12 Commits

Author SHA1 Message Date
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
27 changed files with 911 additions and 2622 deletions

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@@ -3267,7 +3729,7 @@
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@@ -3285,7 +3747,7 @@
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View File

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

View File

@@ -146,4 +146,5 @@ export const TooltipTypes = {
lvup:6,
apup:7,
hpup:8,
addmp:9,
}

View File

@@ -12,10 +12,10 @@ export enum BType {
}
export enum NeAttrs {
IN_FROST = 0,
IN_STUN = 1,
IN_BURN = 2,
IN_POISON = 3,
IN_FROST = 0, // 冰冻状态
IN_STUN = 1, // 眩晕状态
IN_BURN = 2, // 灼烧状态
IN_POISON = 3, // 中毒状态
}
// ========== 属性枚举 ==========
@@ -32,8 +32,6 @@ export enum Attrs {
HP_REGEN = 3, // 生命回复
MP_REGEN = 4, // 魔法回复
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) ==========
AP = 10, // 攻击力
@@ -50,7 +48,7 @@ export enum Attrs {
MDEF = 21, // 魔法防御
DODGE = 22, // 闪避率
BLOCK = 23, // 格挡率
DAMAGE_REDUCTION = 24, // 伤害减免
DMG_RED = 24, // 伤害减免
THORNS = 25, // 反伤
CRITICAL_RESIST = 26, // 暴击抗性
CON_RES = 27, // 控制抗性
@@ -104,11 +102,9 @@ export enum Attrs {
BURN = 75, // 易伤效果
WFUNY = 77, // 风怒
// ========== 生存与恢复相关 (80-89) ==========
// ========== 负面状态相关 (90-99) ==========
// ========== 基础属性(影响其他属性)(100-104) ==========
// ========== 负面状态相关 (80-89) ==========
DMG_INVUL = 80, //易伤
// ========== 基础属性(影响其他属性) (90-99)==========
STRENGTH = 90, // 力量(影响物理相关)
INTELLIGENCE = 91, // 智力(影响魔法相关)
AGILITY = 92, // 敏捷(影响速度和闪避)
@@ -158,8 +154,6 @@ export const AttrsType: Record<Attrs, BType> = {
[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.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
// ========== 攻击属性(数值型) ==========
@@ -177,7 +171,7 @@ export const AttrsType: Record<Attrs, BType> = {
[Attrs.MDEF]: BType.VALUE, // 魔法防御 - 数值型
[Attrs.DODGE]: BType.RATIO, // 闪避率 - 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
// ========== 暴击与命中属性(百分比型) ==========
@@ -231,9 +225,9 @@ export const AttrsType: Record<Attrs, BType> = {
[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
// ========== 生存与恢复相关(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) ==========
[Attrs.STRENGTH]: BType.VALUE, // 力量 - 数值型

View File

@@ -158,6 +158,10 @@ export interface 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
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,

