debugMode) {
|
||||
const casterName = damageEvent.caster?.ent?.get(HeroAttrsComp)?.hero_name || "未知";
|
||||
const casterUuid = damageEvent.caster?.ent?.get(HeroAttrsComp)?.hero_uuid || 0;
|
||||
console.log(`[HeroAtkSystem] 英雄${model.hero_name} (uuid: ${model.hero_uuid}) 受到 ${casterName}(uuid: ${casterUuid})的 伤害 ${FDData.damage},${FDData.isCrit?"暴击":"普通"}攻击,技能ID ${damageEvent.s_uuid}`);
|
||||
}
|
||||
|
||||
// 如果目标已死亡,停止处理后续伤害
|
||||
if (model.is_dead) {
|
||||
if (this.debugMode) {
|
||||
console.log(`[HeroAtkSystem] ${model.hero_name} 已死亡,停止处理剩余伤害`);
|
||||
}
|
||||
damageQueue.clear(); // 清空剩余伤害
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 如果队列已空,移除伤害队列组件
|
||||
if (damageQueue.isEmpty()) {
|
||||
e.remove(DamageQueueComp);
|
||||
|
||||
if (this.debugMode && processedCount > 0) {
|
||||
console.log(`[HeroAtkSystem] ${model.hero_name} 伤害队列处理完成,共处理 ${processedCount} 个伤害事件`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 执行攻击计算 - 核心伤害计算逻辑
|
||||
*
|
||||
* 属性使用规范(重要!):
|
||||
*
|
||||
* ✅ 正确使用施法者属性(damageEvent.Attrs - 快照):
|
||||
* - CRITICAL: 暴击率判定
|
||||
* - CRITICAL_DMG: 暴击伤害加成
|
||||
* - BACK_CHANCE: 击退概率
|
||||
* - HIT: 命中率(用于闪避计算)
|
||||
* - AP/MAP: 攻击力(基础伤害计算)
|
||||
*
|
||||
* ✅ 正确使用被攻击者属性(targetAttrs - 实时):
|
||||
* - DODGE: 闪避率(用于闪避计算)
|
||||
* - SHIELD_MAX: 护盾最大值(护盾吸收)
|
||||
* - hp: 当前生命值(伤害应用)
|
||||
* - 各种抗性属性(预留扩展)
|
||||
*
|
||||
* ❌ 错误使用案例(已修复):
|
||||
* - 不要混用施法者和被攻击者的属性进行同一计算
|
||||
* - 暴击伤害应该基于施法者的暴击伤害属性
|
||||
*
|
||||
* @param target 目标实体(被攻击者)
|
||||
* @param damageEvent 伤害事件数据(包含施法者信息和属性快照)
|
||||
* @returns 最终伤害数据(包含伤害值、暴击标记、闪避标记)
|
||||
*/
|
||||
private doAttack(target: ecs.Entity, damageEvent: DamageEvent): FinalData {
|
||||
const targetAttrs = target.get(HeroAttrsComp);
|
||||
const targetView = target.get(HeroViewComp);
|
||||
let reDate:FinalData={
|
||||
damage:0,
|
||||
isCrit:false,
|
||||
isDodge:false,
|
||||
}
|
||||
if (!targetAttrs || targetAttrs.is_dead) return reDate;
|
||||
|
||||
const caster = damageEvent.caster;
|
||||
const attackerModel = caster?.ent?.get(HeroAttrsComp);
|
||||
|
||||
// 获取技能配置
|
||||
const skillConf = SkillSet[damageEvent.s_uuid];
|
||||
if (!skillConf) return reDate;
|
||||
|
||||
// 触发被攻击事件
|
||||
this.onAttacked(target);
|
||||
|
||||
// 闪避判定
|
||||
// 闪避成功概率 = 被攻击者闪避率 - 施法者命中率
|
||||
// targetAttrs.Attrs[Attrs.DODGE]: 被攻击者的实时闪避属性
|
||||
// damageEvent.Attrs[Attrs.HIT]: 施法者在技能创建时的命中属性快照
|
||||
const isDodge =this.checkChance((targetAttrs.Attrs[Attrs.DODGE]-damageEvent.Attrs[Attrs.HIT]) || 0);
|
||||
if (isDodge) {
|
||||
// TODO: 触发闪避视图表现
|
||||
reDate.isDodge=true;
|
||||
return reDate;
|
||||
}
|
||||
// 暴击判定
|
||||
// 使用施法者的暴击率属性(damageEvent.Attrs 快照)
|
||||
const isCrit = this.checkChance(damageEvent.Attrs[Attrs.CRITICAL]);
|
||||
if (isCrit) attackerModel?.useValueTalByAttr(Attrs.CRITICAL); // 清除施法者的暴击buff
|
||||
// 计算伤害
|
||||
let damage = this.dmgCount(damageEvent,targetAttrs.Attrs);
|
||||
if (isCrit) {
|
||||
// 暴击伤害计算
|
||||
// 使用施法者的暴击伤害加成属性(damageEvent.Attrs 快照)
|
||||
// 公式:最终伤害 = 基础伤害 * (1 + 系统暴击倍率 + 施法者暴击伤害加成)
|
||||
const casterCritDmg = damageEvent.Attrs[Attrs.CRITICAL_DMG] || 0;
|
||||
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + casterCritDmg) / 100));
|
||||
reDate.isCrit=true;
|
||||
}
|
||||
// 伤害计算(考虑易伤等debuff)
|
||||
damage = this.calculateDamage(targetAttrs, damage);
|
||||
// 护盾吸收
|
||||
damage =Math.floor(this.absorbShield(targetAttrs, damage))
|
||||
if (damage <= 0) return reDate;
|
||||
// 应用伤害到数据层
|
||||
targetAttrs.hp -= damage;
|
||||
targetAttrs.atked_count++;
|
||||
// 击退判定
|
||||
// 使用施法者的击退概率属性(damageEvent.Attrs 快照)
|
||||
// 击退成功后需要清理施法者的相关天赋buff
|
||||
const isBack = this.checkChance(damageEvent.Attrs[Attrs.BACK_CHANCE] || 0);
|
||||
if (isBack) attackerModel?.useValueTalByAttr(Attrs.BACK_CHANCE);
|
||||
|
||||
|
||||
// ✅ 触发视图层表现(伤害数字、受击动画、后退)
|
||||
if (targetView) targetView.do_atked(damage, isCrit, damageEvent.s_uuid, isBack);
|
||||
|
||||
|
||||
// 检查死亡
|
||||
if (targetAttrs.hp <= 0) {
|
||||
this.doDead(target);
|
||||
// ✅ 触发死亡视图表现
|
||||
if (targetView) {
|
||||
targetView.do_dead();
|
||||
}
|
||||
}
|
||||
|
||||
if (this.debugMode) {
|
||||
console.log(`[HeroAtkSystem] ${targetAttrs.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
|
||||
}
|
||||
|
||||
reDate.damage=damage;
|
||||
return reDate;
|
||||
}
|
||||
/**
|
||||
* 详细伤害计算核心方法
|
||||
*
|
||||
* 这是整个战斗系统中最核心的伤害计算方法,负责根据施法者属性、目标属性和技能配置
|
||||
* 计算最终的基础伤害值。该方法采用多阶段的伤害计算公式,综合考虑了物理和魔法伤害
|
||||
* 以及各种属性加成和抗性减免。
|
||||
*
|
||||
* 计算流程:
|
||||
* 1. 获取技能配置
|
||||
* 2. 计算原始物理伤害和魔法伤害
|
||||
* 3. 应用防御减免
|
||||
* 4. 应用物理/魔法攻击力和抗性修正
|
||||
* 5. 应用元素属性加成和抗性修正
|
||||
* 6. 应用最终伤害减免
|
||||
* 7. 确保伤害值非负
|
||||
*
|
||||
* @param CAttrs 施法者属性快照对象,包含所有攻击力、属性加成等战斗属性
|
||||
* @param TAttrs 目标属性对象,包含所有防御力、抗性等防御属性
|
||||
* @param s_uuid 技能ID,用于获取技能配置信息和伤害类型
|
||||
* @returns 经过完整计算后的最终伤害值(未考虑暴击)
|
||||
*
|
||||
* @important 注意事项:
|
||||
* - 此方法计算的是基础伤害,暴击计算在外部处理
|
||||
* - 所有除法和乘法计算后都进行取整操作,确保游戏中的伤害值为整数
|
||||
