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oh/10171
| Author | SHA1 | Date | |
|---|---|---|---|
| 1c49649c00 | |||
| 51f32b1d29 | |||
| b4fd807ddc | |||
| ff4ce76482 | |||
| 8113ec671f | |||
| 5a81704379 | |||
| f2ec48bd2b | |||
| 94d5aa8920 | |||
| bcaa377cf6 | |||
| e577ed976c | |||
| 209d550e87 | |||
| 5935b20094 | |||
| 78ac2e949f | |||
| 9f809b1ffa | |||
| e42bdbb671 |
@@ -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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@@ -108,7 +108,6 @@ 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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@@ -220,7 +219,6 @@ 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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@@ -107,6 +107,7 @@ 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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@@ -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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@@ -28,6 +28,9 @@ export enum TalEffet {
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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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C_ATK=11, // 普工必爆
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C_SKILL=12, // 一般技能必暴
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C_MSKILL=13, // 必杀技能必暴
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}
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export enum TalTarget {
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@@ -56,10 +59,12 @@ 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 +85,42 @@ 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"},
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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,
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desc:"普通攻击3次后, 会回复10%的蓝值"},
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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"},
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7006:{uuid:7006,name:"沉默",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.SILENCE_CHANCE,
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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,
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desc:"普通攻击3次后, 获得5%的沉默率"},
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7007:{uuid:7007,name:"击退",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.BACK_CHANCE,
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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,
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desc:"普通攻击3次后, 获得5%的击退率"},
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7008:{uuid:7008,name:"会心",triType:TriType.ATK,Trigger:3,target:TalTarget.SELF,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.CRITICAL,
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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,
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desc:"普通攻击3次后, 获得5%的暴击率"},
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7009:{uuid:7009,name:"眩晕",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.STUN_CHANCE,
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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,
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desc:"普通攻击3次后, 获得5%的眩晕率"},
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7010:{uuid:7010,name:"熟练",triType:TriType.ATK,Trigger:10,target:TalTarget.SELF,effet:TalEffet.D_SKILL,value:2,attrs:TalAttrs.NON,
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desc:"普通攻击10次后, 获得下2次一般技能触发2次"},
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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,
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desc:"普通攻击10次后, 下次一般技能额外释放1次,伤害100%"},
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/*** 受伤触发 ***/
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7101:{uuid:7101,name:"反击",triType:TriType.DMG,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.DMG,value:50,attrs:TalAttrs.NON,
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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,
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desc:"被攻击3次后, 给于目标50%的伤害"},
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7102:{uuid:7102,name:"护盾",triType:TriType.DMG,Trigger:3,target:TalTarget.SELF,effet:TalEffet.SHIELD,value:20,attrs:TalAttrs.NON,
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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,
