40 Commits

Author SHA1 Message Date
f359eae788 docs(Design): 添加非关键成长三选一的设计文档
补充非关键成长系统的详细设计,包括选项池、数值范围、阶段建议和实现参考
2025-11-28 16:54:46 +08:00
d3ca31fcfa ui变动 2025-11-28 16:14:38 +08:00
509539760d refactor(hero): 优化调试日志输出并添加调试工具方法
添加条件日志方法 debugLog 和 debugWarn 来统一管理调试输出
将 HeroAtkSystem 中的 console.log 调用改为条件输出
启用 HeroViewComp 的调试模式以便开发时查看日志
2025-11-28 10:29:54 +08:00
7a7a6fa02c fix(战斗系统): 修复伤害数值出错问题
- 修复在DamageEvent接口和DamageQueueComp缺少ext_dmg和dmg_ratio字段问题
- 修复HeroAtkSystem的伤害计算逻辑
- 优化HeroViewComp的hp_show和mp_show方法,直接使用model数据
- 默认显示血条并增加调试日志输出
- 移除冗余的debug日志,优化伤害计算流程
2025-11-28 09:59:01 +08:00
40c430546c feat(英雄系统): 添加击杀计数并优化攻击系统变量命名
添加英雄击杀计数功能,用于统计英雄击杀敌人数量
优化HeroAtkSystem中变量命名,将attackerTAttrsComp改为更清晰的CAttrsComp
修复荆棘伤害可能导致英雄死亡时未触发死亡表现的问题
2025-11-27 16:31:22 +08:00
b2cc25b32b feat(战斗系统): 添加反伤机制并优化属性变量命名
添加新的技能配置5000(反伤)和实现反伤逻辑
将targetAttrs统一重命名为TAttrsComp以提高代码一致性
2025-11-27 16:12:23 +08:00
0692d58e01 refactor(天赋系统): 重构天赋效果枚举和属性处理逻辑
- 重新组织TalEffet枚举,按功能分类并添加注释说明
- 移除冗余的DMG_RED属性
- 为HeroAttrsComp添加详细的JSDoc注释
- 优化天赋buff处理方法,区分数值型和计数型天赋
2025-11-27 16:12:12 +08:00
cdfcf1f8f1 refactor(HeroAtkSystem): 移除未使用的DamageQueueHelper导入 2025-11-27 10:49:26 +08:00
dcf739d093 refactor(战斗系统): 重构伤害计算逻辑并统一属性命名
- 将DAMAGE_REDUCTION统一重命名为DMG_RED以提高一致性
- 优化暴击判定逻辑,加入暴击抗性计算
- 重构伤害计算公式,整合易伤和免伤效果
- 移除冗余的calculateDamage方法
- 为枚举值添加注释说明
2025-11-27 10:19:54 +08:00
bbf8dbb8cb refactor(战斗系统): 统一伤害减免属性命名并优化伤害计算逻辑
- 将LDMG枚举值重命名为DAMAGE_REDUCTION以提高可读性
- 修改HeroAtkSystem中的dmgCount方法,直接接收HeroAttrsComp参数
- 在伤害计算中整合天赋系统的伤害减免效果
2025-11-26 16:35:44 +08:00
df3ad88c3e fix(英雄属性): 修复MP更新时视图未同步的问题
修改HeroAttrsComp在更新MP值时调用HeroViewComp的mp_add方法同步视图
重命名HeroViewComp的mp方法为mp_add以更准确描述其功能
移除HeroViewComp中未使用的pow_show方法
2025-11-26 10:14:06 +08:00
ab4d29d42b refactor(GameEvent): 移除未使用的HeroSpeek事件枚举
清理代码中未使用的事件枚举,保持事件列表简洁
2025-11-26 10:09:17 +08:00
9c33bb0f7b feat(技能提示): 添加MP恢复提示功能
添加MP恢复提示类型到TooltipTypes枚举
在TooltipCom组件中实现MP恢复提示的显示逻辑
更新tooltip.prefab结构以支持MP恢复提示
移除未使用的tooltip.prefab.meta文件
移除英雄prefab中的tooltip 说话节点
2025-11-26 10:07:21 +08:00
b965c88961 feat(英雄属性): 添加HP/MP基础属性管理方法并移除health方法冗余参数
添加add_hp、add_mp和add_shield方法用于管理英雄基础属性
移除HeroViewComp.health方法中不再使用的is_num参数
恢复TalComp中HP和MP天赋效果的处理逻辑
2025-11-25 16:45:05 +08:00
b73d756106 refactor(hero): 移除怒气值相关属性和逻辑,修改hp显示逻辑
移除英雄属性组件中的怒气值(pow)属性及相关配置
删除英雄视图组件中怒气值显示和使用的逻辑
简化资源管理,移除不再使用的代码
2025-11-25 16:35:35 +08:00
3edc69deff refactor(skill): 移除溅射伤害设定,溅射以后有特定技能触发
清理不再使用的溅射伤害功能,包括移除SDataCom中的splash字段、Skill和SACastSystem中的相关参数,
以及删除TalSet中的溅射天赋配置
2025-11-25 15:24:38 +08:00
03a8a41980 feat(战斗系统): 添加伤害比例属性并应用到伤害计算
在SDataCom中添加dmg_ratio属性用于调整伤害比例
修改HeroAtkSystem中的伤害计算公式,将dmg_ratio纳入计算
2025-11-24 16:58:13 +08:00
91c18004eb feat(技能系统): 添加额外伤害和溅射伤害功能
在技能组件中新增ext_dmg和splash字段用于处理额外伤害和溅射伤害
修改技能创建和伤害计算逻辑以支持新功能
2025-11-24 16:58:04 +08:00
6df4abadd1 feat(战斗系统): 添加必杀技能类型并优化天赋触发逻辑
- 在TriType枚举中添加MAX类型用于必杀技能触发
- 重构SACastSystem中的技能处理逻辑,将普通攻击、技能和必杀技能分开处理
- 优化天赋触发条件判断,确保不同类型技能触发正确的天赋效果
- 调整技能动画播放和伤害计算逻辑,使风怒和双技能天赋能正确生效
2025-11-24 15:52:28 +08:00
8d2ec76b01 feat(战斗系统): 实现攻击和技能伤害加成天赋效果
添加ATK_DMG和SKILL_DMG天赋类型,支持在普通攻击和技能释放时应用额外伤害
修改SACastSystem以处理不同类型的伤害加成
重构TalEffet枚举并更新相关配置
2025-11-24 15:39:05 +08:00
4ed531e100 refactor(hero): 重命名天赋相关方法以区分计数型和数值型
将计数型天赋操作方法从addTalent/consumeTalent重命名为addCountTal/useCountTal
将数值型天赋操作方法从addTalBuff/clearTalBuff重命名为addValueTal/useValueTalByUuid
更新相关文档和调用代码以保持一致性
2025-11-24 10:27:38 +08:00
aefe3d6d06 refactor(战斗系统): 重构伤害计算逻辑并完善注释
重构 HeroAtkSystem 中的伤害计算方法,将基础伤害计算升级为详细的伤害计算流程
新增 applyPR 方法的详细注释,说明其计算公式和使用场景
优化代码结构,添加计算步骤的注释说明
2025-11-21 10:36:54 +08:00
2dc43b5b81 refactor(HeroAtkSystem): 重构伤害计算逻辑以提高可维护性
将原有的伤害计算逻辑拆分为更清晰的步骤,引入applyPR方法统一处理伤害加成和抗性计算
根据技能类型(DType)应用对应的元素伤害计算
使用防御和魔防的百分比减免公式替代原有的固定值减免
2025-11-21 10:28:14 +08:00
58fa6527ee feat(战斗系统): 扩展战斗属性配置和元素伤害类型
- 在GameSet.ts中添加物理和魔法防御常数
- 在SkillSet.ts中细化元素伤害类型并移除冗余字段
- 在HeroAttrs.ts中重构抗性和伤害加成属性,增加物理和魔法相关属性
2025-11-21 10:24:39 +08:00
df23e3787d feat(战斗系统): 完善伤害计算逻辑并添加元素伤害支持
修改 HeroAtkSystem 的 dmgCount 方法,增加目标属性参数并实现完整的伤害计算逻辑,包括物理/魔法伤害区分、防御减免和元素伤害计算。同时在 SkillSet 配置中新增 map 属性和元素伤害配置,支持冰/火/风三种元素伤害类型。
2025-11-21 10:23:35 +08:00
8a0cfb78dd refactor(combat): 重构战斗系统伤害计算逻辑并完善文档
- 将getNeAttrs函数移动到更合理的位置
- 重构伤害计算逻辑,明确区分施法者和被攻击者属性使用
- 完善接口和核心方法的文档注释
- 修正暴击伤害计算错误,使用施法者暴击伤害属性
- 优化闪避判定公式,考虑施法者命中率
2025-11-21 09:18:49 +08:00
3990799046 refactor: 移除废弃脚本并迁移ECS文档至assets目录
删除不再使用的update-oops-plugin-framework.bat脚本
将ecs.md文档从根目录迁移至assets/script目录并更新内容
2025-11-20 16:54:15 +08:00
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
94d5aa8920 refactor(hero): 重构天赋触发机制和属性类型
将天赋触发值从布尔类型改为数值类型以支持更灵活的触发条件
修改天赋配置描述和数值以更准确反映效果
优化天赋触发逻辑,支持同时检查多个天赋
添加天赋触发后的具体效果处理
2025-11-19 16:51:36 +08:00
bcaa377cf6 refactor(英雄技能): 重构天赋触发逻辑和技能施放系统
- 将HeroAttrsComp中的isDSill和isWFuny改为talTrigger结构体
- 移除TalComp中不再使用的checkTriggers和checkIsTrigger方法
- 优化SACastSystem中的技能施放逻辑,分离天赋处理代码块
- 为Skill.load方法添加damage参数
- 重命名executeCast返回变量为castSucess以提高可读性
2025-11-19 16:03:19 +08:00
e577ed976c feat(技能系统): 添加目标数量配置并优化目标选择逻辑
- 在SkillSet枚举中添加t_num字段用于配置技能目标数量
- 修改sTargets方法,根据技能配置中的t_num确定最大目标数量
- 重构findNearbyEnemies方法,实现基于距离和位置偏差的目标排序
- 添加对技能范围配置的灵活处理,支持range和dis字段
2025-11-19 15:39:57 +08:00
209d550e87 fix(SACastSystem): 修复技能目标选择逻辑并添加默认值
当sDamageTargets未找到目标时,回退到使用sDefaultTargets获取默认目标
同时为createSkill方法的isWFuny参数添加默认值false
2025-11-19 15:37:34 +08:00
5935b20094 refactor(game): 统一游戏地平线高度并优化技能目标选择
将GameSet中的GAME_LINE从0调整为120,并在英雄和怪物位置配置中使用该常量
简化SACastSystem中的目标选择逻辑,移除未使用的治疗和BUFF目标选择方法
使用BoxSet.GAME_LINE作为技能目标的默认Y坐标
2025-11-19 14:59:50 +08:00
78ac2e949f feat(英雄系统): 优化天赋触发机制和技能施放逻辑
重构HeroAttrsComp组件结构,新增天赋触发相关属性
调整SACastSystem技能施放逻辑,支持风怒和双施天赋效果
删除无用的SCastSystem.ts.meta文件
2025-11-19 11:18:11 +08:00
39 changed files with 2888 additions and 3924 deletions