* - 元素伤害只应用于魔法伤害部分
|
||||
*/
|
||||
private dmgCount(damageEvent:any,TAttrs:any){
|
||||
// 1. 获取技能配置 - 如果技能不存在,直接返回0伤害
|
||||
const CAttrs=damageEvent.Attrs;
|
||||
let sConf = SkillSet[damageEvent.s_uuid];
|
||||
if (!sConf) return 0;
|
||||
|
||||
// 2. 计算原始物理伤害和魔法伤害
|
||||
// 物理伤害基础值 = 技能物理倍率 * (施法者物理攻击力 + 额外物理伤害) / 100 * 伤害比例
|
||||
let apBase = (sConf.ap||0)*(CAttrs[Attrs.AP]+damageEvent.ext_dmg)/100*damageEvent.dmg_ratio;
|
||||
// 魔法伤害基础值 = 技能魔法倍率 * (施法者魔法攻击力 + 额外魔法伤害) / 100 * 伤害比例
|
||||
let mapBase = (sConf.map||0)*(CAttrs[Attrs.MAP]+damageEvent.ext_dmg)/100*damageEvent.dmg_ratio;
|
||||
|
||||
// 3. 获取目标防御属性
|
||||
const def = (TAttrs[Attrs.DEF]||0); // 目标物理防御
|
||||
const mdef = (TAttrs[Attrs.MDEF]||0); // 目标魔法防御
|
||||
|
||||
// 4. 计算防御减免系数(采用公式:防御/(防御+常数),确保防御值不会导致伤害减到0)
|
||||
const apRed = def / (def + FightSet.DEF_C); // 物理防御减免系数
|
||||
const mapRed = mdef / (mdef + FightSet.MDEF_C); // 魔法防御减免系数
|
||||
|
||||
// 5. 应用防御减免到基础伤害,向下取整
|
||||
let apAfter = Math.floor(apBase * (1 - apRed)); // 物理伤害 - 防御减免
|
||||
let mapAfter = Math.floor(mapBase * (1 - mapRed)); // 魔法伤害 - 防御减免
|
||||
|
||||
// 6. 应用物理/魔法攻击力和抗性修正
|
||||
// 物理伤害修正:基础伤害 * (1 + 物理攻击力加成%) * (1 - 目标物理抗性%)
|
||||
apAfter = this.applyPR(apAfter, CAttrs[Attrs.PHYS_POWER]||0, TAttrs[Attrs.PHYS_RES]||0);
|
||||
// 魔法伤害修正:基础伤害 * (1 + 魔法攻击力加成%) * (1 - 目标魔法抗性%)
|
||||
mapAfter = this.applyPR(mapAfter, CAttrs[Attrs.MAGIC_POWER]||0, TAttrs[Attrs.MAGIC_RES]||0);
|
||||
|
||||
// 7. 根据技能元素类型,应用元素属性加成和抗性修正
|
||||
switch (sConf.DType) {
|
||||
case DType.ICE:
|
||||
// 冰系伤害修正:魔法伤害 * (1 + 冰系攻击力加成%) * (1 - 目标冰系抗性%)
|
||||
mapAfter = this.applyPR(mapAfter, CAttrs[Attrs.ICE_POWER]||0, TAttrs[Attrs.ICE_RES]||0);
|
||||
break;
|
||||
case DType.FIRE:
|
||||
// 火系伤害修正:魔法伤害 * (1 + 火系攻击力加成%) * (1 - 目标火系抗性%)
|
||||
mapAfter = this.applyPR(mapAfter, CAttrs[Attrs.FIRE_POWER]||0, TAttrs[Attrs.FIRE_RES]||0);
|
||||
break;
|
||||
case DType.WIND:
|
||||
// 风系伤害修正:魔法伤害 * (1 + 风系攻击力加成%) * (1 - 目标风系抗性%)
|
||||
mapAfter = this.applyPR(mapAfter, CAttrs[Attrs.WIND_POWER]||0, TAttrs[Attrs.WIND_RES]||0);
|
||||
break;
|
||||
}
|
||||
|
||||
// 8. 计算最终总伤害(物理伤害 + 魔法伤害)
|
||||
let total = apAfter + mapAfter;
|
||||
|
||||
// 9. 应用最终伤害减免效果(如特殊天赋、buff等提供的减免)
|
||||
total = Math.floor(total * (1 - ((TAttrs[Attrs.DAMAGE_REDUCTION]||0)/100)));
|
||||
|
||||
// 10. 确保伤害值非负,返回最终伤害
|
||||
return Math.max(0,total);
|
||||
}
|
||||
|
||||
/**
|
||||
* 应用攻击力加成和抗性减免的通用计算方法
|
||||
*
|
||||
* 这是一个核心的伤害修正计算方法,用于处理各种类型的攻击力加成和抗性减免。
|
||||
* 该方法采用乘法叠加的方式,分别应用攻击者的加成属性和目标的抗性属性。
|
||||
*
|
||||
* 计算公式:
|
||||
* 最终值 = 基础值 × (1 + 攻击力加成% / 100) × (1 - 抗性% / 100)
|
||||
*
|
||||
* 适用场景:
|
||||
* - 物理攻击力加成和物理抗性减免
|
||||
* - 魔法攻击力加成和魔法抗性减免
|
||||
* - 元素攻击力加成和元素抗性减免
|
||||
* - 其他需要同时考虑加成和减免的属性修正
|
||||
*
|
||||
* 计算逻辑说明:
|
||||
* 1. 首先将百分比转换为小数形式(除以100)
|
||||
* 2. 应用攻击者的加成:基础值 × (1 + 加成系数)
|
||||
* 3. 应用目标的抗性:上一步结果 × (1 - 抗性系数)
|
||||
* 4. 向下取整,确保结果为整数
|
||||
*
|
||||
* @param base 基础值(通常是经过防御减免后的伤害值)
|
||||
* @param power 攻击者的攻击力加成值(百分比形式,如50表示50%)
|
||||
* @param res 目标的抗性值(百分比形式,如30表示30%)
|
||||
* @returns 经过攻击力加成和抗性减免后的最终值(向下取整)
|
||||
*
|
||||
* @important 注意事项:
|
||||
* - 当抗性值大于100时,可能导致最终值为负数或零
|
||||
* - 所有计算结果会向下取整,确保游戏中的数值为整数
|
||||
* - 此方法可以被多次调用,以叠加不同类型的加成和减免
|
||||
*/
|
||||
private applyPR(base: number, power: number, res: number): number {
|
||||
// 计算公式:基础值 × (1 + 攻击力加成%) × (1 - 抗性%)
|
||||
// 1. 将百分比转换为小数:power/100 和 res/100
|
||||
// 2. 应用攻击力加成:1 + (power/100)
|
||||
// 3. 应用抗性减免:1 - (res/100)
|
||||
// 4. 最终计算并向下取整
|
||||
return Math.floor(base * (1 + (power/100)) * (1 - (res/100)));
|
||||
}
|
||||
/**
|
||||
* 处理角色死亡
|
||||
*
|
||||
* 死亡处理流程:
|
||||
* 1. 标记死亡状态(is_dead = true)
|
||||
* 2. 触发死亡事件(onDeath)
|
||||
* 3. 记录调试信息(如启用调试模式)
|
||||
*
|
||||
* @param entity 死亡的实体
|
||||
*
|
||||
* @important 死亡状态一旦设置,该实体将不再处理新的伤害事件
|
||||
* 这确保了死亡逻辑的单一性和一致性
|
||||
*/
|
||||
private doDead(entity: ecs.Entity): void {
|
||||
const model = entity.get(HeroAttrsComp);
|
||||
if (!model || model.is_dead) return;
|
||||
|
||||
model.is_dead = true;
|
||||
|
||||
// 触发死亡事件
|
||||
this.onDeath(entity);
|
||||
|
||||
if (this.debugMode) {
|
||||
console.log(`[HeroAtkSystem] ${model.hero_name} 死亡`);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* 统一概率判定方法
|
||||
*
|
||||
* 用于所有概率相关的判定:
|
||||
* - 暴击率判定
|
||||
* - 闪避率判定
|
||||
* - 击退概率判定
|
||||
* - 其他特殊效果概率
|
||||
*
|
||||
* @param rate 概率值(0-100的百分比)
|
||||
* @returns true-判定成功,false-判定失败
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* // 10%概率触发
|
||||
* if (this.checkChance(10)) {
|
||||
* // 触发特殊效果
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* @important 概率为0或负数时直接返回false,避免不必要的随机数计算
|
||||
*/
|
||||
private checkChance(rate: number): boolean {
|
||||
if (rate <= 0) return false;
|
||||
const r = Math.random() * 100;
|
||||
return r < rate;
|
||||
}
|
||||
|
||||
/**
|
||||
* 伤害计算(考虑易伤等debuff)
|
||||
*
|
||||
* 预留的伤害计算扩展点,用于处理:
|
||||
* - 被攻击者的易伤状态(增加受到伤害)
|
||||
* - 被攻击者的伤害减免状态(减少受到伤害)
|
||||
* - 元素抗性计算
|
||||
* - 真实伤害/魔法伤害/物理伤害的类型区分