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desc:"被攻击3次后, 获得20%的生命值护盾"},
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7103:{uuid:7103,name:"减伤",triType:TriType.DMG,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.LDMG,value:50,attrs:TalAttrs.NON,
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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,
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desc:"被攻击3次后, 下1次伤害减50%"},
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/*** 失去血量触发 ***/ //需要重新设计,触发类型
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7201:{uuid:7201,name:"背水",triType:TriType.HPL,Trigger:50,target:TalTarget.SELF,effet:TalEffet.BUFF,value:10,attrs:TalAttrs.AP,
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/*** 失去血量触发 ***/
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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,
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desc:"每失去50%生命值,获得下10次普通攻击暴击"},
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/*** 升级触发 ***/ //需要重新设计,触发类型
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7301:{uuid:7301,name:"勤勉",triType:TriType.LUP,Trigger:1,target:TalTarget.SELF,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.AP,
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/*** 升级触发 ***/
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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,
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desc:"每升1级,获得下5次技能暴击"},
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};
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@@ -1,5 +1,5 @@
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import { v3 } from "cc"
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import { FacSet } from "./GameSet"
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import { BoxSet, FacSet } from "./GameSet"
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import { smc } from "../SingletonModuleComp"
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import { BuffConf } from "./SkillSet"
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@@ -46,23 +46,23 @@ export const getMonList = ()=>{
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}
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export const HeroPos={
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0:{pos:v3(-240,120,0)},
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1:{pos:v3(0,120,0)},
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2:{pos:v3(0,120,0)},
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0:{pos:v3(-240,BoxSet.GAME_LINE,0)},
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1:{pos:v3(0,BoxSet.GAME_LINE,0)},
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2:{pos:v3(0,BoxSet.GAME_LINE,0)},
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}
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export const MonSet = {
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0:{pos:v3(240,130,0)},
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1:{pos:v3(240,110,0)},
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2:{pos:v3(300,130,0)},
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3:{pos:v3(300,110,0)},
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4:{pos:v3(320,130,0)},
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5:{pos:v3(320,110,0)},
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6:{pos:v3(360,130,0)},
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7:{pos:v3(360,110,0)},
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8:{pos:v3(400,130,0)},
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9:{pos:v3(400,110,0)},
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10:{pos:v3(440,130,0)},
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11:{pos:v3(440,110,0)},
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0:{pos:v3(240,BoxSet.GAME_LINE+10,0)},
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1:{pos:v3(240,BoxSet.GAME_LINE-10,0)},
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2:{pos:v3(300,BoxSet.GAME_LINE+10,0)},
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3:{pos:v3(300,BoxSet.GAME_LINE-10,0)},
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4:{pos:v3(320,BoxSet.GAME_LINE+10,0)},
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5:{pos:v3(320,BoxSet.GAME_LINE-10,0)},
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6:{pos:v3(360,BoxSet.GAME_LINE+10,0)},
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7:{pos:v3(360,BoxSet.GAME_LINE-10,0)},
