7 Commits

Author SHA1 Message Date
1c49649c00 refactor(hero): 重构英雄攻击系统并重命名文件 2025-11-20 16:48:23 +08:00
51f32b1d29 refactor(战斗系统): 重构攻击处理逻辑并优化击退机制
- 将闪避、暴击和击退的概率检查统一为checkChance方法
- 移除HeroAtkComp类并清理无用代码
- 新增clearTalBuffByAttr方法用于清除特定属性的天赋buff
- 修改HeroViewComp.do_atked方法支持可选击退参数
- 移除Attrs.BACK属性及相关配置
2025-11-20 16:48:14 +08:00
b4fd807ddc feat(天赋系统): 添加天赋执行次数功能并实现必暴效果
为天赋系统添加count字段控制执行次数,并实现C_ATK、C_SKILL、C_MSKILL三种必暴效果类型
2025-11-20 16:22:36 +08:00
ff4ce76482 fix: 修复技能属性引用问题并移除无用代码
- 在Skill.ts中修改Attrs为浅拷贝避免引用问题
- 移除HeroAtk.ts中未使用的casterModel变量
2025-11-20 15:19:27 +08:00
8113ec671f refactor(技能系统): 统一额外伤害参数命名从exr_dmg改为ext_dmg
修改Skill.ts和SACastSystem.ts中的参数命名,保持代码一致性
2025-11-20 15:11:59 +08:00
5a81704379 refactor(hero): 重构天赋系统使用统一管理方式
- 将分散的天赋属性管理改为统一的Talents记录
- 添加addTalent和consumeTalent方法来管理天赋状态
- 修改技能系统使用新的天赋管理接口
2025-11-20 14:51:26 +08:00
f2ec48bd2b feat(天赋系统): 重构天赋buff处理逻辑并添加vType支持
- 在TalSlot接口和talConf配置中添加vType字段区分数值型和百分比型buff
- 重构HeroAttrsComp中BUFFS_TAL数据结构,改为以天赋uuid为key的映射
- 实现新的addTalBuff和clearTalBuff方法处理天赋buff
- 在TalComp中添加BUFF类型天赋的触发处理
2025-11-20 14:35:29 +08:00
8 changed files with 144 additions and 153 deletions

View File

@@ -108,7 +108,6 @@ export enum Attrs {
// ========== 武器进化相关 (70-79) ==========
PUNCTURE = 70, // 穿刺次数
PUNCTURE_DMG = 71, // 穿刺伤害
BACK = 73, // 被击退概率(兼容旧代码)
MOVE_SPEED = 74, // 移动速度
BURN = 75, // 易伤效果
WFUNY = 77, // 风怒
@@ -220,7 +219,6 @@ export const AttrsType: Record<Attrs, BType> = {
// ========== 武器进化相关(混合类型) ==========
[Attrs.PUNCTURE]: BType.VALUE, // 穿刺次数 - 数值型
[Attrs.PUNCTURE_DMG]: BType.RATIO, // 穿刺伤害 - 百分比型
[Attrs.BACK]: BType.RATIO, // 被击退概率(兼容)- 百分比型
[Attrs.MOVE_SPEED]: BType.VALUE, // 移动速度 - 数值型
[Attrs.BURN]: BType.RATIO, // 易伤效果 - 百分比型
[Attrs.WFUNY]: BType.RATIO, // 未知特殊属性 - 百分比型