View File

@@ -19,20 +19,24 @@ export enum TriType {
export enum TalEffet {
ATK_DMG=1, // 伤害
SKILL_DMG=2, // 技能伤害
HP=3, // 回血 百分比
MP=4, //回蓝 百分比
BUFF = 5, // 暴击率,闪避率等,可叠加的触发后清零
STATS=6, // 状态
WFUNY=7, // 风怒
SPLASH=8, // 溅射
D_SKILL=9, //两次技能
SHIELD=10, // 护盾
LDMG=11, // 减伤
C_ATK=12, // 普工必爆
C_SKILL=13, // 一般技能必暴
C_MSKILL=14, // 必杀技能必暴
ATK_DMG=1, // 伤害 次数+伤害加成如额外5次 伤害+20%
SKILL_DMG=2, // 技能伤害 次数+伤害加成如额外5次 伤害+20%
DMG_RED=10, // 减伤 次数+减伤加成如额外5次 伤害-20%
THORNS=14, //反伤 百分比 次数+反伤加成如额外5次 反伤-20%
///////////////////////////////////////////////////////////////////////
HP=3, // 回血 百分比 直接触发回血20%
MP=4, //回蓝 百分比 直接触发回蓝20%
SHIELD=9, // 护盾 直接触发获得20%的生命值护盾
////////////////////////////////////////////////////////////////////////
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 {
@@ -48,7 +52,7 @@ export enum TalAttrs {
SILENCE_CHANCE=Attrs.SILENCE_CHANCE, // 沉默概率
CRITICAL=Attrs.CRITICAL, // 暴击率
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
@@ -89,8 +93,7 @@ export const talConf: Record<number, ItalConf> = {
/*** 普通攻击触发 ***/
7001:{uuid:7001,name:"风怒",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.WFUNY,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
desc:"普通攻击3次后, 立即给与目标150%伤害的额外打击"},
7002:{uuid:7002,name:"溅射",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.SPLASH,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
desc:"普通攻击3次后, 会对目标100码内的敌人造成30%伤害"},
7003:{uuid:7003,name:"回血",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.HP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON,
desc:"普通攻击3次后, 会回复10%的生命值"},
7004:{uuid:7004,name:"回蓝",triType:TriType.ATK,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.MP,vType:BType.RATIO, value:1,attrs:TalAttrs.NON,
@@ -113,7 +116,7 @@ export const talConf: Record<number, ItalConf> = {
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,count:1,target:TalTarget.SELF,effet:TalEffet.SHIELD,vType:BType.RATIO, value:20,attrs:TalAttrs.NON,
desc:"被攻击3次后, 获得20%的生命值护盾"},
7103:{uuid:7103,name:"减伤",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.LDMG,vType:BType.RATIO, 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%"},