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8:{pos:v3(400,BoxSet.GAME_LINE+10,0)},
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9:{pos:v3(400,BoxSet.GAME_LINE-10,0)},
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10:{pos:v3(440,BoxSet.GAME_LINE+10,0)},
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11:{pos:v3(440,BoxSet.GAME_LINE-10,0)},
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}
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export enum MonStart {
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@@ -8,14 +8,7 @@ import { HeroViewComp } from "./HeroViewComp";
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import { DamageQueueComp, DamageEvent, DamageQueueHelper } from "./DamageQueueComp";
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import { smc } from "../common/SingletonModuleComp";
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/** 业务层对象 */
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@ecs.register('HeroAtk')
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export class HeroAtkComp extends ecs.Comp {
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/** 业务层组件移除时,重置所有数据为默认值 */
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reset() {
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}
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}
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/** 最终伤害数据接口 */
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interface FinalData {
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damage: number;
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@@ -94,19 +87,17 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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* @returns 最终伤害数据
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*/
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private doAttack(target: ecs.Entity, damageEvent: DamageEvent): FinalData {
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const targetModel = target.get(HeroAttrsComp);
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const targetAttrs = target.get(HeroAttrsComp);
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const targetView = target.get(HeroViewComp);
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let reDate:FinalData={
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damage:0,
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isCrit:false,
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isDodge:false,
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}
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if (!targetModel || targetModel.is_dead) return reDate;
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if (!targetAttrs || targetAttrs.is_dead) return reDate;
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// 获取攻击者数据
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const caster = damageEvent.caster;
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const casterModel = caster.ent.get(HeroAttrsComp);
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if (!casterModel) return reDate;
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const attackerModel = caster?.ent?.get(HeroAttrsComp);
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// 获取技能配置
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const skillConf = SkillSet[damageEvent.s_uuid];
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@@ -116,38 +107,40 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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this.onAttacked(target);
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// 闪避判定
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if (this.checkDodge(targetModel)) {
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const isDodge =this.checkChance(targetAttrs.Attrs[Attrs.DODGE] || 0);
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if (isDodge) {
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// TODO: 触发闪避视图表现
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reDate.isDodge=true;
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return reDate;
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}
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// 暴击判定
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const isCrit = this.checkCrit(targetModel.Attrs[Attrs.CRITICAL]);
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const isCrit = this.checkChance(damageEvent.Attrs[Attrs.CRITICAL]);
