2 Commits

Author SHA1 Message Date
1281cbd32d feat(HeroAtkSystem): Integrate visual feedback for attack and death events
- Added HeroViewComp integration to trigger visual effects during attacks and upon hero death.
- Updated doAttack method to call do_atked and do_dead methods in HeroViewComp for enhanced visual representation.
- Cleaned up console log messages for better clarity in debugging.
2025-10-30 11:06:58 +08:00
29e8b7e8e7 refactor(HeroViewComp): Simplify attack logic and clean up imports
- Updated the do_atked method to directly handle damage and crit status.
- Removed unused imports to streamline the codebase.
2025-10-30 10:57:43 +08:00
2 changed files with 66 additions and 62 deletions

View File

@@ -4,6 +4,7 @@ import { Attrs } from "../common/config/HeroAttrs";
import { FightSet } from "../common/config/Mission";
import { SkillSet } from "../common/config/SkillSet";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
/** 业务层对象 */
@ecs.register('HeroAtk')
@@ -46,6 +47,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
*/
public doAttack(target: ecs.Entity, remainingDamage: number, attackerAttrs: any, skillId: number): number {
const targetModel = target.get(HeroAttrsComp);
const targetView = target.get(HeroViewComp);
if (!targetModel || targetModel.is_dead) return 0;
// 获取技能配置
@@ -56,6 +58,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// 闪避判定
if (this.checkDodge(targetModel)) {
// TODO: 触发闪避视图表现
return 0;
}
@@ -75,17 +78,26 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
if (damage <= 0) return 0;
// 应用伤害
// 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, skillId);
}
// 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(`[HeroBattleSystem] ${targetModel.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
console.log(`[HeroAtkSystem] ${targetModel.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
}
return damage;

View File

@@ -4,18 +4,13 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
import { HeroSpine } from "./HeroSpine";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { smc } from "../common/SingletonModuleComp";
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
import { SkillSet,BuffConf,} from "../common/config/SkillSet";
import { SkillSet,} from "../common/config/SkillSet";
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { FightSet, TooltipTypes } from "../common/config/Mission";
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
import { AttrSet, HeroInfo, HeroUpSet } from "../common/config/heroSet";
import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
import { TalComp } from "./TalComp";
import { TooltipTypes } from "../common/config/Mission";
import { Attrs, } from "../common/config/HeroAttrs";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { EBusComp } from "./EBusComp";
import { HeroAtkSystem } from "./HeroAtk";
import { Tooltip } from "../skill/Tooltip";
import { timedCom } from "../skill/timedCom";
@@ -98,13 +93,12 @@ export class HeroViewComp extends CCComp {
* 注意:数据更新逻辑已移到 HeroAttrSystem这里只负责显示
*/
update(dt: number){
if(!smc.mission.play||smc.mission.pause) return
if(!smc.mission.play || smc.mission.pause) return;
// ✅ View 层职责:处理表现相关的逻辑
this.in_stop(dt); // 动画状态
this.processDamageQueue(); // 伤害数字显示队列
// ✅ 更新显示(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]);
this.mp_show(this.model.mp, this.model.Attrs[Attrs.MP_MAX]);
this.show_shield(this.model.shield, this.model.Attrs[Attrs.SHIELD_MAX]);
@@ -241,16 +235,13 @@ export class HeroViewComp extends CCComp {
get isActive() {
return this.ent.has(HeroViewComp) && this.node?.isValid;
}
//状态切
/** 状态切换(动画) */
status_change(type:string){
this.status=type
if(type == "idle"){
this.as.idle()
// this.as.change_default("idle")
}
if(type == "move"){
this.as.move()
// this.as.change_default("move")
this.status = type;
if(type === "idle"){
this.as.idle();
} else if(type === "move"){
this.as.move();
}
}
add_shield(shield:number){
@@ -265,46 +256,43 @@ export class HeroViewComp extends CCComp {
}
/** 静止时间 */
in_stop (dt: number) {
}
/**
* 死亡视图表现
* 由 HeroAtkSystem 调用,只负责视觉效果和事件通知
*/
do_dead(){
// 死亡逻辑主要由 HeroBattleSystem 处理
// 这里只保留视图层的表现逻辑
if(this.model.is_count_dead) return
// 防止重复触发
if(this.model.is_count_dead) return;
this.model.is_count_dead = true; // 防止重复触发,必须存在防止重复调用
if(this.model.fac==FacSet.MON){
this.scheduleOnce(()=>{
this.do_drop()
},0.1)
}
if(this.model.fac==FacSet.HERO){
this.scheduleOnce(()=>{
oops.message.dispatchEvent(GameEvent.HeroDead,{hero_uuid:this.model.hero_uuid})
},0.1)
}
}
do_drop(){
// 播放死亡特效
this.dead();
// 根据阵营触发不同事件
if(this.model.fac === FacSet.MON){
// 怪物死亡:延迟触发掉落(暂时不发事件,等待实现)
// this.scheduleOnce(() => {
// oops.message.dispatchEvent(GameEvent.MonsterDead, {
// hero_uuid: this.model.hero_uuid,
// position: this.node.position
// });
// }, 0.2);
} else if(this.model.fac === FacSet.HERO){
// 英雄死亡:延迟触发死亡事件
this.scheduleOnce(() => {
oops.message.dispatchEvent(GameEvent.HeroDead, {
hero_uuid: this.model.hero_uuid
});
}, 0.2);
}
}
do_atked(remainingDamage:number,CAttrs:any,s_uuid:number){
// 使用战斗系统处理攻击逻辑
if (!battleSystem) {
console.error("[HeroViewComp] HeroBattleSystem 未找到");
return;
}
const damage = battleSystem.doAttack(this.ent, remainingDamage, CAttrs, s_uuid);
do_atked(damage:number,isCrit:boolean,s_uuid:number){
if (damage <= 0) return;
// 视图层表现
let SConf=SkillSet[s_uuid]
this.back()
this.showDamage(damage, false, SConf.AtkedName); // 暴击状态由战斗系统内部处理
this.showDamage(damage, isCrit, SConf.AtkedName); // 暴击状态由战斗系统内部处理
}
//后退
back(){
@@ -321,13 +309,16 @@ export class HeroViewComp extends CCComp {
}
// 伤害计算和战斗逻辑已迁移到 HeroBattleSystem
do_dead_trigger(){ //死亡特殊处理
if(this.model.is_dead||this.model.fac==FacSet.MON) return
/** 死亡触发器(预留,用于天赋/特殊效果) */
do_dead_trigger(){
if(this.model.is_dead || this.model.fac === FacSet.MON) return;
// 预留:天赋触发、复活检查等
}
do_atked_trigger(){ //受伤特殊处理
if(this.model.is_dead||this.model.fac==FacSet.MON) return
/** 受击触发器(预留,用于天赋/特殊效果) */
do_atked_trigger(){
if(this.model.is_dead || this.model.fac === FacSet.MON) return;
// 预留:反击、护盾触发等
}
to_grave(){
@@ -339,8 +330,9 @@ export class HeroViewComp extends CCComp {
}
to_console(value:any,value2:any=null,value3:any=null){
//console.log("["+this.scale+this.hero_name+']'+value,value2,value3)
/** 调试日志(已禁用) */
to_console(value:any, value2:any=null, value3:any=null){
// 调试用,生产环境已禁用
}
reset() {