|
||||
*
|
||||
* @param model 被攻击者的属性组件(包含抗性、易伤等状态)
|
||||
* @param baseDamage 基础伤害值
|
||||
* @returns 最终伤害值(经过各种加成和减免后的结果)
|
||||
*/
|
||||
private calculateDamage(model: HeroAttrsComp, baseDamage: number): number {
|
||||
// 这里可以添加易伤等debuff的计算逻辑
|
||||
// 例如:如果目标有易伤buff,增加受到的伤害
|
||||
return baseDamage;
|
||||
}
|
||||
|
||||
/**
|
||||
* 护盾吸收伤害
|
||||
*
|
||||
* 护盾吸收逻辑:
|
||||
* 1. 如果护盾值 >= 伤害值:完全吸收,剩余伤害为0
|
||||
* 2. 如果护盾值 < 伤害值:部分吸收,剩余伤害 = 原伤害 - 护盾值
|
||||
* 3. 护盾被击破时,重置护盾最大值属性
|
||||
*
|
||||
* @param model 被攻击者的属性组件(包含当前护盾值)
|
||||
* @param damage 原始伤害值
|
||||
* @returns 剩余伤害值(护盾吸收后的结果)
|
||||
*/
|
||||
private absorbShield(model: HeroAttrsComp, damage: number): number {
|
||||
if (model.shield <= 0) return damage;
|
||||
|
||||
if (model.shield >= damage) {
|
||||
model.shield -= damage;
|
||||
if (model.shield <= 0) {
|
||||
model.shield = 0;
|
||||
model.Attrs[Attrs.SHIELD_MAX] = 0;
|
||||
}
|
||||
return 0;
|
||||
} else {
|
||||
const remainingDamage = damage - model.shield;
|
||||
model.shield = 0;
|
||||
model.Attrs[Attrs.SHIELD_MAX] = 0;
|
||||
return remainingDamage;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 被攻击时触发的事件
|
||||
*
|
||||
* 预留的扩展点,用于处理被攻击时的特殊逻辑:
|
||||
* - 触发反伤效果(荆棘光环等)
|
||||
* - 触发被攻击天赋(如受击回血、受击反击等)
|
||||
* - 触发特殊状态(如受伤狂暴、受伤护盾等)
|
||||
*
|
||||
* @param entity 被攻击的实体
|
||||
*
|
||||
* @todo 当前对怪物实体直接返回,后续可以根据需求扩展怪物的被攻击逻辑
|
||||
*/
|
||||
private onAttacked(entity: ecs.Entity): void {
|
||||
const model = entity.get(HeroAttrsComp);
|
||||
if (!model || model.is_dead) return;
|
||||
|
||||
// 这里可以添加被攻击时的特殊处理逻辑
|
||||
if (model.fac === FacSet.MON) return;
|
||||
|
||||
// 例如:触发某些天赋效果、反击逻辑等
|
||||
}
|
||||
|
||||
/**
|
||||
* 死亡时触发的事件
|
||||
*
|
||||
* 根据实体阵营类型处理不同的死亡逻辑:
|
||||
*
|
||||
* - FacSet.MON(怪物):触发掉落逻辑
|
||||
* - 延迟执行掉落,避免阻塞主逻辑
|
||||
* - 可以扩展:经验值计算、任务进度等
|
||||
*
|
||||
* - FacSet.HERO(英雄):触发英雄死亡特殊处理
|
||||
* - 游戏结束判定
|
||||
* - 复活机制检查
|
||||
* - 死亡惩罚/奖励
|
||||
*
|
||||
* @param entity 死亡的实体
|
||||
*
|
||||
* @important 死亡事件应该幂等,避免重复触发
|
||||
*/
|
||||
private onDeath(entity: ecs.Entity): void {
|
||||
const model = entity.get(HeroAttrsComp);
|
||||
if (!model) return;
|
||||
|
||||
if (model.fac === FacSet.MON) {
|
||||
// 怪物死亡处理
|
||||
this.scheduleDrop(entity);
|
||||
} else if (model.fac === FacSet.HERO) {
|
||||
// 英雄死亡处理
|
||||
this.scheduleHeroDeath(entity);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 延迟执行掉落逻辑
|
||||
*
|
||||
* 采用延迟执行的原因:
|
||||
* 1. 避免在伤害计算过程中阻塞主线程
|
||||
* 2. 给死亡动画播放留出时间
|
||||
* 3. 可以批量处理多个掉落,优化性能
|
||||
*
|
||||
* @param entity 死亡的怪物实体
|
||||
*
|
||||
* @todo 具体实现可以包括:
|
||||
* - 根据怪物等级计算基础掉落
|
||||
* - 幸运值影响掉落品质
|
||||
* - 特殊事件(双倍掉落、稀有掉落等)
|
||||
* - 掉落物在场景中的生成位置计算
|
||||
*/
|
||||
private scheduleDrop(entity: ecs.Entity): void {
|
||||
// 这里可以添加掉落逻辑
|
||||
// 例如:延迟一段时间后生成掉落物品
|
||||
}
|
||||
|
||||
/**
|
||||
* 延迟执行英雄死亡逻辑
|
||||
*
|
||||
* 英雄死亡的特殊处理,比普通怪物复杂:
|
||||
*
|
||||
* 处理内容包括:
|
||||
* - 检查复活次数和复活条件
|
||||
* - 触发游戏结束界面(如适用)
|
||||
* - 记录死亡统计信息
|
||||
* - 处理死亡惩罚(经验损失、装备损坏等)
|
||||
*
|
||||
* @param entity 死亡的英雄实体
|
||||
*
|
||||
* @important 英雄死亡通常需要玩家交互,所以必须延迟处理
|
||||
* 给玩家足够的反馈时间和操作空间
|
||||
*/
|
||||
private scheduleHeroDeath(entity: ecs.Entity): void {
|
||||
// 这里可以添加英雄死亡的特殊处理
|
||||
// 例如:触发游戏结束、复活机制等
|
||||
}
|
||||
|
||||
/**
|
||||
* 启用调试模式
|
||||
*/
|
||||
enableDebug() {
|
||||
this.debugMode = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 禁用调试模式
|
||||
*/
|
||||
disableDebug() {
|
||||
this.debugMode = false;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -2,7 +2,7 @@
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "85d8a2e5-f2a1-49b0-9439-fe9e1e98b7d9",
|
||||
"uuid": "bffb52f1-1843-437d-82ef-88d2d7ee2ec5",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
@@ -3,10 +3,10 @@ import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
|
||||
import { BuffConf } from "../common/config/SkillSet";
|
||||
import { HeroInfo, AttrSet } from "../common/config/heroSet";
|
||||
import { HeroSkillsComp } from "./HeroSkills";
|
||||
import { talConf, TalAttrs } from "../common/config/TalSet";
|
||||
|
||||
|
||||
interface talTrigger{
|
||||
isTrigger:boolean
|
||||
value:number
|
||||
count:number
|
||||
}
|
||||
@ecs.register('HeroAttrs')
|
||||
@@ -35,11 +35,10 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
shield: number = 0; // 当前护盾
|
||||
Attrs: any = []; // 最终属性数组(经过Buff计算后)
|
||||
NeAttrs: any = []; // 负面状态数组
|
||||
//=====================天赋触发标签=====================
|
||||
isDSill:number
|
||||
isWFuny:number
|
||||
/** 天赋buff数组 - 触发过期,数量可叠加 */
|
||||
BUFFS_TAL: Record<number, Array<{tal:number,value: number, BType: BType,count:number}>> = {};
|
||||
//计数型天赋buff
|
||||
Talents: Record<number, talTrigger> = {};
|
||||
//数值型天赋buff
|
||||
BUFFS_TAL: Record<number, {count:number,BType:BType,attrIndex:number,value: number}> = {};
|
||||
|
||||
// ==================== 技能距离缓存 ====================
|
||||
maxSkillDistance: number = 0; // 最远技能攻击距离(缓存,受MP影响)
|
||||