View File

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@@ -3285,7 +3747,7 @@
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@@ -36,3 +36,63 @@
沉默: 目标一般技能和必杀技能技能cd清零 沉默: 目标一般技能和必杀技能技能cd清零
击晕: 目标无移动和cd暂停 击晕: 目标无移动和cd暂停
击退: 后退15像素cd减少5点, 击退: 后退15像素cd减少5点,
## 非关键成长三选一(示例池)
用于非关键的成长选项,提供小步稳定增益,不抢关键天赋存在感。数值为建议区间,可按实际平衡调整。
| 组别 | 选项A | 选项B | 选项C | 推荐数值范围 | 阶段建议 | 说明 |
| --- | --- | --- | --- | --- | --- | --- |
| 基础属性(点数) | 力量 +3 | 智力 +3 | 敏捷 +3 | +3 点 | 全阶段 | 走职业系数转化,稳定推动 HP/AP/MAP/AS 等 |
| 攻速系 | 攻速(AS) +10% | 技速(SS) +10% | 移速(SPEED) +8% | +812% | 中期 | 普攻/技能循环提速,维持心流 |
| 暴击系 | 暴击率(CRITICAL) +10% | 暴伤(CRITICAL_DMG) +15% | 命中(HIT) +8% | +815% | 中后期 | 命中稳态配合暴击上限,防过度摇摆 |
| 射击系 | 攻击距离(DIS) +10% | 作用范围(AOE) +10% | 穿透(PIERCE) +1 | +812% / +1 | 中期 | 影响站位与清杂效率PIERCE建议≤2 |
| 生存上限 | 生命上限(HP_MAX) +10% | 护盾上限(SHIELD_MAX) +12% | 生命回复(HP_REGEN) +15% | +1015% | 早期 | 提升容错,抗压波次优先出现 |
| 防御姿态 | 闪避(DODGE) +8% | 格挡(BLOCK) +10% | 减伤(DMG_RED) +10% | +810% | 中期 | 三防不叠加过猛,设软上限 5060% |
| 元素抗性 | 冰抗(ICE_RES) +12% | 火抗(FIRE_RES) +12% | 风抗(WIND_RES) +12% | +1012% | 中后期 | 元素场景针对性减伤,补短板 |
| 元素伤害 | 冰伤(ICE_POWER) +10% | 火伤(FIRE_POWER) +10% | 风伤(WIND_POWER) +10% | +810% | 中期 | 与技能元素类型联动,避免单系过度 |
| 控制概率 | 眩晕(STUN_CHANCE) +6% | 沉默(SILENCE_CHANCE) +6% | 减速(SLOW_CHANCE) +10% | +610% | 中期 | 软控为主CD/停顿联动合理抑制强控链 |
| 妨害状态 | 冻结(FREEZE_CHANCE) +6% | 中毒(POISON_CHANCE) +8% | 燃烧(BURN_CHANCE) +8% | +68% | 中期 | 面向清杂、溃散,触发期望受控 |
| 蓝量循环 | 蓝上限(MP_MAX) +10% | 蓝回复(MP_REGEN) +15% | 吸蓝(MANASTEAL) +6% | +1015% | 早中期 | 技能密度稳定来源,支撑法系 |
| 续航强化 | 吸血(LIFESTEAL) +6% | 治疗效果(HEAL_EFFECT) +12% | 护盾效果(SHIELD_UP) +12% | +612% | 中后期 | 对应不同生存风格,数值递减避免堆满 |
| 稳定系 | 命中(HIT) +10% | 控抗(CON_RES) +10% | 暴抗(CRITICAL_RESIST) +10% | +810% | 中后期 | 降低波动,克制高暴击/高控敌群 |
| 经济成长 | 经验(EXP_GAIN) +10% | 金币(GOLD_GAIN) +10% | 掉落(DROP_CHANCE) +8% | +810% | 转场期 | 低战力节点给经济,避免战斗失衡 |
| 复活保障 | 复活次数(REVIVE_COUNT) +1 | 无敌时间(INVINCIBLE_TIME) +1s | 复活时间(REVIVE_TIME) -10% | +1 / +1s / -10% | 后期 | 高压波次救命,不与关键天赋冲突 |
| 元素对抗 | 物抗(PHYS_RES) +10% | 魔抗(MAGIC_RES) +10% | 物伤加成(PHYS_POWER) +8% | +810% | 中后期 | 根据敌群构成动态出现 |
| 资源提效 | 技能持续(SKILL_DURATION) +8% | 范围(AOE) +10% | 技速(SS) +8% | +810% | 中期 | DOT/场控/召唤类技能收益更佳 |
## 设计理念
- 非关键增益:提供轻量、可叠加的稳定成长,不与关键三选一争夺注意力。
- ERG需求存在(生存)–关系(交互与反馈)–成长(能力提升)均衡覆盖,维持心流。
- 小步快跑:每次选择形成可感知的小增量,累计 35 次后出现显著体感。
- 动态补偿:三选一含“补缺/增强/探索”三类,提高决策质量与多样性。
- 软上限与递减:概率类、穿透等设软上限并递减,避免极端堆叠破坏体验。
## 出现规则与阶段
- 频率:每 23 波或每升 2 级出现一次,单局给予 35 次非关键成长选择。
- 阶段:早期主生存与蓝量,中期主效率与控制,后期主稳定与复活保障。
- 去重:同池短时间不重复,鼓励构筑分散与策略多样性。
- 池权重:根据敌群/技能元素/职业类型动态调整池权重,提升贴合度。
## 数值与软上限建议
- 概率类软上限 5060%,暴击率软上限 6070%,穿透 ≤ 2。
- 递减系数:同类堆叠每层收益降低 1530%,维持平衡与选择张力。
## IAA激励可选
- 单局一次:允许“刷新一次三选一”或“临时解锁第四备选(低权重强项)”。
- 公平性:激励数值较同池低 1020%,避免破坏对局公平与关键天赋权重。
## 落地建议
- 配置复用:非关键三选一统一走天赋 `BUFF` 模式,即时或升级触发。
- 属性枚举:在 TalSet 的 `TalAttrs` 扩充基础属性(HP/MP/AS/SS/CRITICAL/HIT 等)。
- 阶段配表:按波次/等级给不同池的权重与范围,避免压制关键天赋。
- 上限与递减:对核心概率类与强度类属性设置软上限与递减曲线。
## 与代码映射(实现参考)
- 触发类型:可用升级或初始触发,见 `assets/script/game/common/config/TalSet.ts:7` 枚举。
- 效果类型:建议统一使用 `TalEffet.BUFF` + `vType(BType.VALUE/RATIO)`
- 可选属性来源:`assets/script/game/common/config/HeroAttrs.ts:27113` 定义完整 `Attrs`
- 职业成长差异:`assets/script/game/common/config/HeroAttrs.ts:272422` 提供成长系数。
- 攻速/技速影响CD`assets/script/game/hero/HeroSkills.ts:139158`
- 命中/闪避/暴击联动:`assets/script/game/hero/HeroAtkSystem.ts:141162`
- 元素伤害与抗性修正:`assets/script/game/hero/HeroAtkSystem.ts:295306`
- 护盾吸收:`assets/script/game/hero/HeroAtkSystem.ts:422450`

11
assets/script/ecs.md.meta Normal file
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@@ -0,0 +1,11 @@
{
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"importer": "text",
"imported": true,
"uuid": "1f3ba9b7-02ad-406f-86b3-895009bcb3e7",
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],
"subMetas": {},
"userData": {}
}

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@@ -63,5 +63,4 @@ export enum GameEvent {
GOLD_UPDATE = "GOLD_UPDATE", GOLD_UPDATE = "GOLD_UPDATE",
DIAMOND_UPDATE = "DIAMOND_UPDATE", DIAMOND_UPDATE = "DIAMOND_UPDATE",
MEAT_UPDATE = "MEAT_UPDATE", MEAT_UPDATE = "MEAT_UPDATE",
HeroSpeek = "HeroSpeek",
} }

View File

@@ -14,19 +14,11 @@ export enum BoxSet {
DEFAULT = 1, DEFAULT = 1,
MONSTER = 2, MONSTER = 2,
HERO = 4, HERO = 4,
// MONSTER_SKILL = 8,
// HERO_SKILL = 16,
// PLAYER=32,
// BOSS=64,
// BOX_WIDTH = 64,
// BOX_HEIGHT = 64,
//地图边界 //地图边界
LETF_END = -420, LETF_END = -420,
RIGHT_END = 420, RIGHT_END = 420,
//游戏地平线 //游戏地平线
GAME_LINE = 0, GAME_LINE = 120,
//攻击距离 //攻击距离
} }
@@ -97,6 +89,8 @@ export enum FightSet {
ATK_ADD_COUNT=4,//伙伴攻击力增加 ATK_ADD_COUNT=4,//伙伴攻击力增加
ATK_ADD_GLOD=1,//金币增加 ATK_ADD_GLOD=1,//金币增加
CRIT_DAMAGE=50,//暴击伤害 CRIT_DAMAGE=50,//暴击伤害
DEF_C=100,//物理防御常数C
MDEF_C=100,//魔法防御常数C
DOUBLE_ATK_RATE=100,//额外攻击默认概率 DOUBLE_ATK_RATE=100,//额外攻击默认概率
GREEN_GOLD=1,//绿色金币 GREEN_GOLD=1,//绿色金币
BLUE_GOLD=2,//蓝色金币 BLUE_GOLD=2,//蓝色金币
@@ -152,4 +146,5 @@ export const TooltipTypes = {
lvup:6, lvup:6,
apup:7, apup:7,
hpup:8, hpup:8,
addmp:9,
} }