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if (isCrit) attackerModel?.clearTalBuffByAttr(Attrs.CRITICAL);
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// 计算伤害
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let damage = this.dmgCount(damageEvent.Attrs,damageEvent.s_uuid);
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if (isCrit) {
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + targetModel.Attrs[Attrs.CRITICAL_DMG]) / 100));
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + targetAttrs.Attrs[Attrs.CRITICAL_DMG]) / 100));
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reDate.isCrit=true;
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}
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// 伤害计算(考虑易伤等debuff)
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damage = this.calculateDamage(targetModel, damage);
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damage = this.calculateDamage(targetAttrs, damage);
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// 护盾吸收
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damage =Math.floor(this.absorbShield(targetModel, damage))
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damage =Math.floor(this.absorbShield(targetAttrs, damage))
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if (damage <= 0) return reDate;
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// 应用伤害到数据层
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targetModel.hp -= damage;
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targetModel.atked_count++;
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targetAttrs.hp -= damage;
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targetAttrs.atked_count++;
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//击退判定
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const isBack = this.checkChance(damageEvent.Attrs[Attrs.BACK_CHANCE] || 0);
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if (isBack) attackerModel?.clearTalBuffByAttr(Attrs.BACK_CHANCE);
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// ✅ 触发视图层表现(伤害数字、受击动画、后退)
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if (targetView) {
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targetView.do_atked(damage, isCrit, damageEvent.s_uuid);
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}
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if (targetView) targetView.do_atked(damage, isCrit, damageEvent.s_uuid, isBack);
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// 检查死亡
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if (targetModel.hp <= 0) {
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if (targetAttrs.hp <= 0) {
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this.doDead(target);
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// ✅ 触发死亡视图表现
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if (targetView) {
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@@ -156,7 +149,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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}
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if (this.debugMode) {
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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`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
private checkChance(rate: number): boolean {
|
||||
if (rate <= 0) return false;
|
||||
const r = Math.random() * 100;
|
||||
return r < rate;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -3,9 +3,12 @@ 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
|
||||
count:number
|
||||
}
|
||||
@ecs.register('HeroAttrs')
|
||||
export class HeroAttrsComp extends ecs.Comp {
|
||||
Ebus:any=null!
|
||||
@@ -32,6 +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
|
||||
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)
|
||||
@@ -43,8 +48,7 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
|
||||
/** 临时型buff数组 - 按时间自动过期 */
|
||||
BUFFS_TEMP: Record<number, Array<{value: number, BType: BType, remainTime: 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}>> = {};
|
||||
|
||||
|
||||
// ==================== 标记状态 ====================
|
||||
is_dead: boolean = false;
|
||||
@@ -74,6 +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];
|
||||
@@ -181,12 +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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -209,12 +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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -406,6 +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
|
||||