@@ -81,6 +80,7 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
this.BUFFS = {};
|
||||
this.BUFFS_TEMP = {};
|
||||
this.BUFFS_TAL = {};
|
||||
this.Talents = {};
|
||||
|
||||
// 获取英雄配置
|
||||
const heroInfo = HeroInfo[this.hero_uuid];
|
||||
@@ -188,12 +188,10 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
}
|
||||
}
|
||||
}
|
||||
// 遍历天赋buff数组(数值型叠加 value*count)
|
||||
if (this.BUFFS_TAL[attrIndex] && this.BUFFS_TAL[attrIndex].length > 0) {
|
||||
for (const buff of this.BUFFS_TAL[attrIndex]) {
|
||||
if (buff.BType === BType.VALUE) {
|
||||
totalValue += buff.value * buff.count;
|
||||
}
|
||||
for (const key in this.BUFFS_TAL) {
|
||||
const buff = this.BUFFS_TAL[Number(key)];
|
||||
if (buff.attrIndex === attrIndex && buff.BType === BType.VALUE) {
|
||||
totalValue += buff.value;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -216,12 +214,10 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
}
|
||||
}
|
||||
}
|
||||
// 遍历天赋buff数组(百分比型叠加 value*count)
|
||||
if (this.BUFFS_TAL[attrIndex] && this.BUFFS_TAL[attrIndex].length > 0) {
|
||||
for (const buff of this.BUFFS_TAL[attrIndex]) {
|
||||
if (buff.BType === BType.RATIO) {
|
||||
totalRatio += buff.value * buff.count;
|
||||
}
|
||||
for (const key in this.BUFFS_TAL) {
|
||||
const buff = this.BUFFS_TAL[Number(key)];
|
||||
if (buff.attrIndex === attrIndex && buff.BType === BType.RATIO) {
|
||||
totalRatio += buff.value;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -413,6 +409,54 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
}
|
||||
|
||||
|
||||
addValueTal(t_uuid: number, attrIndex?: number, bType?: BType, value: number = 0) {
|
||||
if (attrIndex === undefined || bType === undefined) return;
|
||||
const buff = this.BUFFS_TAL[t_uuid];
|
||||
if (!buff) {
|
||||
this.BUFFS_TAL[t_uuid] = { count: 1, BType: bType, attrIndex, value };
|
||||
} else {
|
||||
buff.count += 1;
|
||||
buff.value += value;
|
||||
}
|
||||
this.recalculateSingleAttr(attrIndex);
|
||||
}
|
||||
addCountTal(eff: number, value: number) {
|
||||
const t = this.Talents[eff] || { value: 0, count: 0 };
|
||||
t.value = value;
|
||||
t.count += 1;
|
||||
this.Talents[eff] = t;
|
||||
}
|
||||
|
||||
useCountTal(eff: number): boolean {
|
||||
const t = this.Talents[eff];
|
||||
if (!t || t.count <= 0) return false;
|
||||
t.count -= 1;
|
||||
return true;
|
||||
}
|
||||
useCountValTal(eff: number): number {
|
||||
const t = this.Talents[eff];
|
||||
if (!t || t.value <= 0) return 0;
|
||||
t.count -= 1;
|
||||
return t.value;
|
||||
}
|
||||
useValueTalByUuid(t_uuid: number) {
|
||||
const buff = this.BUFFS_TAL[t_uuid];
|
||||
if (!buff) return;
|
||||
const attrIndex = buff.attrIndex;
|
||||
delete this.BUFFS_TAL[t_uuid];
|
||||
this.recalculateSingleAttr(attrIndex);
|
||||
}
|
||||
useValueTalByAttr(attrIndex: number) {
|
||||
let changed = false;
|
||||
for (const key in this.BUFFS_TAL) {
|
||||
const b = this.BUFFS_TAL[Number(key)];
|
||||
if (b && b.attrIndex === attrIndex) {
|
||||
delete this.BUFFS_TAL[Number(key)];
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
if (changed) this.recalculateSingleAttr(attrIndex);
|
||||
}
|
||||
|
||||
reset() {
|
||||
// 重置为初始状态
|
||||
@@ -436,6 +480,7 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
this.BUFFS = {};
|
||||
this.BUFFS_TEMP = {};
|
||||
this.BUFFS_TAL = {};
|
||||
this.Talents = {};
|
||||
// 重置技能距离缓存
|
||||
this.maxSkillDistance = 0;
|
||||
this.minSkillDistance = 0;
|
||||
@@ -451,45 +496,10 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
this.atk_count = 0;
|
||||
this.atked_count = 0;
|
||||
}
|
||||
private getTalAttr(tal: number) {
|
||||
const conf = talConf[tal];
|
||||
if (!conf) return null;
|
||||
const attrIndex = conf.attrs ?? TalAttrs.NON;
|
||||
if (attrIndex === TalAttrs.NON) return null;
|
||||
const bType = AttrsType[attrIndex as unknown as number];
|
||||
const value = conf.value;
|
||||
return { attrIndex: attrIndex as unknown as number, bType, value };
|
||||
}
|
||||
addTalBuff(tal: number, count: number = 1) {
|
||||
const info = this.getTalAttr(tal);
|
||||
if (!info) return;
|
||||
const { attrIndex, bType, value } = info;
|
||||
if (!this.BUFFS_TAL[attrIndex]) this.BUFFS_TAL[attrIndex] = [];
|
||||
const list = this.BUFFS_TAL[attrIndex];
|
||||
const exist = list.find(i => i.tal === tal && i.BType === bType);
|
||||
if (exist) {
|
||||
exist.count += count;
|
||||
} else {
|
||||
list.push({ tal, value, BType: bType, count });
|
||||
}
|
||||
this.recalculateSingleAttr(attrIndex);
|
||||
}
|
||||
clearTalBuff(tal: number) {
|
||||
const affected = new Set<number>();
|
||||
for (const key in this.BUFFS_TAL) {
|
||||
const idx = parseInt(key);
|
||||
const list = this.BUFFS_TAL[idx];
|
||||
if (!list || list.length === 0) continue;
|
||||
const newList = list.filter(i => i.tal !== tal);
|
||||
if (newList.length !== list.length) {
|
||||
this.BUFFS_TAL[idx] = newList;
|
||||
affected.add(idx);
|
||||
if (newList.length === 0) delete this.BUFFS_TAL[idx];