View File

@@ -12,23 +12,12 @@ export enum BType {
} }
export enum NeAttrs { export enum NeAttrs {
IN_FROST = 0, IN_FROST = 0, // 冰冻状态
IN_STUN = 1, IN_STUN = 1, // 眩晕状态
IN_BURN = 2, IN_BURN = 2, // 灼烧状态
IN_POISON = 3, IN_POISON = 3, // 中毒状态
}
export const getNeAttrs = () => {
let reAttrs = {};
Object.keys(NeAttrs).forEach(key => {
if (!isNaN(Number(key))) {
reAttrs[Number(key)] = {
value: 0,
time: 0,
};
}
});
return reAttrs;
} }
// ========== 属性枚举 ========== // ========== 属性枚举 ==========
/** /**
* 英雄属性枚举 * 英雄属性枚举
@@ -43,8 +32,6 @@ export enum Attrs {
HP_REGEN = 3, // 生命回复 HP_REGEN = 3, // 生命回复
MP_REGEN = 4, // 魔法回复 MP_REGEN = 4, // 魔法回复
HEAL_EFFECT = 5, // 治疗效果 HEAL_EFFECT = 5, // 治疗效果
POW_MAX = 6, // 最大怒气值
POW_REGEN = 7, // 怒气值回复
// ========== 攻击属性 (10-19) ========== // ========== 攻击属性 (10-19) ==========
AP = 10, // 攻击力 AP = 10, // 攻击力
@@ -61,11 +48,10 @@ export enum Attrs {
MDEF = 21, // 魔法防御 MDEF = 21, // 魔法防御
DODGE = 22, // 闪避率 DODGE = 22, // 闪避率
BLOCK = 23, // 格挡率 BLOCK = 23, // 格挡率
DAMAGE_REDUCTION = 24, // 伤害减免 DMG_RED = 24, // 伤害减免
THORNS = 25, // 反伤 THORNS = 25, // 反伤
CRITICAL_RESIST = 26, // 暴击抗性 CRITICAL_RESIST = 26, // 暴击抗性
CON_RES = 27, // 控制抗性 CON_RES = 27, // 控制抗性
MAGIC_RES = 28, // 魔法抗性
// ========== 暴击与命中属性 (30-39) ========== // ========== 暴击与命中属性 (30-39) ==========
CRITICAL = 30, // 暴击率 CRITICAL = 30, // 暴击率
@@ -76,9 +62,13 @@ export enum Attrs {
ICE_RES = 40, // 冰冻抗性 ICE_RES = 40, // 冰冻抗性
FIRE_RES = 41, // 火焰抗性 FIRE_RES = 41, // 火焰抗性
WIND_RES = 42, // 自然抗性 WIND_RES = 42, // 自然抗性
ICE_POWER = 43, // 冰冻伤害加成 PHYS_RES = 43, // 物理抗性
FIRE_POWER = 44, // 火焰伤害加成 MAGIC_RES = 44, // 魔法抗性
WIND_POWER = 45, // 自然伤害加成 ICE_POWER = 45, // 冰冻伤害加成
FIRE_POWER = 46, // 火焰伤害加成
WIND_POWER = 47, // 自然伤害加成
PHYS_POWER = 48, // 物理伤害加成
MAGIC_POWER= 49,
// ========== 特殊效果属性 (50-59) ========== // ========== 特殊效果属性 (50-59) ==========
@@ -108,16 +98,13 @@ export enum Attrs {
// ========== 武器进化相关 (70-79) ========== // ========== 武器进化相关 (70-79) ==========
PUNCTURE = 70, // 穿刺次数 PUNCTURE = 70, // 穿刺次数
PUNCTURE_DMG = 71, // 穿刺伤害 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 MOVE_SPEED = 74, // 移动速度
BURN = 75, // 易伤效果 BURN = 75, // 易伤效果
WFUNY = 77, // 风怒 WFUNY = 77, // 风怒
// ========== 生存与恢复相关 (80-89) ========== // ========== 负面状态相关 (80-89) ==========
DMG_INVUL = 80, //易伤
// ========== 负面状态相关 (90-99) ========== // ========== 基础属性(影响其他属性) (90-99)==========
// ========== 基础属性(影响其他属性)(100-104) ==========
STRENGTH = 90, // 力量(影响物理相关) STRENGTH = 90, // 力量(影响物理相关)
INTELLIGENCE = 91, // 智力(影响魔法相关) INTELLIGENCE = 91, // 智力(影响魔法相关)
AGILITY = 92, // 敏捷(影响速度和闪避) AGILITY = 92, // 敏捷(影响速度和闪避)
@@ -141,6 +128,18 @@ export const getAttrs = () => {
return reAttrs; return reAttrs;
} }
export const getNeAttrs = () => {
let reAttrs = {};
Object.keys(NeAttrs).forEach(key => {
if (!isNaN(Number(key))) {
reAttrs[Number(key)] = {
value: 0,
time: 0,
};
}
});
return reAttrs;
}
/** /**
* 属性类型配置表 * 属性类型配置表
* 用于区分每个属性是数值型还是百分比型 * 用于区分每个属性是数值型还是百分比型
@@ -155,8 +154,6 @@ export const AttrsType: Record<Attrs, BType> = {
[Attrs.SHIELD_MAX]: BType.VALUE, // 最大护盾值 - 数值型 [Attrs.SHIELD_MAX]: BType.VALUE, // 最大护盾值 - 数值型
[Attrs.HP_REGEN]: BType.VALUE, // 生命回复 - 数值型 [Attrs.HP_REGEN]: BType.VALUE, // 生命回复 - 数值型
[Attrs.MP_REGEN]: BType.VALUE, // 魔法回复 - 数值型 [Attrs.MP_REGEN]: BType.VALUE, // 魔法回复 - 数值型
[Attrs.POW_MAX]: BType.VALUE, // 最大怒气值 - 数值型
[Attrs.POW_REGEN]: BType.VALUE, // 怒气值回复 - 数值型
[Attrs.HEAL_EFFECT]: BType.RATIO, // 治疗效果 - 百分比型 [Attrs.HEAL_EFFECT]: BType.RATIO, // 治疗效果 - 百分比型
// ========== 攻击属性(数值型) ========== // ========== 攻击属性(数值型) ==========
@@ -174,7 +171,7 @@ export const AttrsType: Record<Attrs, BType> = {
[Attrs.MDEF]: BType.VALUE, // 魔法防御 - 数值型 [Attrs.MDEF]: BType.VALUE, // 魔法防御 - 数值型
[Attrs.DODGE]: BType.RATIO, // 闪避率 - 百分比型 [Attrs.DODGE]: BType.RATIO, // 闪避率 - 百分比型
[Attrs.BLOCK]: BType.RATIO, // 格挡率 - 百分比型 [Attrs.BLOCK]: BType.RATIO, // 格挡率 - 百分比型
[Attrs.DAMAGE_REDUCTION]: BType.RATIO, // 伤害减免 - 百分比型 [Attrs.DMG_RED]: BType.RATIO, // 伤害减免 - 百分比型
[Attrs.THORNS]: BType.RATIO, // 反伤 - 百分比型 [Attrs.THORNS]: BType.RATIO, // 反伤 - 百分比型
// ========== 暴击与命中属性(百分比型) ========== // ========== 暴击与命中属性(百分比型) ==========
@@ -183,15 +180,19 @@ export const AttrsType: Record<Attrs, BType> = {
[Attrs.HIT]: BType.RATIO, // 命中率 - 百分比型 [Attrs.HIT]: BType.RATIO, // 命中率 - 百分比型
[Attrs.CRITICAL_RESIST]: BType.RATIO, // 暴击抗性 - 百分比型 [Attrs.CRITICAL_RESIST]: BType.RATIO, // 暴击抗性 - 百分比型
[Attrs.CON_RES]: BType.RATIO, // 控制抗性 - 百分比型 [Attrs.CON_RES]: BType.RATIO, // 控制抗性 - 百分比型
[Attrs.MAGIC_RES]: BType.RATIO, // 魔法抗性 - 百分比型
// ========== 元素属性(百分比型) ========== // ========== 元素属性(百分比型) ==========
[Attrs.ICE_RES]: BType.RATIO, // 冰冻抗性 - 百分比型 [Attrs.ICE_RES]: BType.RATIO, // 冰冻抗性 - 百分比型
[Attrs.FIRE_RES]: BType.RATIO, // 火焰抗性 - 百分比型 [Attrs.FIRE_RES]: BType.RATIO, // 火焰抗性 - 百分比型
[Attrs.WIND_RES]: BType.RATIO, // 风抗性 - 百分比型 [Attrs.WIND_RES]: BType.RATIO, // 风抗性 - 百分比型
[Attrs.PHYS_RES]: BType.RATIO, // 物理抗性 - 百分比型
[Attrs.MAGIC_RES]:BType.RATIO,
[Attrs.ICE_POWER]: BType.RATIO, // 冰冻伤害加成 - 百分比型 [Attrs.ICE_POWER]: BType.RATIO, // 冰冻伤害加成 - 百分比型
[Attrs.FIRE_POWER]: BType.RATIO, // 火焰伤害加成 - 百分比型 [Attrs.FIRE_POWER]: BType.RATIO, // 火焰伤害加成 - 百分比型
[Attrs.WIND_POWER]: BType.RATIO, // 风伤害加成 - 百分比型 [Attrs.WIND_POWER]: BType.RATIO, // 风伤害加成 - 百分比型
[Attrs.PHYS_POWER]: BType.RATIO, // 物理伤害加成 - 百分比型
[Attrs.MAGIC_POWER]: BType.RATIO, // 物理伤害加成 - 百分比型
// ========== 特殊效果属性(百分比型) ========== // ========== 特殊效果属性(百分比型) ==========
[Attrs.LIFESTEAL]: BType.RATIO, // 吸血比率 - 百分比型 [Attrs.LIFESTEAL]: BType.RATIO, // 吸血比率 - 百分比型
@@ -220,14 +221,13 @@ export const AttrsType: Record<Attrs, BType> = {
// ========== 武器进化相关(混合类型) ========== // ========== 武器进化相关(混合类型) ==========
[Attrs.PUNCTURE]: BType.VALUE, // 穿刺次数 - 数值型 [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.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.MOVE_SPEED]: BType.VALUE, // 移动速度 - 数值型
[Attrs.BURN]: BType.RATIO, // 易伤效果 - 百分比型 [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 [Attrs.WFUNY]: BType.RATIO, // 未知特殊属性 - 百分比型
// ========== 生存与恢复相关(混合类型) ==========
// ========== 负面状态相关(混合类型) ========== // ========== 负面状态相关(混合类型) ==========
[Attrs.DMG_INVUL]: BType.RATIO, //易伤
// ========== 基础属性(数值型) ========== // ========== 基础属性(数值型) ==========
[Attrs.STRENGTH]: BType.VALUE, // 力量 - 数值型 [Attrs.STRENGTH]: BType.VALUE, // 力量 - 数值型

View File

@@ -81,7 +81,6 @@ export enum EType {
//debuff类型 //debuff类型
/* /*
=== 技能配置系统使用说明 === === 技能配置系统使用说明 ===
@@ -107,6 +106,7 @@ export enum EType {
- ap: 攻击力百分比 - ap: 攻击力百分比
- cd: 冷却时间 - cd: 冷却时间
- hit_num: 范围攻击 伤害敌人数量 - hit_num: 范围攻击 伤害敌人数量
- t_num: 目标数量
- hit: 穿刺个数 - hit: 穿刺个数
- hitcd: 持续伤害的伤害间隔 - hitcd: 持续伤害的伤害间隔
- speed: 移动速度 - speed: 移动速度
@@ -114,7 +114,9 @@ export enum EType {
*/ */
export enum DType { export enum DType {
ATK= 0, // 物理 ATK= 0, // 物理
MAGE=1, // 魔法 ICE=1, // 冰元素
FIRE=2, // 火元素
WIND=3, // 风元素
} }
export const HeroSkillList = [6001,6001,6001,6001,6001,6001] export const HeroSkillList = [6001,6001,6001,6001,6001,6001]
@@ -151,26 +153,30 @@ interface IEndAnm {
// 技能配置接口 - 按照6001格式排列 // 技能配置接口 - 按照6001格式排列
export interface SkillConfig { export interface SkillConfig {
uuid:number,name:string,sp_name:string,icon:string,TGroup:TGroup,SType:SType,act:string,DTType:DTType,DType:DType, uuid:number,name:string,sp_name:string,icon:string,TGroup:TGroup,SType:SType,act:string,DTType:DTType,DType:DType,
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, 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,
buffs:BuffConf[],neAttrs:NeAttrsConf[],info:string,hero?:number , buffs:BuffConf[],neAttrs:NeAttrsConf[],info:string,hero?:number ,
} }
export const SkillSet: Record<number, SkillConfig> = { export const SkillSet: Record<number, SkillConfig> = {
5000:{uuid:5000,name:"反伤",sp_name:"thorns",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK,
ap:0,map:0,cd:0,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,
buffs:[],neAttrs:[],info:"反伤",
},
// ========== 基础攻击 ========== 6001-6099 // ========== 基础攻击 ========== 6001-6099
6001: { 6001: {
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, 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,
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, 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,
buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害", buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害",
}, },
6002: { 6002: {
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, 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,
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, 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,
buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害", buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害",
}, },
6005: { 6005: {
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, 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,
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, 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,
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", buffs:[],neAttrs:[],info:"召唤球攻击前方敌人,造成100%魔法攻击的伤害",
}, },
}; };