View File

@@ -5,7 +5,7 @@ import { FightSet } from "../common/config/GameSet";
import { SkillSet, DType } from "../common/config/SkillSet";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { DamageQueueComp, DamageEvent, DamageQueueHelper } from "./DamageQueueComp";
import { DamageQueueComp, DamageEvent } from "./DamageQueueComp";
import { smc } from "../common/SingletonModuleComp";
@@ -30,7 +30,7 @@ interface FinalData {
*
* 重要概念:
* - damageEvent.Attrs: 施法者属性快照(创建技能时保存)
* - targetAttrs: 被攻击者实时属性
* - 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')
@@ -51,10 +51,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
*/
update(e: ecs.Entity): void {
if(!smc.mission.play || smc.mission.pause) return;
const model = e.get(HeroAttrsComp);
const TAttrsComp = e.get(HeroAttrsComp);
const damageQueue = e.get(DamageQueueComp);
if (!model || !damageQueue || damageQueue.isEmpty()) return;
if (!TAttrsComp || !damageQueue || damageQueue.isEmpty()) return;
// 标记正在处理
damageQueue.isProcessing = true;
@@ -73,13 +73,13 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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 ${damageEvent.s_uuid}`);
console.log(`[HeroAtkSystem] 英雄${TAttrsComp.hero_name} (uuid: ${TAttrsComp.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 (TAttrsComp.is_dead) {
if (this.debugMode) {
console.log(`[HeroAtkSystem] ${model.hero_name} 已死亡,停止处理剩余伤害`);
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;
@@ -91,7 +91,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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`);
console.log(`[HeroAtkSystem] ${TAttrsComp.hero_name} 伤害队列处理完成,共处理 ${processedCount} 个伤害事件`);
}
}
}
@@ -109,7 +109,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
* - HIT: 命中率(用于闪避计算)
* - AP/MAP: 攻击力(基础伤害计算)
*
* ✅ 正确使用被攻击者属性(targetAttrs - 实时):
* ✅ 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)
@@ -124,17 +124,17 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
* @returns 最终伤害数据(包含伤害值、暴击标记、闪避标记)
*/
private doAttack(target: ecs.Entity, damageEvent: DamageEvent): FinalData {
const targetAttrs = target.get(HeroAttrsComp);
const TAttrsComp = target.get(HeroAttrsComp);
const targetView = target.get(HeroViewComp);
let reDate:FinalData={
damage:0,
isCrit:false,
isDodge:false,
}
if (!targetAttrs || targetAttrs.is_dead) return reDate;
if (!TAttrsComp || TAttrsComp.is_dead) return reDate;
const caster = damageEvent.caster;
const attackerModel = caster?.ent?.get(HeroAttrsComp);
const CAttrsComp = caster?.ent?.get(HeroAttrsComp);
// 获取技能配置
const skillConf = SkillSet[damageEvent.s_uuid];
@@ -145,20 +145,19 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// 闪避判定
// 闪避成功概率 = 被攻击者闪避率 - 施法者命中率
// targetAttrs.Attrs[Attrs.DODGE]: 被攻击者的实时闪避属性
// 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((targetAttrs.Attrs[Attrs.DODGE]-damageEvent.Attrs[Attrs.HIT]) || 0);
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)
const isCrit = this.checkChance(damageEvent.Attrs[Attrs.CRITICAL]);
if (isCrit) attackerModel?.useValueTalByAttr(Attrs.CRITICAL); // 清除施法者的暴击buff
// 计算伤害
let damage = this.dmgCount(damageEvent,targetAttrs.Attrs);
// 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 (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)
@@ -166,20 +165,22 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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
}
// 伤害计算考虑易伤等debuff
damage = this.calculateDamage(targetAttrs, damage);
// 护盾吸收
damage =Math.floor(this.absorbShield(targetAttrs, damage))
damage =Math.floor(this.absorbShield(TAttrsComp, damage))
if (damage <= 0) return reDate;
// 应用伤害到数据层
targetAttrs.hp -= damage;
targetAttrs.atked_count++;
TAttrsComp.hp -= damage;
TAttrsComp.atked_count++;
//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) attackerModel?.useValueTalByAttr(Attrs.BACK_CHANCE);
if (isBack) CAttrsComp?.useValueTalByAttr(Attrs.BACK_CHANCE);
// ✅ 触发视图层表现(伤害数字、受击动画、后退)
@@ -187,7 +188,9 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// 检查死亡
if (targetAttrs.hp <= 0) {
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) {
@@ -196,12 +199,37 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
}
if (this.debugMode) {
console.log(`[HeroAtkSystem] ${targetAttrs.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
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
*
@@ -228,9 +256,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
* - 所有除法和乘法计算后都进行取整操作,确保游戏中的伤害值为整数
* - 元素伤害只应用于魔法伤害部分
*/
private dmgCount(damageEvent:any,TAttrs:any){
private dmgCount(damageEvent:any,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;
@@ -252,6 +281,8 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
let apAfter = Math.floor(apBase * (1 - apRed)); // 物理伤害 - 防御减免
let mapAfter = Math.floor(mapBase * (1 - mapRed)); // 魔法伤害 - 防御减免
// 6. 应用物理/魔法攻击力和抗性修正
// 物理伤害修正:基础伤害 * (1 + 物理攻击力加成%) * (1 - 目标物理抗性%)
apAfter = this.applyPR(apAfter, CAttrs[Attrs.PHYS_POWER]||0, TAttrs[Attrs.PHYS_RES]||0);
@@ -276,11 +307,15 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// 8. 计算最终总伤害(物理伤害 + 魔法伤害)
let total = apAfter + mapAfter;
// 9. 应用最终伤害减免效果如特殊天赋、buff等提供的减免
total = Math.floor(total * (1 - ((TAttrs[Attrs.DAMAGE_REDUCTION]||0)/100)));
//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)));
return Math.max(0,total);
}
@@ -337,16 +372,16 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
* 这确保了死亡逻辑的单一性和一致性
*/
private doDead(entity: ecs.Entity): void {
const model = entity.get(HeroAttrsComp);
if (!model || model.is_dead) return;
const TAttrsComp = entity.get(HeroAttrsComp);
if (!TAttrsComp || TAttrsComp.is_dead) return;
model.is_dead = true;
TAttrsComp.is_dead = true;
// 触发死亡事件
this.onDeath(entity);
if (this.debugMode) {
console.log(`[HeroAtkSystem] ${model.hero_name} 死亡`);
console.log(`[HeroAtkSystem] ${TAttrsComp.hero_name} 死亡`);
}
}
@@ -380,24 +415,6 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
return r < rate;
}
/**
* 伤害计算考虑易伤等debuff
*
* 预留的伤害计算扩展点,用于处理:
* - 被攻击者的易伤状态(增加受到伤害)
* - 被攻击者的伤害减免状态(减少受到伤害)
* - 元素抗性计算
* - 真实伤害/魔法伤害/物理伤害的类型区分
*
* @param model 被攻击者的属性组件(包含抗性、易伤等状态)
* @param baseDamage 基础伤害值
* @returns 最终伤害值(经过各种加成和减免后的结果)
*/
private calculateDamage(model: HeroAttrsComp, baseDamage: number): number {
// 这里可以添加易伤等debuff的计算逻辑
// 例如如果目标有易伤buff增加受到的伤害
return baseDamage;
}
/**
* 护盾吸收伤害
@@ -407,24 +424,24 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
* 2. 如果护盾值 < 伤害值:部分吸收,剩余伤害 = 原伤害 - 护盾值
* 3. 护盾被击破时,重置护盾最大值属性
*
* @param model 被攻击者的属性组件(包含当前护盾值)
* @param 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(model: HeroAttrsComp, damage: number): number {
if (model.shield <= 0) return damage;
private absorbShield(TAttrsComp: HeroAttrsComp, damage: number): number {
if (TAttrsComp.shield <= 0) return damage;
if (model.shield >= damage) {
model.shield -= damage;
if (model.shield <= 0) {
model.shield = 0;
model.Attrs[Attrs.SHIELD_MAX] = 0;
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 - model.shield;
model.shield = 0;
model.Attrs[Attrs.SHIELD_MAX] = 0;
const remainingDamage = damage - TAttrsComp.shield;
TAttrsComp.shield = 0;
TAttrsComp.Attrs[Attrs.SHIELD_MAX] = 0;
return remainingDamage;
}
}
@@ -442,11 +459,11 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
* @todo 当前对怪物实体直接返回,后续可以根据需求扩展怪物的被攻击逻辑
*/
private onAttacked(entity: ecs.Entity): void {
const model = entity.get(HeroAttrsComp);
if (!model || model.is_dead) return;
const TAttrsComp = entity.get(HeroAttrsComp);
if (!TAttrsComp || TAttrsComp.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;
if (TAttrsComp.fac === FacSet.MON) return;
// 例如:触发某些天赋效果、反击逻辑等
}
@@ -470,13 +487,13 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
* @important 死亡事件应该幂等,避免重复触发
*/
private onDeath(entity: ecs.Entity): void {
const model = entity.get(HeroAttrsComp);
if (!model) return;
const TAttrsComp = entity.get(HeroAttrsComp);
if (!TAttrsComp) return;
if (model.fac === FacSet.MON) {
if (TAttrsComp.fac === FacSet.MON) {
// 怪物死亡处理
this.scheduleDrop(entity);
} else if (model.fac === FacSet.HERO) {
} else if (TAttrsComp.fac === FacSet.HERO) {
// 英雄死亡处理
this.scheduleHeroDeath(entity);
}