|
||||
}
|
||||
}
|
||||
affected.forEach(i => this.recalculateSingleAttr(i));
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -350,7 +350,7 @@ export class HeroViewComp extends CCComp {
|
||||
this.ent.destroy();
|
||||
|
||||
}
|
||||
do_atked(damage:number,isCrit:boolean,s_uuid:number){
|
||||
do_atked(damage:number,isCrit:boolean,s_uuid:number,isBack:boolean=false){
|
||||
// 受到攻击时显示血条,并设置显示时间(即使伤害为0也显示)
|
||||
this.top_node.active = true;
|
||||
this.hpBarShowCD = this.hpBarShowTime;
|
||||
@@ -359,8 +359,8 @@ export class HeroViewComp extends CCComp {
|
||||
|
||||
// 视图层表现
|
||||
let SConf=SkillSet[s_uuid]
|
||||
this.back()
|
||||
this.showDamage(damage, isCrit, SConf.DAnm); // 暴击状态由战斗系统内部处理, DAnm和EAnm共用设定数组
|
||||
if (isBack) this.back()
|
||||
this.showDamage(damage, isCrit, SConf.DAnm);
|
||||
}
|
||||
|
||||
private isBackingUp: boolean = false; // 🔥 添加后退状态标记
|
||||
|
||||
@@ -8,6 +8,7 @@ import { Skill } from "../skill/Skill";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { TalComp } from "./TalComp";
|
||||
import { TalEffet, TriType } from "../common/config/TalSet";
|
||||
import { BoxSet } from "../common/config/GameSet";
|
||||
|
||||
/**
|
||||
* ==================== 自动施法系统 ====================
|
||||
@@ -76,13 +77,13 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
|
||||
if (!this.checkCastConditions(skills, heroAttrs, skill.s_uuid)) return false
|
||||
|
||||
// 4. 执行施法
|
||||
const ok = this.executeCast(e, skill.s_uuid, heroView,hset);
|
||||
const castSucess = this.executeCast(e, skill.s_uuid, heroView,hset);
|
||||
// 5. 扣除资源和重置CD
|
||||
if (ok) {
|
||||
if (castSucess) {
|
||||
heroAttrs.mp -= skill.cost;
|
||||
skills.resetCD(skill.s_uuid);
|
||||
}
|
||||
return ok;
|
||||
return castSucess;
|
||||
}
|
||||
public manualCast(e: ecs.Entity, s_uuid: number): boolean {
|
||||
if (!e) return false
|
||||
@@ -133,8 +134,6 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
|
||||
*/
|
||||
private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp,hset:HSSet): boolean {
|
||||
const heroAttrs=casterEntity.get(HeroAttrsComp)
|
||||
let isDSill=heroAttrs.isDSill > 0
|
||||
let isWFuny=heroAttrs.isWFuny > 0
|
||||
const config = SkillSet[s_uuid];
|
||||
if (!config) {
|
||||
console.error("[SACastSystem] 技能配置不存在:", s_uuid);
|
||||
@@ -143,46 +142,69 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
|
||||
|
||||
// 1. 播放施法动画
|
||||
heroView.playSkillEffect(s_uuid);
|
||||
// 2. 更新攻击类型的天赋触发值
|
||||
/**********************天赋处理*************************************************************************/
|
||||
// 2. 更新攻击类型的天赋触发值,技能和必杀级
|
||||
if(casterEntity.has(TalComp)){
|
||||
const talComp = casterEntity.get(TalComp);
|
||||
if (hset === HSSet.atk) talComp.updateCur(TriType.ATK);
|
||||
if (hset != HSSet.atk) talComp.updateCur(TriType.SKILL);
|
||||
|
||||
|
||||
if (hset === HSSet.skill) talComp.updateCur(TriType.SKILL);
|
||||
if (hset === HSSet.max) talComp.updateCur(TriType.MAX);
|
||||
}
|
||||
/**********************天赋处理*************************************************************************/
|
||||
// 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;
|
||||
}
|
||||
// 2. 延迟创建技能实体(等待动画)
|
||||
const delay = 0.3
|
||||
heroView.scheduleOnce(() => {
|
||||
//风怒wfuny 只针对 普通攻击起效
|
||||
if (hset === HSSet.atk&&isWFuny){
|
||||
this.createSkill(s_uuid, heroView,targets,isWFuny);
|
||||
heroAttrs.isWFuny --
|
||||
}else{
|
||||
this.createSkill(s_uuid, heroView,targets,false);
|
||||
}
|
||||
|
||||
}, delay);
|
||||
|
||||
if(isDSill){
|
||||
targets = this.sTargets(heroView);
|
||||
if (targets.length === 0) {
|
||||
console.warn("[SACastSystem] 没有找到有效目标");
|
||||
return false;
|
||||
}
|
||||
heroAttrs.isDSill --
|
||||
heroView.playSkillEffect(s_uuid);
|
||||
// 2.1 普通攻击逻辑
|
||||
if (hset === HSSet.atk){
|
||||
let delay = 0.3
|
||||
let ext_dmg = heroAttrs.useCountValTal(TalEffet.ATK_DMG);
|
||||
let splash = heroAttrs.useCountValTal(TalEffet.SPLASH);
|
||||
heroView.scheduleOnce(() => {
|
||||
this.createSkill(s_uuid, heroView,targets,isWFuny);
|
||||
isWFuny=false
|
||||
this.createSkill(s_uuid, heroView,targets,ext_dmg,splash);
|
||||
}, delay);
|
||||
//风怒wfuny 只针对 普通攻击起效
|
||||
if (heroAttrs.useCountTal(TalEffet.WFUNY)){
|
||||
let ext2_dmg = heroAttrs.useCountValTal(TalEffet.ATK_DMG);
|
||||
let splash2 = heroAttrs.useCountValTal(TalEffet.SPLASH);
|
||||
let delay = 0.3
|
||||
heroView.playSkillEffect(s_uuid);
|
||||
//需要再添加 风怒动画
|
||||
heroView.scheduleOnce(() => {
|
||||
this.createSkill(s_uuid, heroView,targets,ext2_dmg,splash2);
|
||||
},delay);
|
||||
}
|
||||
}
|
||||
// 2.2 技能攻击逻辑
|
||||
if(hset === HSSet.skill){
|
||||
let delay = 0.3
|
||||
let ext_dmg = heroAttrs.useCountValTal(TalEffet.SKILL_DMG);
|
||||
heroView.scheduleOnce(() => {
|
||||
this.createSkill(s_uuid, heroView,targets,ext_dmg);
|
||||
}, delay);
|
||||
// 双技能 只针对 技能起效
|
||||
if(heroAttrs.useCountTal(TalEffet.D_SKILL)){
|
||||
let ext2_dmg = heroAttrs.useCountValTal(TalEffet.SKILL_DMG);