View File

@@ -1,5 +1,5 @@
import { count } from "console"; 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 * 天赋类型枚举,也是触发条件
@@ -9,25 +9,34 @@ export enum TriType {
ATK = 2, //普通攻击触发 ATK = 2, //普通攻击触发
DMG = 3, // 受伤触发 DMG = 3, // 受伤触发
SKILL = 4, // 技能触发 SKILL = 4, // 技能触发
HPL = 5, // 失去生命值触发 MAX = 5, // 必杀触发
HPA = 6, // 获得生命值触发 HPL = 6, // 失去生命值触发
INIT = 7, // 初始触发,如:多1个技能 HPA = 7, // 获得生命值触发
DEAD = 8 // 基于死亡触发 INIT = 8, // 初始触发,如:多1个技能
DEAD = 9, // 基于死亡触发
} }
export enum TalEffet { export enum TalEffet {
DMG=1, // 伤害 ATK_DMG=1, // 伤害 次数+伤害加成如额外5次 伤害+20%
HP=2, // 回血 百分比 SKILL_DMG=2, // 技能伤害 次数+伤害加成如额外5次 伤害+20%
MP=3, //回蓝 百分比 DMG_RED=10, // 减伤 次数+减伤加成如额外5次 伤害-20%
BUFF = 4, // 暴击率,闪避率等,可叠加的触发后清零 THORNS=14, //反伤 百分比 次数+反伤加成如额外5次 反伤-20%
STATS=5, // 状态 ///////////////////////////////////////////////////////////////////////
WFUNY=6, // 风怒 HP=3, // 回血 百分比 直接触发回血20%
SPLASH=7, // 溅射 MP=4, //回蓝 百分比 直接触发回蓝20%
D_SKILL=8, //两次技能 SHIELD=9, // 护盾 直接触发获得20%的生命值护盾
SHIELD=9, // 护盾 ////////////////////////////////////////////////////////////////////////
LDMG=10, // 减伤 BUFF = 5, // 数值叠加 触发后清零: 暴击率,闪避率等,触发后效果取消
////////////////////////////////////////////////////////////////////////////////
STATS=6, // 状态 待定
WFUNY=7, // 风怒 次数 叠加 如额外5次 风怒
D_SKILL=8, //两次技能 次数 叠加如额外5次 两次技能
C_MSKILL=11, // 必杀技能必暴 次数 叠加 如额外5次 必杀技能必暴
C_ATK=12, // 普工必爆 次数 叠加 如额外5次 普工必爆
C_SKILL=13, // 一般技能必暴 次数 叠加 如额外5次 一般技能必暴
} }
export enum TalTarget { export enum TalTarget {
@@ -43,7 +52,7 @@ export enum TalAttrs {
SILENCE_CHANCE=Attrs.SILENCE_CHANCE, // 沉默概率 SILENCE_CHANCE=Attrs.SILENCE_CHANCE, // 沉默概率
CRITICAL=Attrs.CRITICAL, // 暴击率 CRITICAL=Attrs.CRITICAL, // 暴击率
AP=Attrs.AP, // 攻击力 AP=Attrs.AP, // 攻击力
MP=Attrs.MAP, // 魔法 MP=Attrs.MAP, // 魔法攻击力
} }
/** /**
* 天赋配置接口 * 天赋配置接口
@@ -56,10 +65,12 @@ export interface ItalConf {
triType: TriType; triType: TriType;
target: TalTarget; target: TalTarget;
effet: TalEffet; 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 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 attrs?:TalAttrs //触发的attrs效果的对应attrs
Trigger:number //触发值 Trigger:number //触发值
desc: string; // 天赋描述(说明触发条件和效果) 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 ========== // ========== 天赋配置表 ==========
@@ -80,42 +91,41 @@ export interface ItalConf {
*/ */
export const talConf: Record<number, ItalConf> = { export const talConf: Record<number, ItalConf> = {
/*** 普通攻击触发 ***/ /*** 普通攻击触发 ***/
7001:{uuid:7001,name:"风怒",triType:TriType.ATK,Trigger:3,target:TalTarget.ENEMY,effet:TalEffet.WFUNY,value:150,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, 给于目标150%伤害"}, 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,
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,count:1,target:TalTarget.SELF,effet:TalEffet.HP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON,
7003:{uuid:7003,name:"回血",triType:TriType.ATK,Trigger:3,target:TalTarget.SELF,effet:TalEffet.HP,value:1,attrs:TalAttrs.NON,
desc:"普通攻击3次后, 会回复10%的生命值"}, 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"}, 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"}, 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"}, 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"}, 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"}, 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"}, 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, 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, 获得下2次一般技能触发2次"}, desc:"普通攻击10次后, 次一般技能额外释放1次,伤害100%"},
/*** 受伤触发 ***/ /*** 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"}, 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"}, 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.DMG_RED,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
desc:"被攻击3次后, 下1次伤害减50%"}, 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 /*** 失去血量触发 ***/
7201:{uuid:7201,name:"背水",triType:TriType.HPL,Trigger:50,target:TalTarget.SELF,effet:TalEffet.BUFF,value:10,attrs:TalAttrs.AP, 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"}, 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 /*** 升级触发 ***/
7301:{uuid:7301,name:"勤勉",triType:TriType.LUP,Trigger:1,target:TalTarget.SELF,effet:TalEffet.BUFF,value:5,attrs:TalAttrs.AP, 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"}, desc:"每升1级,获得下5次技能暴击"},
}; };

View File

@@ -1,5 +1,5 @@
import { v3 } from "cc" import { v3 } from "cc"
import { FacSet } from "./GameSet" import { BoxSet, FacSet } from "./GameSet"
import { smc } from "../SingletonModuleComp" import { smc } from "../SingletonModuleComp"
import { BuffConf } from "./SkillSet" import { BuffConf } from "./SkillSet"
@@ -46,23 +46,23 @@ export const getMonList = ()=>{
} }
export const HeroPos={ export const HeroPos={
0:{pos:v3(-240,120,0)}, 0:{pos:v3(-240,BoxSet.GAME_LINE,0)},
1:{pos:v3(0,120,0)}, 1:{pos:v3(0,BoxSet.GAME_LINE,0)},
2:{pos:v3(0,120,0)}, 2:{pos:v3(0,BoxSet.GAME_LINE,0)},
} }
export const MonSet = { export const MonSet = {
0:{pos:v3(240,130,0)}, 0:{pos:v3(240,BoxSet.GAME_LINE+10,0)},
1:{pos:v3(240,110,0)}, 1:{pos:v3(240,BoxSet.GAME_LINE-10,0)},
2:{pos:v3(300,130,0)}, 2:{pos:v3(300,BoxSet.GAME_LINE+10,0)},
3:{pos:v3(300,110,0)}, 3:{pos:v3(300,BoxSet.GAME_LINE-10,0)},
4:{pos:v3(320,130,0)}, 4:{pos:v3(320,BoxSet.GAME_LINE+10,0)},
5:{pos:v3(320,110,0)}, 5:{pos:v3(320,BoxSet.GAME_LINE-10,0)},
6:{pos:v3(360,130,0)}, 6:{pos:v3(360,BoxSet.GAME_LINE+10,0)},
7:{pos:v3(360,110,0)}, 7:{pos:v3(360,BoxSet.GAME_LINE-10,0)},
8:{pos:v3(400,130,0)}, 8:{pos:v3(400,BoxSet.GAME_LINE+10,0)},
9:{pos:v3(400,110,0)}, 9:{pos:v3(400,BoxSet.GAME_LINE-10,0)},
10:{pos:v3(440,130,0)}, 10:{pos:v3(440,BoxSet.GAME_LINE+10,0)},
11:{pos:v3(440,110,0)}, 11:{pos:v3(440,BoxSet.GAME_LINE-10,0)},
} }
export enum MonStart { export enum MonStart {

View File

@@ -21,6 +21,9 @@ export interface DamageEvent {
/** 伤害事件ID用于去重和调试 */ /** 伤害事件ID用于去重和调试 */
eventId: string; eventId: string;
ext_dmg:number //额外伤害
dmg_ratio:number//伤害比例
} }
/** /**
@@ -55,7 +58,7 @@ export class DamageQueueComp extends ecs.Comp {
/** /**
* 添加伤害事件到队列 * 添加伤害事件到队列
*/ */
addDamageEvent(attrs: any, caster: HeroViewComp, s_uuid: number): void { addDamageEvent(attrs: any, caster: HeroViewComp, s_uuid: number,ext_dmg:number=0,dmg_ratio:number=1): void {
const timestamp = Date.now(); const timestamp = Date.now();
const eventId = `${caster.ent.eid}_${s_uuid}_${timestamp}_${Math.random()}`; const eventId = `${caster.ent.eid}_${s_uuid}_${timestamp}_${Math.random()}`;
@@ -64,7 +67,9 @@ export class DamageQueueComp extends ecs.Comp {
caster: caster, caster: caster,
s_uuid: s_uuid, s_uuid: s_uuid,
timestamp: timestamp, timestamp: timestamp,
eventId: eventId eventId: eventId,
ext_dmg:ext_dmg,
dmg_ratio:dmg_ratio,
}; };
this.damageEvents.push(damageEvent); this.damageEvents.push(damageEvent);
@@ -155,7 +160,7 @@ export class DamageQueueHelper {
* 为实体添加伤害事件 * 为实体添加伤害事件
* 如果实体没有伤害队列组件,会自动创建 * 如果实体没有伤害队列组件,会自动创建
*/ */
static addDamageToEntity(entity: ecs.Entity, attrs: any, caster: HeroViewComp, s_uuid: number): void { static addDamageToEntity(entity: ecs.Entity, attrs: any, caster: HeroViewComp, s_uuid: number,ext_dmg:number=0,dmg_ratio:number=1): void {
let damageQueue = entity.get(DamageQueueComp); let damageQueue = entity.get(DamageQueueComp);
// 如果实体没有伤害队列组件,创建一个 // 如果实体没有伤害队列组件,创建一个
@@ -164,7 +169,7 @@ export class DamageQueueHelper {
} }
// 添加伤害事件到队列 // 添加伤害事件到队列
damageQueue.addDamageEvent(attrs, caster, s_uuid); damageQueue.addDamageEvent(attrs, caster, s_uuid,ext_dmg,dmg_ratio);
} }
/** /**