View File

@@ -3,6 +3,7 @@ import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
import { BuffConf } from "../common/config/SkillSet";
import { HeroInfo, AttrSet } from "../common/config/heroSet";
import { HeroSkillsComp } from "./HeroSkills";
import { HeroViewComp } from "./HeroViewComp";
interface talTrigger{
@@ -31,7 +32,6 @@ export class HeroAttrsComp extends ecs.Comp {
// ==================== 动态属性值 ====================
hp: number = 100; // 当前血量
mp: number = 100; // 当前魔法值
pow: number = 0; // 当前怒气值
shield: number = 0; // 当前护盾
Attrs: any = []; // 最终属性数组经过Buff计算后
NeAttrs: any = []; // 负面状态数组
@@ -65,7 +65,7 @@ export class HeroAttrsComp extends ecs.Comp {
// ==================== 计数统计 ====================
atk_count: number = 0; // 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
start(){
@@ -118,7 +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 ====================
/**
* 添加 buff 效果(支持多次叠加)
@@ -150,6 +180,8 @@ export class HeroAttrsComp extends ecs.Comp {
this.recalculateSingleAttr(attrIndex);
}
// ==================== 属性计算系统 ====================
/**
* 重新计算单个属性
@@ -409,6 +441,13 @@ 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];
@@ -420,6 +459,12 @@ export class HeroAttrsComp extends ecs.Comp {
}
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;
@@ -427,18 +472,34 @@ export class HeroAttrsComp extends ecs.Comp {
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;
@@ -446,6 +507,11 @@ export class HeroAttrsComp extends ecs.Comp {
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) {
@@ -495,6 +561,7 @@ export class HeroAttrsComp extends ecs.Comp {
this.is_kalami = false;
this.atk_count = 0;
this.atked_count = 0;
this.killed_count =0;
}