@@ -429,6 +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;
|
||||
@@ -444,45 +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));
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -38,6 +38,7 @@ export class HeroSkillsComp extends ecs.Comp {
|
||||
// ==================== 技能槽位列表 ====================
|
||||
/** 技能槽位数组(最多4个技能) */
|
||||
skills: Record<number, SkillSlot> = {};
|
||||
max_auto: boolean = true;
|
||||
|
||||
// ==================== 辅助方法 ====================
|
||||
|
||||
@@ -270,4 +271,7 @@ export class HeroSkillsComp extends ecs.Comp {
|
||||
reset() {
|
||||
this.skills = {};
|
||||
}
|
||||
setMaxAuto(on: boolean) {
|
||||
this.max_auto = on;
|
||||
}
|
||||
}
|
||||
@@ -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 ====================
|
||||
@@ -52,6 +53,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
|
||||
for (const s_uuid of readySkills) {
|
||||
const skill = skills.getSkill(s_uuid);
|
||||
if (!skill) continue;
|
||||
if (skill.hset === HSSet.max && !skills.max_auto) continue;
|
||||
|
||||
const config = SkillSet[skill.s_uuid];
|
||||
if (!config || config.SType !== SType.damage) continue;
|
||||
@@ -66,20 +68,44 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
|
||||
break;
|
||||
}
|
||||
}
|
||||
private startCast(e: ecs.Entity,skill:SkillSlot,hset:HSSet): void {
|
||||
if (!skill||!e) return
|
||||
private startCast(e: ecs.Entity,skill:SkillSlot,hset:HSSet): boolean {
|
||||
if (!skill||!e) return false
|
||||
const skills = e.get(HeroSkillsComp);
|
||||
const heroAttrs = e.get(HeroAttrsComp);
|
||||
const heroView = e.get(HeroViewComp);
|
||||
// 3. 检查施法条件
|
||||
if (!this.checkCastConditions(skills, heroAttrs, skill.s_uuid)) return
|
||||
if (!this.checkCastConditions(skills, heroAttrs, skill.s_uuid)) return false
|
||||
|
||||
// 4. 执行施法
|
||||
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
|
||||
heroAttrs.mp -= skill.cost;
|
||||
skills.resetCD(skill.s_uuid);
|
||||
|
||||
if (castSucess) {
|
||||
heroAttrs.mp -= skill.cost;
|
||||
skills.resetCD(skill.s_uuid);
|
||||
}
|
||||
return castSucess;
|
||||
}
|
||||
public manualCast(e: ecs.Entity, s_uuid: number): boolean {
|
||||
if (!e) return false
|
||||
const skills = e.get(HeroSkillsComp)
|
||||
const heroAttrs = e.get(HeroAttrsComp)
|
||||
const heroView = e.get(HeroViewComp)
|
||||
if (!skills || !heroAttrs || !heroView) return false
|
||||
const slot = skills.getSkill(s_uuid)
|
||||
if (!slot) return false
|
||||
return this.startCast(e, slot, slot.hset)
|
||||
}
|
||||
public manualCastMax(e: ecs.Entity): boolean {
|
||||
const skills = e.get(HeroSkillsComp)
|
||||
if (!skills) return false
|
||||
for (const key in skills.skills) {
|
||||
const s_uuid = Number(key)
|
||||
const slot = skills.getSkill(s_uuid)
|
||||
if (slot && slot.hset === HSSet.max) {
|
||||
return this.manualCast(e, s_uuid)
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
/**
|
||||
* 检查施法条件
|
||||
@@ -106,53 +132,65 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
|
||||
/**
|
||||
* 执行施法
|
||||
*/
|
||||
private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp,hset:HSSet) {
|
||||
private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp,hset:HSSet): boolean {
|
||||
const heroAttrs=casterEntity.get(HeroAttrsComp)
|
||||
const config = SkillSet[s_uuid];
|
||||
if (!config) {
|
||||
console.error("[SACastSystem] 技能配置不存在:", s_uuid);
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
|
||||
// 1. 播放施法动画
|
||||
heroView.playSkillEffect(s_uuid);
|
||||
let isDSill=false
|
||||
let isWFuny=false
|
||||
/**********************天赋处理*************************************************************************/
|
||||
// 2. 更新攻击类型的天赋触发值
|
||||
if(casterEntity.has(TalComp)){
|
||||
const talComp = casterEntity.get(TalComp);
|
||||
if (hset === HSSet.atk) {
|
||||
talComp.updateCur(TriType.ATK);
|
||||
isWFuny= talComp.checkIsTrigger(TalEffet.WFUNY);
|
||||
}
|
||||
if (hset != HSSet.atk) {
|
||||
talComp.updateCur(TriType.SKILL);
|
||||
isDSill= talComp.checkIsTrigger(TalEffet.D_SKILL);
|
||||
}
|
||||
if (hset === HSSet.atk) talComp.updateCur(TriType.ATK);
|
||||
if (hset != HSSet.atk) talComp.updateCur(TriType.SKILL);
|
||||
}
|
||||
/**********************天赋处理*************************************************************************/
|
||||
// 获取目标位置
|
||||
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(() => {
|
||||
this.createSkill(s_uuid, heroView,isWFuny);
|
||||
isWFuny=false
|
||||
this.createSkill(s_uuid, heroView,targets);
|
||||
}, delay);
|
||||
|
||||
if(isDSill){
|
||||