View File

@@ -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;
}
}

View File

@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "85d8a2e5-f2a1-49b0-9439-fe9e1e98b7d9",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,562 @@
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 } 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)
* - TAttrsComp: 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 TAttrsComp = e.get(HeroAttrsComp);
const damageQueue = e.get(DamageQueueComp);
if (!TAttrsComp || !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
this.doAttack(e, damageEvent);
processedCount++;
damageQueue.processedCount++;
// 如果目标已死亡,停止处理后续伤害
if (TAttrsComp.is_dead) {
if (this.debugMode) {
console.log(`[HeroAtkSystem] ${TAttrsComp.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] ${TAttrsComp.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TAttrsComp - 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 TAttrsComp = target.get(HeroAttrsComp);
const targetView = target.get(HeroViewComp);
let reDate:FinalData={
damage:0,
isCrit:false,
isDodge:false,
}
if (!TAttrsComp || TAttrsComp.is_dead) return reDate;
const caster = damageEvent.caster;
const CAttrsComp = 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
// TAttrsComp.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((TAttrsComp.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),- 被攻击者的暴击抗性属性TAttrsComp.Attrs[Attrs.CRITICAL_RESIST]
const isCrit = this.checkChance(damageEvent.Attrs[Attrs.CRITICAL]-TAttrsComp.Attrs[Attrs.CRITICAL_RESIST]);
// 计算基础伤害
let damage = this.dmgCount(damageEvent,TAttrsComp);
if (this.debugMode) console.log("[HeroAtkSystem] dmgCount",damage)
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;
CAttrsComp?.useValueTalByAttr(Attrs.CRITICAL); // 清除施法者的暴击buff
}
if (this.debugMode) console.log("[HeroAtkSystem] after crit",damage)
// 护盾吸收
damage =Math.floor(this.absorbShield(TAttrsComp, damage))
if (this.debugMode) console.log("[HeroAtkSystem] after shield",damage)
if (damage <= 0) return reDate;
// 应用伤害到数据层
TAttrsComp.hp -= damage;
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${TAttrsComp.hero_name} (uuid: ${TAttrsComp.hero_uuid}) 受到 ${casterName}(uuid: ${casterUuid})的 伤害 ${damage},${isCrit?"暴击":"普通"}攻击,技能ID ${damageEvent.s_uuid}`);
}
//反伤判定 并应用到施法者
this.check_thorns(TAttrsComp, caster?.ent,damage);
// 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) CAttrsComp?.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 (TAttrsComp.hp <= 0) {
// 增加被击杀计数
if (caster) CAttrsComp.Attrs.killed_count++;
this.doDead(target);
// ✅ 触发死亡视图表现
if (targetView) {
targetView.do_dead();
}
}
if (this.debugMode) console.log(`[HeroAtkSystem] ${TAttrsComp.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
reDate.damage=damage;
return reDate;
}
check_thorns(TAttrsComp:HeroAttrsComp, caster: ecs.Entity, damage:number) {
// 检查目标是否有反伤属性,这里受伤的时时施法者
if (!caster||damage<=0) return;
let thornsDamage=0;
thornsDamage=TAttrsComp.Attrs[Attrs.THORNS]||0+TAttrsComp.useCountValTal(Attrs.THORNS);
let CAttrs=caster.get(HeroAttrsComp);
// 计算反伤伤害
let thornsDmg=Math.floor(thornsDamage*damage/100);
// 应用反伤伤害到数据层
CAttrs.hp -= thornsDmg;
CAttrs.atked_count++;
let CView=caster.get(HeroViewComp);
// ✅ 触发视图层表现(伤害数字、受击动画、后退)
if (CView) CView.do_atked(thornsDmg, false, SkillSet[5000].uuid, false);
// 检查死亡
if (CAttrs.hp <= 0) {
this.doDead(caster);
// 增加击杀计数
if (caster) TAttrsComp.Attrs.killed_count++;
// ✅ 触发死亡视图表现
if (CView) {
CView.do_dead();
}
}
}
/**
* 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:DamageEvent,TAttrsComp:HeroAttrsComp){
// 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;
const TAttrs=TAttrsComp.Attrs;
let sConf = SkillSet[damageEvent.s_uuid];
if (!sConf) return 0;
if (this.debugMode) console.log(`[HeroAtkSystem] 伤害处理对象`,CAttrs,TAttrs);
// 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 + 额外伤害) / 100 * 额外伤害比例
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 + 额外伤害) / 100 * 额外伤害比例
let mapBase = (sConf.map||0)*(CAttrs[Attrs.MAP]+damageEvent.ext_dmg)/100*damageEvent.dmg_ratio;
if (this.debugMode) console.log(`[HeroAtkSystem] 物理伤害基础值: ${apBase}, 技能ap=${sConf.ap},施法者物理攻击力: ${CAttrs[Attrs.AP]}, 魔法伤害基础值: ${mapBase}技能map=${sConf.map}
额外伤害:${damageEvent.ext_dmg}, 额外伤害比例:${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
if (this.debugMode) console.log(`[HeroAtkSystem] 物理伤害基础值: ${apBase}, 物理伤害 - 防御减免: ${apAfter} 魔法伤害基础值: ${mapBase}, 魔法伤害 - 防御减免: ${mapAfter}`);
// 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);
if (this.debugMode) console.log(`[HeroAtkSystem] 物理伤害修正后: ${apAfter} 魔法伤害修正后: ${mapAfter} `);
// 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;
}
if (this.debugMode) console.log(`[HeroAtkSystem] 物理伤害修正后: ${apAfter} 元素伤害修正后: ${mapAfter}`);
// 8. 计算最终总伤害(物理伤害 + 魔法伤害)
let total = apAfter + mapAfter;
//9.1 易伤
let DMG_INVUL = TAttrs[Attrs.DMG_INVUL]||0
//9.2 免伤 属性免伤+天赋免伤
let DMG_RED =TAttrs[Attrs.DMG_RED]||0+TAttrsComp.useCountValTal(Attrs.DMG_RED);
// 10. 确保伤害值非负,返回最终伤害
total = Math.max(0,total);
//11. 易伤减免 免伤属性免伤+天赋免伤
total = Math.floor(total * (1 + ((DMG_INVUL-DMG_RED)/100)));
if (this.debugMode) console.log(`[HeroAtkSystem] 易伤减免后: ${total}`);
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 TAttrsComp = entity.get(HeroAttrsComp);
if (!TAttrsComp || TAttrsComp.is_dead) return;
TAttrsComp.is_dead = true;
// 触发死亡事件
this.onDeath(entity);
if (this.debugMode) {
console.log(`[HeroAtkSystem] ${TAttrsComp.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;
}
/**
* 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 TAttrsComp 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(TAttrsComp: HeroAttrsComp, damage: number): number {
if (TAttrsComp.shield <= 0) return damage;
if (TAttrsComp.shield >= damage) {
TAttrsComp.shield -= damage;
if (TAttrsComp.shield <= 0) {
TAttrsComp.shield = 0;
TAttrsComp.Attrs[Attrs.SHIELD_MAX] = 0;
}
return 0;
} else {
const remainingDamage = damage - TAttrsComp.shield;
TAttrsComp.shield = 0;
TAttrsComp.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 TAttrsComp = entity.get(HeroAttrsComp);
if (!TAttrsComp || TAttrsComp.is_dead) return;
TAttrsComp.atked_count++;
// 这里可以添加被攻击时的特殊处理逻辑
if (TAttrsComp.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 TAttrsComp = entity.get(HeroAttrsComp);
if (!TAttrsComp) return;
if (TAttrsComp.fac === FacSet.MON) {
// 怪物死亡处理
this.scheduleDrop(entity);
} else if (TAttrsComp.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;
}
}

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@@ -2,7 +2,7 @@
"ver": "4.0.24", "ver": "4.0.24",
"importer": "typescript", "importer": "typescript",
"imported": true, "imported": true,
"uuid": "25f14ca0-5053-495e-bc3d-08b1bb4ee5d7", "uuid": "bffb52f1-1843-437d-82ef-88d2d7ee2ec5",
"files": [], "files": [],
"subMetas": {}, "subMetas": {},
"userData": {} "userData": {}

