6 Commits

Author SHA1 Message Date
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
25 changed files with 753 additions and 2523 deletions

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"__type__": "cc.CompPrefabInfo",
"fileId": "a7muNmCwZAKpIRc8MvTGGv"
},
{
"__type__": "cc.Label",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
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},
"_enabled": true,
"__prefab": {
"__id__": 141
},
"_customMaterial": null,
"_srcBlendFactor": 2,
"_dstBlendFactor": 4,
"_color": {
"__type__": "cc.Color",
"r": 78,
"g": 187,
"b": 248,
"a": 255
},
"_string": "50",
"_horizontalAlign": 1,
"_verticalAlign": 1,
"_actualFontSize": 50,
"_fontSize": 50,
"_fontFamily": "Arial",
"_lineHeight": 50,
"_overflow": 0,
"_enableWrapText": true,
"_font": {
"__uuid__": "983a109b-a5e3-4ba7-84c5-1c53817ba177",
"__expectedType__": "cc.BitmapFont"
},
"_isSystemFontUsed": false,
"_spacingX": 0,
"_isItalic": false,
"_isBold": false,
"_isUnderline": false,
"_underlineHeight": 2,
"_cacheMode": 0,
"_enableOutline": true,
"_outlineColor": {
"__type__": "cc.Color",
"r": 0,
"g": 0,
"b": 0,
"a": 255
},
"_outlineWidth": 1,
"_enableShadow": false,
"_shadowColor": {
"__type__": "cc.Color",
"r": 0,
"g": 0,
"b": 0,
"a": 255
},
"_shadowOffset": {
"__type__": "cc.Vec2",
"x": 2,
"y": 2
},
"_shadowBlur": 2,
"_id": ""
},
{
"__type__": "cc.CompPrefabInfo",
"fileId": "2aXJDSKKZKIbjQcZu71V+X"
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__id__": 0
},
"fileId": "38i7UtIApLjqUtKEKBvdcg",
"instance": null,
"targetOverrides": null,
"nestedPrefabInstanceRoots": null
},
{
"__type__": "cc.UITransform",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 128
},
"_enabled": true,
"__prefab": {
"__id__": 144
},
"_contentSize": {
"__type__": "cc.Size",
"width": 200,
"height": 100
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_id": ""
},
{
"__type__": "cc.CompPrefabInfo",
"fileId": "59w5YrumVHsLzq3Hx6nzWc"
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
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},
"fileId": "240I/BD+VEa7lFN2Uv61xY",
"instance": null,
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"nestedPrefabInstanceRoots": null
},
{
"__type__": "cc.UITransform",
"_name": "",
@@ -3239,7 +3701,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 129
"__id__": 147
},
"_contentSize": {
"__type__": "cc.Size",
@@ -3267,7 +3729,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 131
"__id__": 149
},
"_id": ""
},
@@ -3285,7 +3747,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 133
"__id__": 151
},
"playOnLoad": true,
"_clips": [

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

@@ -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
@@ -158,8 +156,6 @@ 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) ==========

View File

@@ -26,13 +26,12 @@ export enum TalEffet {
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
D_SKILL=8, //两次技能
SHIELD=9, // 护盾
LDMG=10, // 减伤
C_MSKILL=11, // 必杀技能必暴
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
}
export enum TalTarget {
@@ -89,8 +88,7 @@ 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,

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
@@ -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

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

@@ -211,12 +211,12 @@ export class TalComp extends ecs.Comp {
case TalEffet.LDMG:
heroAttrs.addCountTal(TalEffet.LDMG, talent.value + talent.value_add);
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.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;

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);