//风怒wfuny 只针对 普通攻击起效
|
||||
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);
|
||||
}
|
||||
// 双技能 只针对 技能起效
|
||||
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");
|
||||
return false;
|
||||
}
|
||||
heroView.playSkillEffect(s_uuid);
|
||||
//需要再添加 双技能动画
|
||||
heroView.scheduleOnce(() => {
|
||||
this.createSkill(s_uuid, heroView,isWFuny);
|
||||
isWFuny=false
|
||||
this.createSkill(s_uuid, heroView,targets);
|
||||
}, delay);
|
||||
}
|
||||
|
||||
const heroAttrs = casterEntity.get(HeroAttrsComp);
|
||||
// console.log(`[SACastSystem] ${heroAttrs?.hero_name ?? '未知'} 施放技能: ${config.name}`);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 创建技能实体
|
||||
*/
|
||||
private createSkill(s_uuid: number, caster: HeroViewComp,isWFuny:boolean) {
|
||||
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");
|
||||
@@ -166,12 +204,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
|
||||
return;
|
||||
}
|
||||
|
||||
// 获取目标位置
|
||||
const targets = this.sTargets(caster);
|
||||
if (targets.length === 0) {
|
||||
console.warn("[SACastSystem] 没有找到有效目标");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// 创建技能实体
|
||||
const skill = ecs.getEntity<Skill>(Skill);
|
||||
@@ -182,26 +215,22 @@ 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);
|
||||
|
||||
}
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
|
||||
@@ -213,8 +242,8 @@ 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++) {
|
||||
@@ -229,82 +258,49 @@ 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
|
||||
|
||||
@@ -1,145 +0,0 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { Vec3, v3 } from "cc";
|
||||
import { HeroAttrsComp } from "./HeroAttrsComp";
|
||||
import { HeroViewComp } from "./HeroViewComp";
|
||||
import { SkillSet, SType } from "../common/config/SkillSet";
|
||||
import { HeroSkillsComp } from "./HeroSkills";
|
||||
import { Skill } from "../skill/Skill";
|
||||
import { CSRequestComp } from "../skill/STagComps";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
|
||||
/**
|
||||
* ==================== 技能施法系统 手动施法====================
|
||||
*
|
||||
* 职责:
|
||||
* 1. 监听 CSRequestComp 标记组件
|
||||
* 2. 检查施法条件(CD、MP、状态)
|
||||
* 3. 扣除资源(MP)
|
||||
* 4. 创建技能实体
|
||||
* 5. 触发施法动画
|
||||
* 6. 移除请求标记
|
||||
*
|
||||
* 设计理念:
|
||||
* - 使用标记组件驱动,符合 ECS 理念
|
||||
* - 施法检查与执行分离
|
||||
* - 自动处理资源消耗和CD重置
|
||||
*/
|
||||
// @ecs.register('SCastSystem')
|
||||
export class SCastSystem extends ecs.ComblockSystem implements ecs.IEntityEnterSystem {
|
||||
|
||||
/**
|
||||
* 过滤器:拥有技能数据 + 施法请求的实体
|
||||
*/
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(HeroSkillsComp, HeroAttrsComp, CSRequestComp);
|
||||
}
|
||||
|
||||
/**
|
||||
* 实体进入时触发(即请求施法时)
|
||||
*/
|
||||
entityEnter(e: ecs.Entity): void {
|
||||
if(!smc.mission.play || smc.mission.pause) return;
|
||||
const skillsComp = e.get(HeroSkillsComp);
|
||||
const heroAttrs = e.get(HeroAttrsComp);
|
||||
const request = e.get(CSRequestComp);
|
||||
const heroView = e.get(HeroViewComp);
|
||||
|
||||
// 1. 验证数据完整性
|
||||
if (!skillsComp || !heroAttrs || !request || !heroView) {
|
||||
console.warn("[SCastSystem] 数据不完整,取消施法");
|
||||
e.remove(CSRequestComp);
|
||||
return;
|
||||
}
|
||||
|
||||
// 2. 获取技能数据
|
||||
const skill = skillsComp.getSkill(request.s_uuid);
|
||||
if (!skill) {
|
||||
console.warn(`[SCastSystem] 技能索引无效: ${request.s_uuid }`);
|
||||
e.remove(CSRequestComp);
|
||||
return;
|
||||
}
|
||||
|
||||
// 3. 检查施法条件
|
||||
if (!this.checkCastConditions(skillsComp, heroAttrs, request.s_uuid)) {
|
||||
e.remove(CSRequestComp);
|
||||
return;
|
||||
}
|
||||
|
||||
// 4. 执行施法
|
||||
this.executeCast(e, skill, request.targets, heroView);
|
||||
|
||||
// 5. 扣除资源和重置CD
|
||||
heroAttrs.mp -= skill.cost;
|
||||
skillsComp.resetCD(request.s_uuid);
|
||||
|
||||
// 6. 移除请求标记
|
||||
e.remove(CSRequestComp);
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查施法条件
|
||||
*/
|
||||
private checkCastConditions(skillsComp: HeroSkillsComp, heroAttrs: HeroAttrsComp, skillIndex: number): boolean {
|
||||
// 检查角色状态
|
||||
if (heroAttrs.is_dead) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查控制状态(眩晕、冰冻)
|
||||
if (heroAttrs.isStun() || heroAttrs.isFrost()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查CD和MP
|
||||
if (!skillsComp.canCast(skillIndex, heroAttrs.mp)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 执行施法
|
||||
*/
|
||||
private executeCast(casterEntity: ecs.Entity, skill: any, targets: Vec3[], heroView: HeroViewComp) {
|
||||
const config = SkillSet[skill.uuid];
|
||||
if (!config) {
|
||||