|
||||
let delay = 0.3
|
||||
heroView.playSkillEffect(s_uuid);
|
||||
//需要再添加 双技能动画
|
||||
heroView.scheduleOnce(() => {
|
||||
this.createSkill(s_uuid, heroView,targets,ext2_dmg);
|
||||
},delay);
|
||||
}
|
||||
}
|
||||
// 2.3 必杀技能逻辑
|
||||
if(hset === HSSet.max){
|
||||
let delay = 0.3
|
||||
heroView.playSkillEffect(s_uuid);
|
||||
//需要再添加 最大伤害动画
|
||||
heroView.scheduleOnce(() => {
|
||||
this.createSkill(s_uuid, heroView,targets);
|
||||
},delay);
|
||||
}
|
||||
|
||||
|
||||
|
||||
return true;
|
||||
@@ -192,7 +214,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
|
||||
/**
|
||||
* 创建技能实体
|
||||
*/
|
||||
private createSkill(s_uuid: number, caster: HeroViewComp,targets,isWFuny:boolean) {
|
||||
private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],ext_dmg:number=0,splash:number=0) {
|
||||
// 检查节点有效性
|
||||
if (!caster.node || !caster.node.isValid) {
|
||||
console.warn("[SACastSystem] 施法者节点无效");
|
||||
@@ -217,26 +239,22 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
|
||||
const targetPos = targets[0]; // 使用第一个目标位置
|
||||
// console.log(`[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`);
|
||||
// 加载技能实体(包括预制体、组件初始化等)
|
||||
skill.load(startPos, parent, s_uuid, targetPos, caster);
|
||||
|
||||
skill.load(startPos, parent, s_uuid, targetPos, caster,ext_dmg,splash);
|
||||
|
||||
}
|
||||
/**
|
||||
* 选择目标位置
|
||||
*/
|
||||
private sTargets(caster: HeroViewComp): Vec3[] {
|
||||
// 简化版:选择最前方的敌人
|
||||
const targets: Vec3[] = [];
|
||||
|
||||
// 这里可以调用 SkillConComp 的目标选择逻辑
|
||||
// 暂时返回默认位置
|
||||
if (caster == null) return targets;
|
||||
if (caster.ent == null) return targets;
|
||||
private sTargets(caster: HeroViewComp, s_uuid: number): Vec3[] {
|
||||
const heroAttrs = caster.ent.get(HeroAttrsComp);
|
||||
const fac = heroAttrs?.fac ?? 0;
|
||||
const defaultX = fac === 0 ? 400 : -400;
|
||||
targets.push(v3(defaultX, 0, 0));
|
||||
|
||||
if (!heroAttrs) return [];
|
||||
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));
|
||||
}
|
||||
return targets;
|
||||
}
|
||||
|
||||
@@ -248,8 +266,8 @@ 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++) {
|
||||
@@ -264,82 +282,49 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
|
||||
return targets;
|
||||
}
|
||||
|
||||
/**
|
||||
* 选择治疗技能目标
|
||||
*/
|
||||
private sHealTargets(caster: HeroViewComp, config: any, maxTargets: number): Vec3[] {
|
||||
const targets: Vec3[] = [];
|
||||
const heroAttrs = caster.ent.get(HeroAttrsComp);
|
||||
if (!heroAttrs) return targets;
|
||||
|
||||
// 寻找血量最低的友军
|
||||
const allyPositions = this.findLowHealthAllies(caster, heroAttrs.fac, config.range || 200);
|
||||
|
||||
for (let i = 0; i < Math.min(maxTargets, allyPositions.length); i++) {
|
||||
targets.push(allyPositions[i]);
|
||||
}
|
||||
|
||||
// 如果没有找到友军,治疗自己
|
||||
if (targets.length === 0 && caster.node) {
|
||||
targets.push(caster.node.position.clone());
|
||||
}
|
||||
|
||||
return targets;
|
||||
}
|
||||
|
||||
/**
|
||||
* 选择BUFF技能目标
|
||||
*/
|
||||
private sBuffTargets(caster: HeroViewComp, config: any, maxTargets: number): Vec3[] {
|
||||
// BUFF技能通常施放在自己或友军身上
|
||||
return this.sHealTargets(caster, config, maxTargets);
|
||||
}
|
||||
|
||||
/**
|
||||
* 选择DEBUFF技能目标
|
||||
*/
|
||||
private sDebuffTargets(caster: HeroViewComp, config: any, maxTargets: number): Vec3[] {
|
||||
// DEBUFF技能通常施放在敌人身上
|
||||
return this.sDamageTargets(caster, config, maxTargets);
|
||||
}
|
||||
|
||||
/**
|
||||
* 选择默认目标
|
||||
*/
|
||||
private sDefaultTargets(caster: HeroViewComp, faction: number): Vec3[] {
|
||||
private sDefaultTargets(caster: HeroViewComp, fac: number): Vec3[] {
|
||||
const targets: Vec3[] = [];
|
||||
const defaultX = faction === 0 ? 400 : -400;
|
||||
targets.push(v3(defaultX, 0, 0));
|
||||
const defaultX = fac === 0 ? 400 : -400;
|
||||
targets.push(v3(defaultX, BoxSet.GAME_LINE, 1));
|
||||
return targets;
|
||||
}
|
||||
|
||||
/**
|
||||
* 查找附近的敌人
|
||||
*/
|
||||
private findNearbyEnemies(caster: HeroViewComp, faction: number, range: number): Vec3[] {
|
||||
// 简化实现,实际应该查询ECS中的敌方实体
|
||||
private findNearbyEnemies(caster: HeroViewComp, fac: number, range: number): Vec3[] {
|
||||
const enemies: Vec3[] = [];
|
||||
|
||||
// 模拟敌人位置
|
||||
const enemyX = faction === 0 ? 300 : -300;
|
||||
enemies.push(v3(enemyX, 0, 0));
|
||||
enemies.push(v3(enemyX + 50, 20, 0));
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
/**
|
||||
* 查找血量低的友军
|
||||
*/
|
||||
private findLowHealthAllies(caster: HeroViewComp, faction: number, range: number): Vec3[] {
|
||||
// 简化实现,实际应该查询ECS中的友方实体并按血量排序
|
||||
const allies: Vec3[] = [];
|
||||
|
||||
// 如果自己血量低,优先治疗自己
|
||||
|
||||
|
||||
return allies;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查技能攻击范围内是否有敌人
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { BType } from "../common/config/HeroAttrs";
|
||||
import { TalAttrs, talConf, TalEffet, TalTarget, TriType} from "../common/config/TalSet";
|
||||