View File

@@ -3,9 +3,13 @@ import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
import { BuffConf } from "../common/config/SkillSet"; import { BuffConf } from "../common/config/SkillSet";
import { HeroInfo, AttrSet } from "../common/config/heroSet"; import { HeroInfo, AttrSet } from "../common/config/heroSet";
import { HeroSkillsComp } from "./HeroSkills"; import { HeroSkillsComp } from "./HeroSkills";
import { talConf, TalAttrs } from "../common/config/TalSet"; import { HeroViewComp } from "./HeroViewComp";
interface talTrigger{
value:number
count:number
}
@ecs.register('HeroAttrs') @ecs.register('HeroAttrs')
export class HeroAttrsComp extends ecs.Comp { export class HeroAttrsComp extends ecs.Comp {
Ebus:any=null! Ebus:any=null!
@@ -28,10 +32,13 @@ export class HeroAttrsComp extends ecs.Comp {
// ==================== 动态属性值 ==================== // ==================== 动态属性值 ====================
hp: number = 100; // 当前血量 hp: number = 100; // 当前血量
mp: number = 100; // 当前魔法值 mp: number = 100; // 当前魔法值
pow: number = 0; // 当前怒气值
shield: number = 0; // 当前护盾 shield: number = 0; // 当前护盾
Attrs: any = []; // 最终属性数组经过Buff计算后 Attrs: any = []; // 最终属性数组经过Buff计算后
NeAttrs: any = []; // 负面状态数组 NeAttrs: any = []; // 负面状态数组
//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 ==================== // ==================== 技能距离缓存 ====================
maxSkillDistance: number = 0; // 最远技能攻击距离缓存受MP影响 maxSkillDistance: number = 0; // 最远技能攻击距离缓存受MP影响
@@ -43,8 +50,7 @@ export class HeroAttrsComp extends ecs.Comp {
/** 临时型buff数组 - 按时间自动过期 */ /** 临时型buff数组 - 按时间自动过期 */
BUFFS_TEMP: Record<number, Array<{value: number, BType: BType, remainTime: number}>> = {}; 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 ==================== // ==================== 标记状态 ====================
is_dead: boolean = false; is_dead: boolean = false;
@@ -59,7 +65,7 @@ export class HeroAttrsComp extends ecs.Comp {
// ==================== 计数统计 ==================== // ==================== 计数统计 ====================
atk_count: number = 0; // 攻击次数 atk_count: number = 0; // 攻击次数
atked_count: number = 0; // 被攻击次数 atked_count: number = 0; // 被攻击次数
killed_count:number=0;
// 注意:技能数据已迁移到 HeroSkillsComp不再存储在这里 // 注意:技能数据已迁移到 HeroSkillsComp不再存储在这里
start(){ start(){
@@ -74,6 +80,7 @@ export class HeroAttrsComp extends ecs.Comp {
this.BUFFS = {}; this.BUFFS = {};
this.BUFFS_TEMP = {}; this.BUFFS_TEMP = {};
this.BUFFS_TAL = {}; this.BUFFS_TAL = {};
this.Talents = {};
// 获取英雄配置 // 获取英雄配置
const heroInfo = HeroInfo[this.hero_uuid]; const heroInfo = HeroInfo[this.hero_uuid];
@@ -111,7 +118,37 @@ export class HeroAttrsComp extends ecs.Comp {
} }
} }
} }
/*******************基础属性管理********************/
add_hp(value:number,isValue:boolean){
let addValue = value;
if(!isValue){
addValue = value * this.Attrs[Attrs.HP_MAX];
}
let heroView = this.ent.get(HeroViewComp);
if(heroView){
heroView.health(addValue);
}
this.hp += addValue;
this.hp = Math.max(0, Math.min(this.hp, this.Attrs[Attrs.HP_MAX]));
}
add_mp(value:number,isValue:boolean){
let addValue = value;
if(!isValue){
addValue = value * this.Attrs[Attrs.MP_MAX];
}
let heroView = this.ent.get(HeroViewComp);
if(heroView){
heroView.mp_add(addValue);
}
this.mp += addValue;
this.mp = Math.max(0, Math.min(this.mp, this.Attrs[Attrs.MP_MAX]));
}
add_shield(value:number,isValue:boolean){
let addValue = value;
this.shield += addValue;
this.shield = Math.max(0, Math.min(this.shield, this.Attrs[Attrs.HP_MAX]));
}
// ==================== BUFF 管理 ==================== // ==================== BUFF 管理 ====================
/** /**
* 添加 buff 效果(支持多次叠加) * 添加 buff 效果(支持多次叠加)
@@ -143,6 +180,8 @@ export class HeroAttrsComp extends ecs.Comp {
this.recalculateSingleAttr(attrIndex); this.recalculateSingleAttr(attrIndex);
} }
// ==================== 属性计算系统 ==================== // ==================== 属性计算系统 ====================
/** /**
* 重新计算单个属性 * 重新计算单个属性
@@ -181,12 +220,10 @@ export class HeroAttrsComp extends ecs.Comp {
} }
} }
} }
// 遍历天赋buff数组数值型叠加 value*count for (const key in this.BUFFS_TAL) {
if (this.BUFFS_TAL[attrIndex] && this.BUFFS_TAL[attrIndex].length > 0) { const buff = this.BUFFS_TAL[Number(key)];
for (const buff of this.BUFFS_TAL[attrIndex]) { if (buff.attrIndex === attrIndex && buff.BType === BType.VALUE) {
if (buff.BType === BType.VALUE) { totalValue += buff.value;
totalValue += buff.value * buff.count;
}
} }
} }
@@ -209,12 +246,10 @@ export class HeroAttrsComp extends ecs.Comp {
} }
} }
} }
// 遍历天赋buff数组百分比型叠加 value*count for (const key in this.BUFFS_TAL) {
if (this.BUFFS_TAL[attrIndex] && this.BUFFS_TAL[attrIndex].length > 0) { const buff = this.BUFFS_TAL[Number(key)];
for (const buff of this.BUFFS_TAL[attrIndex]) { if (buff.attrIndex === attrIndex && buff.BType === BType.RATIO) {
if (buff.BType === BType.RATIO) { totalRatio += buff.value;
totalRatio += buff.value * buff.count;
}
} }
} }
@@ -406,6 +441,88 @@ export class HeroAttrsComp extends ecs.Comp {
} }
/**
* 添加数值型天赋buff 数值会进行累加count 时叠加层数
* @param t_uuid 天赋唯一标识
* @param attrIndex 属性索引
* @param bType buff类型(VALUE:数值型, RATIO:百分比型)
* @param value buff值
*/
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);
}
/**
* 添加计数型天赋每次添加数值已最新额覆盖久的count为可用次数
* @param eff 天赋效果ID
* @param value 天赋值
*/
addCountTal(eff: number, value: number) {
const t = this.Talents[eff] || { value: 0, count: 0 };
t.value = value;
t.count += 1;
this.Talents[eff] = t;
}
/**
* 使用计数型天赋,如风怒 ,必爆等天赋,只需要返回是否暴击的,使用这个方法
* @param eff 天赋效果ID
* @returns 是否使用成功
*/
useCountTal(eff: number): boolean {
const t = this.Talents[eff];
if (!t || t.count <= 0) return false;
t.count -= 1;
return true;
}
/**
* 使用计数型天赋并返回天赋值如额外5次 伤害+20% 5次受伤免伤20% 使用这个方法
* @param eff 天赋效果ID
* @returns 天赋值
*/
useCountValTal(eff: number): number {
const t = this.Talents[eff];
if (!t || t.value <= 0) return 0;
t.count -= 1;
return t.value;
}
/**
* 根据UUID移除数值型天赋buff
* @param t_uuid 天赋唯一标识
*/
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);
}
/**
* 根据属性索引移除数值型天赋buff
* @param attrIndex 属性索引
*/
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() { reset() {
// 重置为初始状态 // 重置为初始状态
@@ -429,6 +546,7 @@ export class HeroAttrsComp extends ecs.Comp {
this.BUFFS = {}; this.BUFFS = {};
this.BUFFS_TEMP = {}; this.BUFFS_TEMP = {};
this.BUFFS_TAL = {}; this.BUFFS_TAL = {};
this.Talents = {};
// 重置技能距离缓存 // 重置技能距离缓存
this.maxSkillDistance = 0; this.maxSkillDistance = 0;
this.minSkillDistance = 0; this.minSkillDistance = 0;
@@ -443,46 +561,12 @@ export class HeroAttrsComp extends ecs.Comp {
this.is_kalami = false; this.is_kalami = false;
this.atk_count = 0; this.atk_count = 0;
this.atked_count = 0; this.atked_count = 0;
this.killed_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

@@ -26,13 +26,25 @@ export interface BuffInfo {
@ccclass('HeroViewComp') // 定义Cocos Creator 组件 @ccclass('HeroViewComp') // 定义Cocos Creator 组件
@ecs.register('HeroView', false) // 定义ECS 组件 @ecs.register('HeroView', false) // 定义ECS 组件
export class HeroViewComp extends CCComp { export class HeroViewComp extends CCComp {
private debugMode: boolean = true; // 是否启用调试模式
// 添加条件日志方法
private debugLog(...args: any[]): void {
if (this.debugMode) {
console.log(...args);
}
}
private debugWarn(...args: any[]): void {
if (this.debugMode) {
console.warn(...args);
}
}
// ==================== View 层属性(表现相关)==================== // ==================== View 层属性(表现相关)====================
as: HeroSpine = null! as: HeroSpine = null!
status:String = "idle" status:String = "idle"
scale: number = 1; // 显示方向 scale: number = 1; // 显示方向
box_group:number = BoxSet.HERO; // 碰撞组 box_group:number = BoxSet.HERO; // 碰撞组
usePower:boolean = false;
useMp:boolean = false;
realDeadTime:number=10 realDeadTime:number=10
deadCD:number=0 deadCD:number=0
// 血条显示相关 // 血条显示相关
@@ -45,7 +57,7 @@ export class HeroViewComp extends CCComp {
get model() { get model() {
// 🔥 修复添加安全检查防止ent为null时的访问异常 // 🔥 修复添加安全检查防止ent为null时的访问异常
if (!this.ent) { if (!this.ent) {
console.warn("[HeroViewComp] ent is null, returning null for model"); this.debugWarn("[HeroViewComp] ent is null, returning null for model");
return null; return null;
} }
return this.ent.get(HeroAttrsComp); return this.ent.get(HeroAttrsComp);
@@ -89,12 +101,10 @@ export class HeroViewComp extends CCComp {
// } // }
/* 显示角色血*/ /* 显示角色血*/
this.top_node.getChildByName("hp").active = true; this.top_node.getChildByName("hp").active = true;
this.usePower=HeroInfo[this.model.hero_uuid].type==HType.warrior||HeroInfo[this.model.hero_uuid].type==HType.assassin; this.top_node.getChildByName("mp").active = true;
this.useMp=HeroInfo[this.model.hero_uuid].type==HType.mage||HeroInfo[this.model.hero_uuid].type==HType.remote||HeroInfo[this.model.hero_uuid].type==HType.support;
this.top_node.getChildByName("pow").active = this.usePower;
this.top_node.getChildByName("mp").active = this.useMp;
// 初始隐藏血条(被攻击后才显示) // 初始隐藏血条(被攻击后才显示)
this.top_node.active = false; this.top_node.active = true;
} }
/** 初始化 UI 节点引用 */ /** 初始化 UI 节点引用 */
@@ -140,9 +150,9 @@ export class HeroViewComp extends CCComp {
this.processDamageQueue(); // 伤害数字显示队列 this.processDamageQueue(); // 伤害数字显示队列
// ✅ 更新 UI 显示(数据由 HeroAttrSystem 更新) // ✅ 更新 UI 显示(数据由 HeroAttrSystem 更新)
this.hp_show(this.model.hp, this.model.Attrs[Attrs.HP_MAX]); // 移除了每帧调用的 hp_show改为仅在需要时调用
if(this.useMp) this.mp_show(this.model.mp, this.model.Attrs[Attrs.MP_MAX]); this.hp_show();
if(this.usePower) this.pow_show(this.model.pow, this.model.Attrs[Attrs.POW_MAX]); this.mp_show();
this.show_shield(this.model.shield, this.model.Attrs[Attrs.SHIELD_MAX]); this.show_shield(this.model.shield, this.model.Attrs[Attrs.SHIELD_MAX]);
} }
@@ -160,32 +170,29 @@ export class HeroViewComp extends CCComp {
} }
/** 显示血量 */ /** 显示血量 */
private hp_show(hp: number, hp_max: number) { private hp_show() {
// 不再基于血量是否满来决定显示状态,只更新进度条 // 不再基于血量是否满来决定显示状态,只更新进度条
if(!this.top_node.active) return; let hp=this.model.hp;
let hp_max=this.model.Attrs[Attrs.HP_MAX];
let hp_progress = hp / hp_max; this.debugLog("hp_show",hp,hp_max)
this.top_node.getChildByName("hp").getComponent(ProgressBar).progress = hp_progress; this.top_node.getChildByName("hp").getComponent(ProgressBar).progress = hp / hp_max;;
this.scheduleOnce(() => { this.scheduleOnce(() => {
this.top_node.getChildByName("hp").getChildByName("hpb").getComponent(ProgressBar).progress = hp_progress; this.top_node.getChildByName("hp").getChildByName("hpb").getComponent(ProgressBar).progress = hp / hp_max;;
}, 0.15); }, 0.15);
} }
/** 显示魔法值 */ /** 显示魔法值 */
private mp_show(mp: number, mp_max: number) { private mp_show() {
if(!this.top_node.active) return if(!this.top_node.active) return
let mp=this.model.mp;
let mp_max=this.model.Attrs[Attrs.MP_MAX];
this.debugLog("mp_show",mp,mp_max)
this.top_node.getChildByName("mp").getComponent(ProgressBar).progress = mp / mp_max; this.top_node.getChildByName("mp").getComponent(ProgressBar).progress = mp / mp_max;
this.scheduleOnce(() => { this.scheduleOnce(() => {
this.top_node.getChildByName("mp").getChildByName("mpb").getComponent(ProgressBar).progress = mp / mp_max; this.top_node.getChildByName("mp").getChildByName("mpb").getComponent(ProgressBar).progress = mp / mp_max;
}, 0.15); }, 0.15);
} }
private pow_show(pow: number, pow_max: number) {
if(!this.top_node.active) return
this.top_node.getChildByName("pow").getComponent(ProgressBar).progress = pow / pow_max;
this.scheduleOnce(() => {
this.top_node.getChildByName("pow").getChildByName("mpb").getComponent(ProgressBar).progress = pow / pow_max;
}, 0.15);
}
/** 升级特效 */ /** 升级特效 */
private lv_up() { private lv_up() {
var path = "game/skill/buff/buff_lvup"; var path = "game/skill/buff/buff_lvup";
@@ -294,12 +301,18 @@ export class HeroViewComp extends CCComp {
if(this.model && this.model.shield>0) this.show_shield(this.model.shield, this.model.Attrs[Attrs.SHIELD_MAX]); if(this.model && this.model.shield>0) this.show_shield(this.model.shield, this.model.Attrs[Attrs.SHIELD_MAX]);
} }
health(hp: number = 0, is_num:boolean=true) { health(hp: number = 0) {
// 生命值更新由 Model 层处理,这里只负责视图表现 // 生命值更新由 Model 层处理,这里只负责视图表现
this.heathed(); this.heathed();
if(this.model) { this.hp_tip(TooltipTypes.health, hp.toFixed(0));
this.hp_show(hp, this.model.Attrs[Attrs.HP_MAX]); this.top_node.active=true
} this.hp_show();
}
mp_add(mp: number = 0) {
// 生命值更新由 Model 层处理,这里只负责视图表现
this.hp_tip(TooltipTypes.addmp, mp.toFixed(0));
this.top_node.active=true
this.mp_show();
} }
alive(){ alive(){
@@ -331,7 +344,7 @@ export class HeroViewComp extends CCComp {
realDead(){ realDead(){
// 🔥 修复添加model安全检查防止实体销毁过程中的空指针异常 // 🔥 修复添加model安全检查防止实体销毁过程中的空指针异常
if (!this.model) { if (!this.model) {
console.warn("[HeroViewComp] realDead called but model is null, skipping"); this.debugWarn("[HeroViewComp] realDead called but model is null, skipping");
return; return;
} }
if(this.model.fac === FacSet.HERO){ if(this.model.fac === FacSet.HERO){
@@ -350,7 +363,7 @@ export class HeroViewComp extends CCComp {
this.ent.destroy(); 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 // 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.top_node.active = true;
this.hpBarShowCD = this.hpBarShowTime; this.hpBarShowCD = this.hpBarShowTime;
@@ -359,8 +372,8 @@ export class HeroViewComp extends CCComp {
// 视图层表现 // 视图层表现
let SConf=SkillSet[s_uuid] let SConf=SkillSet[s_uuid]
this.back() if (isBack) 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 this.showDamage(damage, isCrit, SConf.DAnm);
} }
private isBackingUp: boolean = false; // 🔥 添加后退状态标记 private isBackingUp: boolean = false; // 🔥 添加后退状态标记
@@ -390,17 +403,6 @@ export class HeroViewComp extends CCComp {
} }
// 伤害计算和战斗逻辑已迁移到 HeroBattleSystem // 伤害计算和战斗逻辑已迁移到 HeroBattleSystem
/** 死亡触发器(预留,用于天赋/特殊效果) */
do_dead_trigger(){
if(!this.model || this.model.is_dead || this.model.fac === FacSet.MON) return;
// 预留:天赋触发、复活检查等
}
/** 受击触发器(预留,用于天赋/特殊效果) */
do_atked_trigger(){
if(!this.model || this.model.is_dead || this.model.fac === FacSet.MON) return;
// 预留:反击、护盾触发等
}
@@ -415,7 +417,7 @@ export class HeroViewComp extends CCComp {
switch(skill.act){ switch(skill.act){
case "max": case "max":
this.as.max() this.as.max()
this.tooltip(TooltipTypes.skill, skill.name, skill_id) this.tooltip(TooltipTypes.skill, skill.name)
break break
case "atk": case "atk":
this.as.atk() this.as.atk()
@@ -455,12 +457,12 @@ export class HeroViewComp extends CCComp {
private showDamageImmediate(damage: number, isCrit: boolean, anm:string="atked") { private showDamageImmediate(damage: number, isCrit: boolean, anm:string="atked") {
if (!this.model) return; if (!this.model) return;
this.hp_show(this.model.hp, this.model.Attrs[Attrs.HP_MAX]); this.hp_show();
this.in_atked(anm, this.model.fac==FacSet.HERO?1:-1); this.in_atked(anm, this.model.fac==FacSet.HERO?1:-1);
if (isCrit) { if (isCrit) {
this.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage); this.hp_tip(TooltipTypes.crit, damage.toFixed(0));
} else { } else {
this.hp_tip(TooltipTypes.life, damage.toFixed(0), damage); this.hp_tip(TooltipTypes.life, damage.toFixed(0));
} }
} }
reset() { reset() {
@@ -483,3 +485,8 @@ export class HeroViewComp extends CCComp {
} }
} }