View File

@@ -31,8 +31,6 @@ export class HeroViewComp extends CCComp {
status:String = "idle"
scale: number = 1; // 显示方向
box_group:number = BoxSet.HERO; // 碰撞组
usePower:boolean = false;
useMp:boolean = false;
realDeadTime:number=10
deadCD:number=0
// 血条显示相关
@@ -89,10 +87,7 @@ export class HeroViewComp extends CCComp {
// }
/* 显示角色血*/
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.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;
this.top_node.getChildByName("mp").active = true;
// 初始隐藏血条(被攻击后才显示)
this.top_node.active = false;
}
@@ -140,9 +135,9 @@ export class HeroViewComp extends CCComp {
this.processDamageQueue(); // 伤害数字显示队列
// ✅ 更新 UI 显示(数据由 HeroAttrSystem 更新)
// 移除了每帧调用的 hp_show改为仅在需要时调用
this.hp_show(this.model.hp, this.model.Attrs[Attrs.HP_MAX]);
if(this.useMp) this.mp_show(this.model.mp, this.model.Attrs[Attrs.MP_MAX]);
if(this.usePower) this.pow_show(this.model.pow, this.model.Attrs[Attrs.POW_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]);
}
@@ -179,13 +174,7 @@ export class HeroViewComp extends CCComp {
this.top_node.getChildByName("mp").getChildByName("mpb").getComponent(ProgressBar).progress = mp / mp_max;
}, 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 */
private lv_up() {
var path = "game/skill/buff/buff_lvup";
@@ -294,12 +283,18 @@ export class HeroViewComp extends CCComp {
if(this.model && this.model.shield>0) this.show_shield(this.model.shield, this.model.Attrs[Attrs.SHIELD_MAX]);
}
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
this.heathed();
if(this.model) {
this.hp_show(hp, this.model.Attrs[Attrs.HP_MAX]);
}
this.hp_tip(TooltipTypes.health, hp.toFixed(0));
this.top_node.active=true
this.hp_show(this.model.hp, this.model.Attrs[Attrs.HP_MAX]);
}
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(this.model.mp, this.model.Attrs[Attrs.MP_MAX]);
}
alive(){
@@ -390,19 +385,8 @@ export class HeroViewComp extends CCComp {
}
// 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
}
/** 调试日志(已禁用) */
to_console(value:any, value2:any=null, value3:any=null){
@@ -415,7 +399,7 @@ export class HeroViewComp extends CCComp {
switch(skill.act){
case "max":
this.as.max()
this.tooltip(TooltipTypes.skill, skill.name, skill_id)
this.tooltip(TooltipTypes.skill, skill.name)
break
case "atk":
this.as.atk()
@@ -458,9 +442,9 @@ export class HeroViewComp extends CCComp {
this.hp_show(this.model.hp, this.model.Attrs[Attrs.HP_MAX]);
this.in_atked(anm, this.model.fac==FacSet.HERO?1:-1);
if (isCrit) {
this.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage);
this.hp_tip(TooltipTypes.crit, damage.toFixed(0));
} else {
this.hp_tip(TooltipTypes.life, damage.toFixed(0), damage);
this.hp_tip(TooltipTypes.life, damage.toFixed(0));
}
}
reset() {