import { HeroAttrsComp } from "./HeroAttrsComp";
|
||||
import { HeroViewComp } from "./HeroViewComp";
|
||||
|
||||
/**
|
||||
@@ -13,8 +15,11 @@ export interface TalSlot {
|
||||
target: TalTarget;
|
||||
effet: TalEffet;
|
||||
attrs?:TalAttrs //触发的attrs效果的对应attrs value: number; // 触发的效果数值
|
||||
vType:BType; // 数值型还是百分比型
|
||||
value: number; // 触发的效果数值
|
||||
value_add: number; // 触发的效果数值增量
|
||||
count: number; // 执行次数,及可以触发的次数
|
||||
count_add: number; // 执行次数增量
|
||||
Trigger: number; // 天赋触发阈值
|
||||
Trigger_add: number; // 天赋触发阈值减值
|
||||
desc: string; // 天赋描述(说明触发条件和效果)
|
||||
@@ -56,37 +61,40 @@ export class TalComp extends ecs.Comp {
|
||||
|
||||
/**
|
||||
* 为英雄添加一个新天赋
|
||||
* @param talUuid 要添加的天赋ID
|
||||
* @param uuid 要添加的天赋ID
|
||||
*
|
||||
* 添加流程:
|
||||
* 1. 检查天赋是否已存在
|
||||
* 2. 检查天赋配置是否存在
|
||||
* 3. 创建并初始化天赋数据
|
||||
*/
|
||||
addTal(talUuid: number) {
|
||||
addTal(uuid: number) {
|
||||
// 检查天赋是否已存在
|
||||
if (this.Tals[talUuid]) {
|
||||
console.error(`[TalComp]天赋已存在,天赋ID:${talUuid}`);
|
||||
if (this.Tals[uuid]) {
|
||||
console.error(`[TalComp]天赋已存在,天赋ID:${uuid}`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 获取天赋配置
|
||||
const tConf = talConf[talUuid];
|
||||
const tConf = talConf[uuid];
|
||||
if (!tConf) {
|
||||
console.error(`[TalComp]天赋配置不存在,天赋ID:${talUuid}`);
|
||||
console.error(`[TalComp]天赋配置不存在,天赋ID:${uuid}`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 创建并初始化天赋数据
|
||||
this.Tals[talUuid] = {
|
||||
uuid: talUuid,
|
||||
this.Tals[uuid] = {
|
||||
uuid: uuid,
|
||||
name: tConf.name,
|
||||
triType: tConf.triType,
|
||||
target: tConf.target,
|
||||
effet: tConf.effet,
|
||||
attrs: tConf.attrs,
|
||||
vType: tConf.vType,
|
||||
value: tConf.value, // 效果数值初始为配置值
|
||||
value_add: 0, // 效果数值增量初始为0
|
||||
count: 1, // 执行次数,及可以触发的次数
|
||||
count_add:0, // 执行次数增量初始为0
|
||||
Trigger: tConf.Trigger, // 触发阈值(后续可从配置中读取)
|
||||
Trigger_add: 0, // 触发阈值增量初始为0
|
||||
desc: tConf.desc,
|
||||
@@ -96,39 +104,6 @@ export class TalComp extends ecs.Comp {
|
||||
checkTal() {
|
||||
return Object.keys(this.Tals).length > 0;
|
||||
}
|
||||
/**
|
||||
* 检查并触发指定类型的天赋
|
||||
* @param triType 要检查的天赋触发类型
|
||||
* @returns 触发的天赋对象集合,若没有触发则返回false
|
||||
*
|
||||
* 检查逻辑:
|
||||
* 1. 遍历所有同类型天赋
|
||||
* 2. 检查累积值是否达到触发条件
|
||||
* 3. 触发后重置累积值
|
||||
* 4. 收集并返回所有触发的天赋
|
||||
*/
|
||||
checkTriggers(effet: TalEffet) {
|
||||
// 存储所有触发的天赋
|
||||
let Triggers: Record<string, TalSlot> = {};
|
||||
// 遍历所有天赋
|
||||
for (let uuid in this.Tals) {
|
||||
const talent = this.Tals[uuid];
|
||||
// 匹配天赋类型
|
||||
if (talent.effet == effet) {
|
||||
// 修复触发条件逻辑:累积值达到或超过触发阈值时触发
|
||||
// 原逻辑中 `talent.Trigger-talent.Trigger` 总是为0,导致任何累积值都能触发
|
||||
if (talent.cur >= (talent.Trigger - talent.Trigger_add)) { // 修复触发条件,累积值达到或超过触发阈值时触发
|
||||
console.log(`[TalComp]天赋触发,天赋ID:${uuid}`);
|
||||
// 重置累积值
|
||||
talent.cur = 0;
|
||||
// 添加到触发列表
|
||||
Triggers[uuid] = talent;
|
||||
}
|
||||
}
|
||||
}
|
||||
// 判断是否有天赋被触发
|
||||
return Triggers;
|
||||
}
|
||||
getTriggers() {
|
||||
// 存储所有触发的天赋
|
||||
let Triggers: Record<string, TalSlot> = {};
|
||||
@@ -146,50 +121,38 @@ export class TalComp extends ecs.Comp {
|
||||
// 判断是否有天赋被触发
|
||||
return Triggers;
|
||||
}
|
||||
checkIsTrigger() {
|
||||
let res = {
|
||||
isDSill:false,
|
||||
isWFuny:false,
|
||||
}
|
||||
for(let uuid in this.Tals){
|
||||
let trigger=this.Tals[uuid]
|
||||
if(trigger.effet==TalEffet.WFUNY) res.isWFuny=true
|
||||
if(trigger.effet==TalEffet.D_SKILL) res.isDSill=true
|
||||
|
||||
}
|
||||
return res
|
||||
}
|
||||
/**
|
||||
* 更新天赋的效果数值
|
||||
* @param talUuid 天赋ID
|
||||
* @param uuid 天赋ID
|
||||
* @param val 要增减的数值
|
||||
*
|
||||
* 功能:
|
||||
* - 用于调整天赋的实际效果数值
|
||||
* - 可通过正负数来增加或减少效果
|
||||
*/
|
||||
updateVal(talUuid: number, val: number) {
|
||||
updateVal(uuid: number, val: number) {
|
||||
// 检查天赋是否存在
|
||||
if (!this.Tals[talUuid]) {
|
||||
console.error(`[TalComp]天赋不存在,天赋ID:${talUuid}`);
|
||||
if (!this.Tals[uuid]) {
|
||||
console.error(`[TalComp]天赋不存在,天赋ID:${uuid}`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 更新天赋效果数值
|
||||
this.Tals[talUuid].value_add += val;
|
||||
this.Tals[uuid].value_add += val;
|
||||
}
|
||||
|
||||
updateTrigger(talUuid: number, val: number) {
|
||||
updateTrigger(uuid: number, val: number) {
|
||||
// 检查天赋是否存在
|
||||
if (!this.Tals[talUuid]) {
|
||||
console.error(`[TalComp]天赋不存在,天赋ID:${talUuid}`);
|
||||
if (!this.Tals[uuid]) {
|
||||
console.error(`[TalComp]天赋不存在,天赋ID:${uuid}`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 更新天赋触发阈值
|
||||
this.Tals[talUuid].Trigger_add += val;
|
||||
if (this.Tals[talUuid].Trigger-this.Tals[talUuid].Trigger_add <= 1) {
|
||||
this.Tals[talUuid].Trigger_add = this.Tals[talUuid].Trigger-1;
|
||||
this.Tals[uuid].Trigger_add += val;
|
||||
if (this.Tals[uuid].Trigger-this.Tals[uuid].Trigger_add <= 1) {
|
||||
this.Tals[uuid].Trigger_add = this.Tals[uuid].Trigger-1;
|
||||
}
|
||||
}
|
||||
/**
|
||||