View File

@@ -1,5 +1,5 @@
import { count } from "console";
import { Attrs } from "./HeroAttrs";
import { Attrs, BType } from "./HeroAttrs";
/**
* 天赋类型枚举,也是触发条件
@@ -28,6 +28,9 @@ export enum TalEffet {
D_SKILL=8, //两次技能
SHIELD=9, // 护盾
LDMG=10, // 减伤
C_ATK=11, // 普工必爆
C_SKILL=12, // 一般技能必暴
C_MSKILL=13, // 必杀技能必暴
}
export enum TalTarget {
@@ -56,10 +59,12 @@ export interface ItalConf {
triType: TriType;
target: TalTarget;
effet: TalEffet;
vType:BType; //数值型还是百分比型
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
attrs?:TalAttrs //触发的attrs效果的对应attrs
Trigger:number //触发值
desc: string; // 天赋描述(说明触发条件和效果)
count:number //执行次数,及可以触发的次数
}
// ========== 天赋配置表 ==========
@@ -80,42 +85,42 @@ export interface ItalConf {
*/
export const talConf: Record<number, ItalConf> = {
/*** 普通攻击触发 ***/
7001:{uuid:7001,name:"风怒",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.WFUNY,value:50,attrs:TalAttrs.NON,
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,
desc:"普通攻击3次后, 立即给与目标150%伤害的额外打击"},
7002:{uuid:7002,name:"溅射",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.SPLASH,value:50,attrs:TalAttrs.NON,
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,
desc:"普通攻击3次后, 会对目标100码内的敌人造成30%伤害"},
7003:{uuid:7003,name:"回血",triType:TriType.ATK,Trigger:3,target:TalTarget.SELF,effet:TalEffet.HP,value:1,attrs:TalAttrs.NON,
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,
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,
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,
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,
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:0,attrs:TalAttrs.NON,
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.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"},
};

View File

@@ -8,14 +8,7 @@ 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;
@@ -94,19 +87,17 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
* @returns
*/
private doAttack(target: ecs.Entity, damageEvent: DamageEvent): FinalData {
const targetModel = target.get(HeroAttrsComp);
const targetAttrs = target.get(HeroAttrsComp);
const targetView = target.get(HeroViewComp);
let reDate:FinalData={
damage:0,
isCrit:false,
isDodge:false,
}
if (!targetModel || targetModel.is_dead) return reDate;
if (!targetAttrs || targetAttrs.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;
const attackerModel = caster?.ent?.get(HeroAttrsComp);
// 获取技能配置
const skillConf = SkillSet[damageEvent.s_uuid];
@@ -116,38 +107,40 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
this.onAttacked(target);
// 闪避判定
if (this.checkDodge(targetModel)) {
const isDodge =this.checkChance(targetAttrs.Attrs[Attrs.DODGE] || 0);
if (isDodge) {
// 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]);
const isCrit = this.checkChance(damageEvent.Attrs[Attrs.CRITICAL]);
if (isCrit) attackerModel?.clearTalBuffByAttr(Attrs.CRITICAL);
// 计算伤害
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));
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + targetAttrs.Attrs[Attrs.CRITICAL_DMG]) / 100));
reDate.isCrit=true;
}
// 伤害计算考虑易伤等debuff
damage = this.calculateDamage(targetModel, damage);
damage = this.calculateDamage(targetAttrs, damage);
// 护盾吸收
damage =Math.floor(this.absorbShield(targetModel, damage))
damage =Math.floor(this.absorbShield(targetAttrs, damage))
if (damage <= 0) return reDate;
// 应用伤害到数据层
targetModel.hp -= damage;
targetModel.atked_count++;
targetAttrs.hp -= damage;
targetAttrs.atked_count++;
//击退判定
const isBack = this.checkChance(damageEvent.Attrs[Attrs.BACK_CHANCE] || 0);
if (isBack) attackerModel?.clearTalBuffByAttr(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);
}
if (targetView) targetView.do_atked(damage, isCrit, damageEvent.s_uuid, isBack);
// 检查死亡
if (targetModel.hp <= 0) {
if (targetAttrs.hp <= 0) {
this.doDead(target);
// ✅ 触发死亡视图表现
if (targetView) {
@@ -156,7 +149,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
}
if (this.debugMode) {
console.log(`[HeroAtkSystem] ${targetModel.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
console.log(`[HeroAtkSystem] ${targetAttrs.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
}
reDate.damage=damage;
@@ -182,35 +175,19 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
this.onDeath(entity);
if (this.debugMode) {
console.log(`[HeroBattleSystem] ${model.hero_name} 死亡`);
console.log(`[HeroAtkSystem] ${model.hero_name} 死亡`);
}
}
/**
*
*/
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;
}
/**
*
*/
private checkCrit(critRate: number): boolean {
if (critRate > 0) {
const random = Math.random() * 100;
return random < critRate;
}
return false;
private checkChance(rate: number): boolean {
if (rate <= 0) return false;
const r = Math.random() * 100;
return r < rate;
}
/**