console.error("[SCastSystem] 技能配置不存在:", skill.uuid);
|
||||
return;
|
||||
}
|
||||
|
||||
// 1. 播放施法动画
|
||||
heroView.playSkillEffect(skill.uuid);
|
||||
|
||||
// 2. 延迟创建技能实体(等待动画)
|
||||
const delay = config.with ?? 0.3; // 施法前摇时间
|
||||
heroView.scheduleOnce(() => {
|
||||
this.createSkill(skill.uuid, heroView, targets);
|
||||
}, delay);
|
||||
|
||||
const heroAttrs = casterEntity.get(HeroAttrsComp);
|
||||
console.log(`[SCastSystem] ${heroAttrs?.hero_name ?? '未知'} 施放技能: ${config.name}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建技能实体
|
||||
*/
|
||||
private createSkill(skillId: number, caster: HeroViewComp, targets: Vec3[]) {
|
||||
// 检查节点有效性
|
||||
if (!caster.node || !caster.node.isValid) {
|
||||
console.warn("[SCastSystem] 施法者节点无效");
|
||||
return;
|
||||
}
|
||||
|
||||
// 获取场景节点
|
||||
const parent = caster.node.parent;
|
||||
if (!parent) {
|
||||
console.warn("[SCastSystem] 场景节点无效");
|
||||
return;
|
||||
}
|
||||
|
||||
// ✅ 使用现有的 SkillEnt 创建技能
|
||||
// const skill = ecs.getEntity<Skill>(Skill);
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "25f14ca0-5053-495e-bc3d-08b1bb4ee5d7",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -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:${uuid}`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 创建并初始化天赋数据
|
||||
this.Tals[talUuid] = {
|
||||
uuid: talUuid,
|
||||
this.Tals[uuid] = {
|
||||
uuid: uuid,
|
||||
name: tConf.name,
|
||||
triType: tConf.triType,
|
||||
target: tConf.target,
|
||||
effet: tConf.effet,
|
||||
attrs: tConf.attrs,
|
||||
vType: tConf.vType,
|
||||
value: tConf.value, // 效果数值初始为配置值
|
||||
value_add: 0, // 效果数值增量初始为0
|
||||
count: 1, // 执行次数,及可以触发的次数
|
||||
count_add:0, // 执行次数增量初始为0
|
||||
Trigger: tConf.Trigger, // 触发阈值(后续可从配置中读取)
|
||||
Trigger_add: 0, // 触发阈值增量初始为0
|
||||
desc: tConf.desc,
|
||||
@@ -96,87 +104,55 @@ export class TalComp extends ecs.Comp {
|
||||
checkTal() {
|
||||
return Object.keys(this.Tals).length > 0;
|
||||
}
|
||||
/**
|
||||
* 检查并触发指定类型的天赋
|
||||
* @param triType 要检查的天赋触发类型
|
||||
* @returns 触发的天赋对象集合,若没有触发则返回false
|
||||
*
|
||||
* 检查逻辑:
|
||||
* 1. 遍历所有同类型天赋
|
||||
* 2. 检查累积值是否达到触发条件
|
||||
* 3. 触发后重置累积值
|
||||
* 4. 收集并返回所有触发的天赋
|
||||
*/
|
||||
checkTriggers(effet: TalEffet) {
|
||||
getTriggers() {
|
||||
// 存储所有触发的天赋
|
||||
let Triggers: Record<string, TalSlot> = {};
|
||||
// 遍历所有天赋
|
||||
for (let uuid in this.Tals) {
|
||||
const talent = this.Tals[uuid];
|
||||
// 匹配天赋类型
|
||||
if (talent.effet == effet) {
|
||||
// 修复触发条件逻辑:累积值达到或超过触发阈值时触发
|
||||
// 原逻辑中 `talent.Trigger-talent.Trigger` 总是为0,导致任何累积值都能触发
|
||||
if (talent.cur >= (talent.Trigger - talent.Trigger_add)) { // 修复触发条件,累积值达到或超过触发阈值时触发
|
||||
console.log(`[TalComp]天赋触发,天赋ID:${uuid}`);
|
||||
// 重置累积值
|
||||
talent.cur = 0;
|
||||
// 添加到触发列表
|
||||
Triggers[uuid] = talent;
|
||||
}
|
||||
}
|
||||
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:${uuid}`);
|
||||
// 重置累积值
|
||||
talent.cur = 0;
|
||||
// 添加到触发列表
|
||||
Triggers[uuid] = talent;
|
||||
}
|
||||
}
|
||||
// 判断是否有天赋被触发
|
||||
return Triggers;
|
||||
}
|
||||
checkIsTrigger(effet: TalEffet) {
|
||||
for (let uuid in this.Tals) {
|
||||
const talent = this.Tals[uuid];
|
||||
// 匹配天赋类型
|
||||
if (talent.effet == effet) {
|
||||
// 修复触发条件逻辑:累积值达到或超过触发阈值时触发
|
||||
// 原逻辑中 `talent.Trigger-talent.Trigger` 总是为0,导致任何累积值都能触发
|
||||
if (talent.cur >= (talent.Trigger - talent.Trigger_add)) { // 修复触发条件,累积值达到或超过触发阈值时触发
|
||||
console.log(`[TalComp]天赋触发,天赋ID:${uuid}`);
|
||||
// 重置累积值
|
||||
talent.cur = 0;
|
||||
// 添加到触发列表
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
}
|
||||
/**
|
||||
@@ -193,22 +169,57 @@ 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:${uuid}`);
|
||||
for(let i=0;i<(talent.count+talent.count_add);i++){
|
||||
this.doTriggerTal(talent.uuid);
|
||||
}
|
||||
// 重置累积值
|
||||
talent.cur = 0;
|
||||
|
||||
}
|
||||
}
|
||||
//执行天赋触发效果
|
||||
doTriggerTal(uuid: number) {
|
||||
// 检查天赋是否存在
|
||||
if (!this.Tals[uuid]) {
|
||||
console.error(`[TalComp]天赋不存在,天赋ID:${uuid}`);
|
||||
return;
|
||||
}
|
||||
const talent = this.Tals[uuid];
|
||||
const heroAttrs=this.ent.get(HeroAttrsComp);
|
||||
switch(talent.effet){
|
||||
case TalEffet.WFUNY:
|
||||
heroAttrs.addTalent(TalEffet.WFUNY, talent.value + talent.value_add);
|
||||
break;
|
||||
case TalEffet.D_SKILL:
|
||||
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 = {};
|
||||
|
||||
@@ -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) {
|
||||
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
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user