@@ -206,22 +169,76 @@ export class TalComp extends ecs.Comp {
|
||||
for (let uuid in this.Tals) {
|
||||
const talent = this.Tals[uuid];
|
||||
|
||||
// 找到第一个匹配类型的天赋并更新
|
||||
// 找到所有匹配类型的天赋并更新
|
||||
if (talent.triType == triType) {
|
||||
talent.cur += val;
|
||||
break; // 只更新第一个匹配的天赋
|
||||
this.checkTrigger(talent.uuid);
|
||||
}
|
||||
}
|
||||
}
|
||||
checkTrigger(uuid:number){
|
||||
const talent = this.Tals[uuid];
|
||||
if (talent.cur >= (talent.Trigger - talent.Trigger_add)) { // 修复触发条件,累积值达到或超过触发阈值时触发
|
||||
console.log(`[TalComp]天赋触发,天赋ID:${uuid}`);
|
||||
for(let i=0;i<(talent.count+talent.count_add);i++){
|
||||
this.doTriggerTal(talent.uuid);
|
||||
}
|
||||
// 重置累积值
|
||||
talent.cur = 0;
|
||||
|
||||
}
|
||||
}
|
||||
//执行天赋触发效果
|
||||
// 功能:
|
||||
// - 根据天赋类型执行相应的效果
|
||||
// - 支持计数型和数值型天赋
|
||||
// --heroAttrs.addTalent 是计数型天赋buff heroAttrs.addTalBuff 是数值型天赋buff
|
||||
doTriggerTal(uuid: number) {
|
||||
// 检查天赋是否存在
|
||||
if (!this.Tals[uuid]) {
|
||||
console.error(`[TalComp]天赋不存在,天赋ID:${uuid}`);
|
||||
return;
|
||||
}
|
||||
const talent = this.Tals[uuid];
|
||||
const heroAttrs=this.ent.get(HeroAttrsComp);
|
||||
switch(talent.effet){
|
||||
case TalEffet.ATK_DMG:
|
||||
heroAttrs.addCountTal(TalEffet.ATK_DMG, talent.value + talent.value_add);
|
||||
break;
|
||||
case TalEffet.SKILL_DMG:
|
||||
heroAttrs.addCountTal(TalEffet.SKILL_DMG, talent.value + talent.value_add);
|
||||
break;
|
||||
case TalEffet.LDMG:
|
||||
heroAttrs.addCountTal(TalEffet.LDMG, talent.value + talent.value_add);
|
||||
break;
|
||||
// case TalEffet.HP:
|
||||
// heroAttrs.addCountTal(TalEffet.HP, talent.value + talent.value_add);
|
||||
// break;
|
||||
// case TalEffet.MP:
|
||||
// heroAttrs.addCountTal(TalEffet.MP, talent.value + talent.value_add);
|
||||
// break;
|
||||
case TalEffet.WFUNY:
|
||||
heroAttrs.addCountTal(TalEffet.WFUNY, talent.value + talent.value_add);
|
||||
break;
|
||||
case TalEffet.D_SKILL:
|
||||
heroAttrs.addCountTal(TalEffet.D_SKILL, talent.value + talent.value_add);
|
||||
break;
|
||||
case TalEffet.C_ATK:
|
||||
heroAttrs.addCountTal(TalEffet.C_ATK, talent.value + talent.value_add);
|
||||
break;
|
||||
case TalEffet.C_SKILL:
|
||||
heroAttrs.addCountTal(TalEffet.C_SKILL, talent.value + talent.value_add);
|
||||
break;
|
||||
case TalEffet.C_MSKILL:
|
||||
heroAttrs.addCountTal(TalEffet.C_MSKILL, talent.value + talent.value_add);
|
||||
break;
|
||||
case TalEffet.BUFF:
|
||||
heroAttrs.addValueTal(talent.uuid, talent.attrs, talent.vType, talent.value + talent.value_add);
|
||||
break;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* 重置组件状态
|
||||
*
|
||||
* 功能:
|
||||
* - 清空所有天赋数据
|
||||
* - 重置英雄ID
|
||||
* - 清除英雄视图引用
|
||||
* - 为组件的复用做准备
|
||||
*/
|
||||
reset() {
|
||||
this.Tals = {};
|
||||
|
||||
@@ -12,6 +12,9 @@ export class SDataCom extends ecs.Comp {
|
||||
group:BoxSet=BoxSet.HERO
|
||||
fac: number = 0; // 0:hero 1:monster
|
||||
s_uuid:number=0
|
||||
ext_dmg:number=0 //额外伤害
|
||||
splash:number=0 //溅射伤害
|
||||
dmg_ratio:number=1 //伤害比例
|
||||
hit_count:number=0 //击中数量
|
||||
reset() {
|
||||
this.Attrs=null
|
||||
@@ -20,6 +23,9 @@ export class SDataCom extends ecs.Comp {
|
||||
this.s_uuid=0
|
||||
this.caster=null
|
||||
this.hit_count=0
|
||||
this.ext_dmg=0
|
||||
this.splash=0
|
||||
this.dmg_ratio=1
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -29,7 +29,7 @@ export class Skill extends ecs.Entity {
|
||||
this.addComponents<SMoveDataComp>(SMoveDataComp);
|
||||
}
|
||||
load(startPos: Vec3, parent: Node, s_uuid: number, targetPos: Vec3,
|
||||
caster:HeroViewComp) {
|
||||
caster:HeroViewComp,ext_dmg:number=0,splash:number=0) {
|
||||
const config = SkillSet[s_uuid];
|
||||
|
||||
if (!config) {
|
||||
@@ -90,9 +90,11 @@ export class Skill extends ecs.Entity {
|
||||
const sDataCom = this.get(SDataCom);
|
||||
sDataCom.group=caster.box_group
|
||||
sDataCom.caster=caster
|
||||
sDataCom.Attrs=cAttrsComp.Attrs
|
||||
sDataCom.Attrs={...cAttrsComp.Attrs}
|
||||
sDataCom.s_uuid=s_uuid
|
||||
sDataCom.fac=cAttrsComp.fac
|
||||
sDataCom.ext_dmg=ext_dmg
|
||||
sDataCom.splash=splash
|
||||
}
|
||||
|
||||
/** 模块资源释放 */
|
||||
|
||||
@@ -201,10 +201,10 @@ console.log("道具1001数量:", itemInfo.result.data.count);
|
||||
const talents = await WxCloudApi.getTalents();
|
||||
|
||||
// 添加天赋点
|
||||
const result = await WxCloudApi.addTalent(1001, 1);
|
||||
const result = await WxCloudApi.addCountTal(1001, 1);
|
||||
|
||||
// 消耗天赋点
|
||||
const result = await WxCloudApi.consumeTalent(1001, 1);
|
||||
const result = await WxCloudApi.useCountTal(1001, 1);
|
||||
```
|
||||
|
||||
### 装备操作
|
||||
|
||||
@@ -1,15 +0,0 @@
|
||||
md extensions
|
||||
cd extensions
|
||||
|
||||
IF EXIST oops-plugin-framework (
|
||||
goto update
|
||||
) ELSE (
|
||||
goto clone
|
||||
)
|
||||
|
||||
:clone
|
||||
git clone -b master https://gitee.com/dgflash/oops-plugin-framework.git
|
||||
|
||||
:update
|
||||
cd oops-plugin-framework
|
||||
git pull
|
||||
Reference in New Issue
Block a user