View File

@@ -3,7 +3,7 @@ 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{
value:number
@@ -35,11 +35,8 @@ 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=====================
tal_DSill:talTrigger={value:0,count:0}
tal_WFuny:talTrigger={value:0,count:0}
/** 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}>> = {};
Talents: Record<number, talTrigger> = {};
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 +78,7 @@ 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 +186,10 @@ 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 +212,10 @@ 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 +407,48 @@ export class HeroAttrsComp extends ecs.Comp {
}
addTalBuff(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);
}
clearTalBuff(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);
}
clearTalBuffByAttr(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);
}
addTalent(eff: number, value: number) {
const t = this.Talents[eff] || { value: 0, count: 0 };
t.value = value;
t.count += 1;
this.Talents[eff] = t;
}
consumeTalent(eff: number): boolean {
const t = this.Talents[eff];
if (!t || t.count <= 0) return false;
t.count -= 1;
return true;
}
reset() {
// 重置为初始状态
@@ -436,6 +472,7 @@ 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 +488,10 @@ 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));
}
}

View File

@@ -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

View File

@@ -134,8 +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.tal_DSill.count > 0
let isWFuny=heroAttrs.tal_WFuny.count > 0
const config = SkillSet[s_uuid];
if (!config) {
console.error("[SACastSystem] 技能配置不存在:", s_uuid);
@@ -165,14 +163,13 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
}, delay);
//风怒wfuny 只针对 普通攻击起效
if (hset === HSSet.atk&&isWFuny){
if (hset === HSSet.atk && heroAttrs.consumeTalent(TalEffet.WFUNY)){
heroView.playSkillEffect(s_uuid);
//需要再添加 风怒动画
this.createSkill(s_uuid, heroView,targets);
heroAttrs.tal_WFuny.count --
}
// 双技能 只针对 技能起效
if(hset === HSSet.skill&&isDSill){
if(hset === HSSet.skill && heroAttrs.consumeTalent(TalEffet.D_SKILL)){
targets = this.sTargets(heroView, s_uuid);
if (targets.length === 0) {
console.warn("[SACastSystem] 没有找到有效目标");
@@ -183,7 +180,6 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
heroView.scheduleOnce(() => {
this.createSkill(s_uuid, heroView,targets);
}, delay);
heroAttrs.tal_DSill.count --
}
@@ -194,7 +190,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
/**
* 创建技能实体
*/
private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],damage:number=0) {
private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],ext_dmg: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");
@@ -219,8 +215,7 @@ 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,damage);
skill.load(startPos, parent, s_uuid, targetPos, caster,ext_dmg);
}
/**

View File

@@ -1,4 +1,5 @@
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";
@@ -14,8 +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)
@@ -86,8 +90,11 @@ export class TalComp extends ecs.Comp {
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,
@@ -173,12 +180,15 @@ export class TalComp extends ecs.Comp {
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
doTriggerTal(uuid: number) {
// 检查天赋是否存在
if (!this.Tals[uuid]) {
@@ -189,23 +199,27 @@ export class TalComp extends ecs.Comp {
const heroAttrs=this.ent.get(HeroAttrsComp);
switch(talent.effet){
case TalEffet.WFUNY:
heroAttrs.tal_WFuny.count += 1;
heroAttrs.tal_WFuny.value = talent.value+talent.value_add;
heroAttrs.addTalent(TalEffet.WFUNY, talent.value + talent.value_add);
break;
case TalEffet.D_SKILL:
heroAttrs.tal_DSill.count += 1;
heroAttrs.tal_DSill.value = talent.value+talent.value_add;
heroAttrs.addTalent(TalEffet.D_SKILL, talent.value + talent.value_add);
break;
case TalEffet.C_ATK:
heroAttrs.addTalent(TalEffet.C_ATK, talent.value + talent.value_add);
break;
case TalEffet.C_SKILL:
heroAttrs.addTalent(TalEffet.C_SKILL, talent.value + talent.value_add);
break;
case TalEffet.C_MSKILL:
heroAttrs.addTalent(TalEffet.C_MSKILL, talent.value + talent.value_add);
break;
case TalEffet.BUFF:
heroAttrs.addTalBuff(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 = {};

View File

@@ -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,damage:number=0) {
caster:HeroViewComp,ext_dmg:number=0) {
const config = SkillSet[s_uuid];
if (!config) {
@@ -90,7 +90,7 @@ 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
}