View File

@@ -161,19 +161,17 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
if (hset === HSSet.atk){
let delay = 0.3
let ext_dmg = heroAttrs.useCountValTal(TalEffet.ATK_DMG);
let splash = heroAttrs.useCountValTal(TalEffet.SPLASH);
heroView.scheduleOnce(() => {
this.createSkill(s_uuid, heroView,targets,ext_dmg,splash);
this.createSkill(s_uuid, heroView,targets,ext_dmg);
}, delay);
//风怒wfuny 只针对 普通攻击起效
if (heroAttrs.useCountTal(TalEffet.WFUNY)){
let ext2_dmg = heroAttrs.useCountValTal(TalEffet.ATK_DMG);
let splash2 = heroAttrs.useCountValTal(TalEffet.SPLASH);
let delay = 0.3
heroView.playSkillEffect(s_uuid);
//需要再添加 风怒动画
heroView.scheduleOnce(() => {
this.createSkill(s_uuid, heroView,targets,ext2_dmg,splash2);
this.createSkill(s_uuid, heroView,targets,ext2_dmg);
},delay);
}
}
@@ -214,7 +212,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
/**
* 创建技能实体
*/
private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],ext_dmg:number=0,splash:number=0) {
private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],ext_dmg:number=0) {
// 检查节点有效性
if (!caster.node || !caster.node.isValid) {
console.warn("[SACastSystem] 施法者节点无效");
@@ -239,7 +237,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
const targetPos = targets[0]; // 使用第一个目标位置
// console.log(`[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`);
// 加载技能实体(包括预制体、组件初始化等)
skill.load(startPos, parent, s_uuid, targetPos, caster,ext_dmg,splash);
skill.load(startPos, parent, s_uuid, targetPos, caster,ext_dmg);
}
/**

View File

@@ -208,15 +208,15 @@ export class TalComp extends ecs.Comp {
case TalEffet.SKILL_DMG:
heroAttrs.addCountTal(TalEffet.SKILL_DMG, talent.value + talent.value_add);
break;
case TalEffet.LDMG:
heroAttrs.addCountTal(TalEffet.LDMG, talent.value + talent.value_add);
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.HP:
// heroAttrs.addCountTal(TalEffet.HP, talent.value + talent.value_add);
// break;
// case TalEffet.MP:
// heroAttrs.addCountTal(TalEffet.MP, talent.value + talent.value_add);
// break;
case TalEffet.WFUNY:
heroAttrs.addCountTal(TalEffet.WFUNY, talent.value + talent.value_add);
break;

View File

@@ -13,7 +13,6 @@ export class SDataCom extends ecs.Comp {
fac: number = 0; // 0:hero 1:monster
s_uuid:number=0
ext_dmg:number=0 //额外伤害
splash:number=0 //溅射伤害
dmg_ratio:number=1 //伤害比例
hit_count:number=0 //击中数量
reset() {
@@ -24,7 +23,6 @@ export class SDataCom extends ecs.Comp {
this.caster=null
this.hit_count=0
this.ext_dmg=0
this.splash=0
this.dmg_ratio=1
}
}

View File

@@ -29,7 +29,7 @@ export class Skill extends ecs.Entity {
this.addComponents<SMoveDataComp>(SMoveDataComp);
}
load(startPos: Vec3, parent: Node, s_uuid: number, targetPos: Vec3,
caster:HeroViewComp,ext_dmg:number=0,splash:number=0) {
caster:HeroViewComp,ext_dmg:number=0) {
const config = SkillSet[s_uuid];
if (!config) {
@@ -94,7 +94,6 @@ export class Skill extends ecs.Entity {
sDataCom.s_uuid=s_uuid
sDataCom.fac=cAttrsComp.fac
sDataCom.ext_dmg=ext_dmg
sDataCom.splash=splash
}
/** 模块资源释放 */

View File

@@ -41,6 +41,14 @@ export class TooltipCom extends CCComp {
this.ent.destroy()
},0.5)
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:
this.node.setPosition(v3(this.node.position.x,this.node.position.y))
this.node.setSiblingIndex(200);