View File

@@ -8,6 +8,7 @@ import { Skill } from "../skill/Skill";
import { smc } from "../common/SingletonModuleComp"; import { smc } from "../common/SingletonModuleComp";
import { TalComp } from "./TalComp"; import { TalComp } from "./TalComp";
import { TalEffet, TriType } from "../common/config/TalSet"; import { TalEffet, TriType } from "../common/config/TalSet";
import { BoxSet } from "../common/config/GameSet";
/** /**
* ==================== 自动施法系统 ==================== * ==================== 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 if (!this.checkCastConditions(skills, heroAttrs, skill.s_uuid)) return false
// 4. 执行施法 // 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 // 5. 扣除资源和重置CD
if (ok) { if (castSucess) {
heroAttrs.mp -= skill.cost; heroAttrs.mp -= skill.cost;
skills.resetCD(skill.s_uuid); skills.resetCD(skill.s_uuid);
} }
return ok; return castSucess;
} }
public manualCast(e: ecs.Entity, s_uuid: number): boolean { public manualCast(e: ecs.Entity, s_uuid: number): boolean {
if (!e) return false if (!e) return false
@@ -132,43 +133,78 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
* 执行施法 * 执行施法
*/ */
private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp,hset:HSSet): boolean { private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp,hset:HSSet): boolean {
const heroAttrs=casterEntity.get(HeroAttrsComp)
const config = SkillSet[s_uuid]; const config = SkillSet[s_uuid];
if (!config) { if (!config) {
console.error("[SACastSystem] 技能配置不存在:", s_uuid); console.error("[SACastSystem] 技能配置不存在:", s_uuid);
return false; return false;
} }
// 1. 播放施法动画 // 1. 播放施法动画
heroView.playSkillEffect(s_uuid); heroView.playSkillEffect(s_uuid);
let isDSill=false /**********************天赋处理*************************************************************************/
let isWFuny=false // 2. 更新攻击类型的天赋触发值,技能和必杀级
// 2. 更新攻击类型的天赋触发值
if(casterEntity.has(TalComp)){ if(casterEntity.has(TalComp)){
const talComp = casterEntity.get(TalComp); const talComp = casterEntity.get(TalComp);
if (hset === HSSet.atk) talComp.updateCur(TriType.ATK); if (hset === HSSet.atk) talComp.updateCur(TriType.ATK);
if (hset != HSSet.atk) talComp.updateCur(TriType.SKILL); if (hset === HSSet.skill) talComp.updateCur(TriType.SKILL);
isDSill=talComp.checkIsTrigger().isDSill if (hset === HSSet.max) talComp.updateCur(TriType.MAX);
isWFuny=talComp.checkIsTrigger().isWFuny
} }
/**********************天赋处理*************************************************************************/
// 获取目标位置
// 2. 延迟创建技能实体(等待动画) let targets = this.sTargets(heroView, s_uuid);
const delay = 0.3 if (targets.length === 0) {
heroView.scheduleOnce(() => { console.warn("[SACastSystem] 没有找到有效目标");
this.createSkill(s_uuid, heroView,isWFuny); return false;
isWFuny=false }
}, delay); // 2.1 普通攻击逻辑
if (hset === HSSet.atk){
if(isDSill){ let delay = 0.3
heroView.playSkillEffect(s_uuid); let ext_dmg = heroAttrs.useCountValTal(TalEffet.ATK_DMG);
heroView.scheduleOnce(() => { heroView.scheduleOnce(() => {
this.createSkill(s_uuid, heroView,isWFuny); this.createSkill(s_uuid, heroView,targets,ext_dmg);
isWFuny=false
}, delay); }, 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 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);
},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);
} }
const heroAttrs = casterEntity.get(HeroAttrsComp);
// console.log(`[SACastSystem] ${heroAttrs?.hero_name ?? '未知'} 施放技能: ${config.name}`);
return true; return true;
} }
@@ -176,7 +212,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
/** /**
* 创建技能实体 * 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 // 检查节点有效性
if (!caster.node || !caster.node.isValid) { if (!caster.node || !caster.node.isValid) {
console.warn("[SACastSystem] 施法者节点无效"); console.warn("[SACastSystem] 施法者节点无效");
@@ -190,12 +226,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
return; 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 // 创建技能实体
const skill = ecs.getEntity<Skill>(Skill); const skill = ecs.getEntity<Skill>(Skill);
@@ -206,26 +237,22 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
const targetPos = targets[0]; // 使用第一个目标位置 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}`); // 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) // 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 * 选择目标位置
*/ */
private sTargets(caster: HeroViewComp): Vec3[] { private sTargets(caster: HeroViewComp, s_uuid: number): 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;
const heroAttrs = caster.ent.get(HeroAttrsComp); const heroAttrs = caster.ent.get(HeroAttrsComp);
const fac = heroAttrs?.fac ?? 0; if (!heroAttrs) return [];
const defaultX = fac === 0 ? 400 : -400; const config = SkillSet[s_uuid];
targets.push(v3(defaultX, 0, 0)); 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; return targets;
} }
@@ -237,8 +264,8 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
const heroAttrs = caster.ent.get(HeroAttrsComp); const heroAttrs = caster.ent.get(HeroAttrsComp);
if (!heroAttrs) return targets; if (!heroAttrs) return targets;
// 寻找最近的敌人 const range = Number((config as any).range ?? config.dis ?? 300);
const enemyPositions = this.findNearbyEnemies(caster, heroAttrs.fac, config.range || 300); const enemyPositions = this.findNearbyEnemies(caster, heroAttrs.fac, range);
// 选择最多maxTargets个目标 // 选择最多maxTargets个目标
for (let i = 0; i < Math.min(maxTargets, enemyPositions.length); i++) { for (let i = 0; i < Math.min(maxTargets, enemyPositions.length); i++) {
@@ -253,82 +280,49 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
return targets; 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 * 选择默认目标
*/ */
private sDefaultTargets(caster: HeroViewComp, faction: number): Vec3[] { private sDefaultTargets(caster: HeroViewComp, fac: number): Vec3[] {
const targets: Vec3[] = []; const targets: Vec3[] = [];
const defaultX = faction === 0 ? 400 : -400; const defaultX = fac === 0 ? 400 : -400;
targets.push(v3(defaultX, 0, 0)); targets.push(v3(defaultX, BoxSet.GAME_LINE, 1));
return targets; return targets;
} }
/** /**
* 查找附近的敌人 * 查找附近的敌人
*/ */
private findNearbyEnemies(caster: HeroViewComp, faction: number, range: number): Vec3[] { private findNearbyEnemies(caster: HeroViewComp, fac: number, range: number): Vec3[] {
// 简化实现实际应该查询ECS中的敌方实体
const enemies: Vec3[] = []; const enemies: Vec3[] = [];
if (!caster || !caster.node) return enemies;
// 模拟敌人位置 const currentPos = caster.node.position;
const enemyX = faction === 0 ? 300 : -300; const results: { pos: Vec3; dist: number; laneBias: number }[] = [];
enemies.push(v3(enemyX, 0, 0)); ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
enemies.push(v3(enemyX + 50, 20, 0)); 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; 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 * 检查技能攻击范围内是否有敌人

View File

@@ -1,5 +1,7 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; 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 { TalAttrs, talConf, TalEffet, TalTarget, TriType} from "../common/config/TalSet";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp"; import { HeroViewComp } from "./HeroViewComp";
/** /**
@@ -13,8 +15,11 @@ export interface TalSlot {
target: TalTarget; target: TalTarget;
effet: TalEffet; effet: TalEffet;
attrs?:TalAttrs //触发的attrs效果的对应attrs value: number; // 触发的效果数值 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: number; // 触发的效果数值
value_add: number; // 触发的效果数值增量 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: number; // 天赋触发阈值
Trigger_add: number; // 天赋触发阈值减值 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) 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 * 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: * 添加流程:
* 1. 检查天赋是否已存在 * 1. 检查天赋是否已存在
* 2. 检查天赋配置是否存在 * 2. 检查天赋配置是否存在
* 3. 创建并初始化天赋数据 * 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 // 检查天赋是否已存在
if (this.Tals[talUuid]) { if (this.Tals[uuid]) {
console.error(`[TalComp]天赋已存在,天赋ID:${talUuid}`); console.error(`[TalComp]天赋已存在,天赋ID:${uuid}`);
return; return;
} }
// 获取天赋配置 // 获取天赋配置
const tConf = talConf[talUuid]; const tConf = talConf[uuid];
if (!tConf) { 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; return;
} }
// 创建并初始化天赋数据 // 创建并初始化天赋数据
this.Tals[talUuid] = { this.Tals[uuid] = {
uuid: talUuid, uuid: uuid,
name: tConf.name, name: tConf.name,
triType: tConf.triType, triType: tConf.triType,
target: tConf.target, target: tConf.target,
effet: tConf.effet, effet: tConf.effet,
attrs: tConf.attrs, attrs: tConf.attrs,
vType: tConf.vType,
value: tConf.value, // 效果数值初始为配置值 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 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: 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 Trigger_add: 0, // 触发阈值增量初始为0
desc: tConf.desc, desc: tConf.desc,
@@ -96,39 +104,6 @@ export class TalComp extends ecs.Comp {
checkTal() { checkTal() {
return Object.keys(this.Tals).length > 0; 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:${uuid}`);
// 重置累积值
talent.cur = 0;
// 添加到触发列表
Triggers[uuid] = talent;
}
}
}
// 判断是否有天赋被触发
return Triggers;
}
getTriggers() { getTriggers() {
// 存储所有触发的天赋 // 存储所有触发的天赋
let Triggers: Record<string, TalSlot> = {}; let Triggers: Record<string, TalSlot> = {};
@@ -146,50 +121,38 @@ export class TalComp extends ecs.Comp {
// 判断是否有天赋被触发 // 判断是否有天赋被触发
return Triggers; return Triggers;
} }
checkIsTrigger() {
let res = {
isDSill:false,
isWFuny:false,
}
for(let uuid in this.Tals){
let trigger=this.Tals[uuid]
if(trigger.effet==TalEffet.WFUNY) res.isWFuny=true
if(trigger.effet==TalEffet.D_SKILL) res.isDSill=true
}
return res
}
/** /**
* 更新天赋的效果数值 * 更新天赋的效果数值
* @param talUuid 天赋ID * @param uuid 天赋ID
* @param val 要增减的数值 * @param val 要增减的数值
* *
* 功能: * 功能:
* - 用于调整天赋的实际效果数值 * - 用于调整天赋的实际效果数值
* - 可通过正负数来增加或减少效果 * - 可通过正负数来增加或减少效果
*/ */
updateVal(talUuid: number, val: number) { updateVal(uuid: number, val: number) {
// 检查天赋是否存在 // 检查天赋是否存在
if (!this.Tals[talUuid]) { if (!this.Tals[uuid]) {
console.error(`[TalComp]天赋不存在,天赋ID:${talUuid}`); console.error(`[TalComp]天赋不存在,天赋ID:${uuid}`);
return; return;
} }
// 更新天赋效果数值 // 更新天赋效果数值
this.Tals[talUuid].value_add += val; this.Tals[uuid].value_add += val;
} }
updateTrigger(talUuid: number, val: number) { updateTrigger(uuid: number, val: number) {
// 检查天赋是否存在 // 检查天赋是否存在
if (!this.Tals[talUuid]) { if (!this.Tals[uuid]) {
console.error(`[TalComp]天赋不存在,天赋ID:${talUuid}`); console.error(`[TalComp]天赋不存在,天赋ID:${uuid}`);
return; return;
} }
// 更新天赋触发阈值 // 更新天赋触发阈值
this.Tals[talUuid].Trigger_add += val; this.Tals[uuid].Trigger_add += val;
if (this.Tals[talUuid].Trigger-this.Tals[talUuid].Trigger_add <= 1) { if (this.Tals[uuid].Trigger-this.Tals[uuid].Trigger_add <= 1) {
this.Tals[talUuid].Trigger_add = this.Tals[talUuid].Trigger-1; this.Tals[uuid].Trigger_add = this.Tals[uuid].Trigger-1;
} }
} }
/** /**
@@ -206,22 +169,76 @@ export class TalComp extends ecs.Comp {
for (let uuid in this.Tals) { for (let uuid in this.Tals) {
const talent = this.Tals[uuid]; const talent = this.Tals[uuid];
// 找到第一个匹配类型的天赋并更新 // 找到所有匹配类型的天赋并更新
if (talent.triType == triType) { if (talent.triType == triType) {
talent.cur += val; talent.cur += val;
break; // 只更新第一个匹配的天赋 this.checkTrigger(talent.uuid);
} }
} }
} }
checkTrigger(uuid:number){
const talent = this.Tals[uuid];
if (talent.cur >= (talent.Trigger - talent.Trigger_add)) { // 修复触发条件,累积值达到或超过触发阈值时触发
console.log(`[TalComp]天赋触发,天赋ID:${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.DMG_RED:
heroAttrs.addCountTal(TalEffet.DMG_RED, talent.value + talent.value_add);
break;
case TalEffet.HP:
heroAttrs.add_hp(talent.value + talent.value_add,talent.vType == BType.VALUE);
break;
case TalEffet.MP:
heroAttrs.add_mp(talent.value + talent.value_add,talent.vType == BType.VALUE);
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 * 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() { reset() {
this.Tals = {}; this.Tals = {};

View File

@@ -12,6 +12,8 @@ export class SDataCom extends ecs.Comp {
group:BoxSet=BoxSet.HERO group:BoxSet=BoxSet.HERO
fac: number = 0; // 0:hero 1:monster fac: number = 0; // 0:hero 1:monster
s_uuid:number=0 s_uuid:number=0
ext_dmg:number=0 //额外伤害
dmg_ratio:number=1 //伤害比例
hit_count:number=0 //击中数量 hit_count:number=0 //击中数量
reset() { reset() {
this.Attrs=null this.Attrs=null
@@ -20,6 +22,8 @@ export class SDataCom extends ecs.Comp {
this.s_uuid=0 this.s_uuid=0
this.caster=null this.caster=null
this.hit_count=0 this.hit_count=0
this.ext_dmg=0
this.dmg_ratio=1
} }
} }

View File

@@ -29,7 +29,7 @@ export class Skill extends ecs.Entity {
this.addComponents<SMoveDataComp>(SMoveDataComp); this.addComponents<SMoveDataComp>(SMoveDataComp);
} }
load(startPos: Vec3, parent: Node, s_uuid: number, targetPos: Vec3, load(startPos: Vec3, parent: Node, s_uuid: number, targetPos: Vec3,
caster:HeroViewComp) { caster:HeroViewComp,ext_dmg:number=0) {
const config = SkillSet[s_uuid]; const config = SkillSet[s_uuid];
if (!config) { if (!config) {
@@ -90,9 +90,10 @@ export class Skill extends ecs.Entity {
const sDataCom = this.get(SDataCom); const sDataCom = this.get(SDataCom);
sDataCom.group=caster.box_group sDataCom.group=caster.box_group
sDataCom.caster=caster sDataCom.caster=caster
sDataCom.Attrs=cAttrsComp.Attrs sDataCom.Attrs={...cAttrsComp.Attrs}
sDataCom.s_uuid=s_uuid sDataCom.s_uuid=s_uuid
sDataCom.fac=cAttrsComp.fac sDataCom.fac=cAttrsComp.fac
sDataCom.ext_dmg=ext_dmg
} }
/** 模块资源释放 */ /** 模块资源释放 */

View File

@@ -149,7 +149,9 @@ export class SkillView extends CCComp {
target.ent, target.ent,
this.sData.Attrs, this.sData.Attrs,
this.sData.caster, this.sData.caster,
this.sData.s_uuid this.sData.s_uuid,
this.sData.ext_dmg,
this.sData.dmg_ratio,
); );
// 更新技能命中次数 // 更新技能命中次数
this.sData.hit_count++ this.sData.hit_count++

View File

@@ -41,6 +41,14 @@ export class TooltipCom extends CCComp {
this.ent.destroy() this.ent.destroy()
},0.5) },0.5)
break break
case TooltipTypes.addmp:
this.node.setSiblingIndex(110);
this.node.getChildByName("add_mp").getChildByName("mp").getComponent(Label).string = this.value;
this.node.getChildByName("add_mp").active=true;
this.scheduleOnce(()=>{
this.ent.destroy()
},0.5)
break
case TooltipTypes.crit: case TooltipTypes.crit:
this.node.setPosition(v3(this.node.position.x,this.node.position.y)) this.node.setPosition(v3(this.node.position.x,this.node.position.y))
this.node.setSiblingIndex(200); this.node.setSiblingIndex(200);

View File

@@ -201,10 +201,10 @@ console.log("道具1001数量:", itemInfo.result.data.count);
const talents = await WxCloudApi.getTalents(); const talents = await WxCloudApi.getTalents();
// 添加天赋点 // 添加天赋点
const result = await WxCloudApi.addTalent(1001, 1); const result = await WxCloudApi.addCountTal(1001, 1);
// 消耗天赋点 // 消耗天赋点
const result = await WxCloudApi.consumeTalent(1001, 1); const result = await WxCloudApi.useCountTal(1001, 1);
``` ```
### 装备操作 ### 装备操作

View File

@@ -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