14 Commits

Author SHA1 Message Date
1c40c10210 重构了云函数 2025-10-19 20:10:19 +08:00
cfb6819bc7 refactor(common): 重构游戏数据同步与单例模块代码
- 移除 GameDataSyncManager 类及相关依赖,简化数据同步管理逻辑
- 在 SingletonModuleComp 中集成数据管理功能,使用本地数组替代字典结构存储英雄数据
- 优化本地与云端数据同步方法,适配云函数接口改动
- 修改英雄判断逻辑,支持基于数组的查询方式
- 修正金币数据的增减接口,增加异步云调用与本地更新的统一处理
- 删除冗余注释及无用代码,提升代码可读性和维护性
- 调整数据结构定义和类型声明,保障类型安全与代码健壮性
2025-10-19 18:05:45 +08:00
3f6b94af0e refactor(mission): 优化肉鸽关卡及怪物生成逻辑
- 将出战英雄配置由数组改为单个英雄编号,简化相关接口和数据结构
- 统一出战英雄设置和获取方法,移除冗余多英雄管理逻辑
- 增加怪物生成时的强度倍率参数,支持怪物属性随关卡进度递增调整
- 扩展肉鸽模式配置,实现关卡类型区分及怪物数量动态计算
- 新增随机事件系统,支持事件关卡随机触发宝箱、陷阱、增益、减益等事件
- 优化怪物生成流程,整合怪物配置、等级和强度倍率信息,增强游戏体验
2025-10-19 17:18:22 +08:00
928f1dbe16 refactor(config): 精简并优化技能与英雄配置代码
- 删除SkillSet.ts中未使用或多余的枚举和注释
- 移除SkillConfig接口中的无用字段in参数
- 统一调整技能配置字段,删除多余的in参数
- 简化SkillSet技能数据,去除冗余注释和无用代码
- heroSet.ts删除被注释的HeroKind枚举和无用注释
- 精简英雄配置相关注释,提高代码可读性与维护性
2025-10-19 15:52:37 +08:00
6571eb2ef0 feat(game): 技能基础框架基本搭建完成,下步遇到再完善
- 调整了英雄角色top.prefab节点结构和组件关联,优化层级关系和属性值
- 修改pow、mpb等子节点的组件及位置,提升表现效果
- 更新技能atk_fires.prefab增加了ReadyLoop、SkillTime等新属性
- 调整攻击技能atk_s1.prefab的运行类型及相关时间与计数参数
- 修正atk_s1.prefab目标覆盖配置,完善prefab实例结构
- 精简atk_s_1.prefab的子节点引用,去除冗余id链接,简化资源结构
2025-10-19 15:16:39 +08:00
6d5c768a30 refactor(game): 精简肉鸽模式关卡配置并优化怪物加载逻辑
- 调整SkillSet基础攻击技能参数,降低CD时间和技能消耗
- 更新HeroInfo中英雄和怪物的技能组合,替换为更合理的技能ID
- 注释掉部分法师及精英怪物的定义,简化怪物列表
- 优化Monster类load和hero_init方法,移除不再使用的增强属性和关卡倍数参数
- 精简MissionMonComp刷怪队列逻辑,移除增强属性和关卡倍数支持
- 调整RogueConfig,去除怪物增强属性相关代码,仅保留基础刷怪类型和数量配置
- 修正SkillCom中使用属性枚举的地方,使用统一Attrs枚举
- 清理代码注释和多余空行,提升代码规范性和可读性
2025-10-19 12:06:18 +08:00
faae0f8005 添加了mo3 2025-10-18 09:25:43 +08:00
2eae29f1a1 fix(hero): 修正英雄与怪物技能消耗和状态判断逻辑
- 修改Hero和Monster类中技能对象,新增cost属性用于技能消耗
- 修复HeroViewComp中isStun和isFrost方法,确保返回布尔值
- SkillConComp日志输出技能列表和消耗信息,增强调试能力
- 更新英雄配置中的map属性值由0改为100,统一角色数据映射
2025-10-18 09:07:22 +08:00
a3e4e70d9d feat(hero): 初始化角色和怪物技能数据,修改技能数据引用
- 在Hero实体中初始化技能数组,添加技能UUID和冷却时间信息
- 在Monster实体中遍历怪物技能,准备技能相关数据
- 在HeroViewComp中新增skills属性以存储技能信息
- 在SkillEnt中修正技能属性赋值,使用深拷贝避免引用问题
- 删除SkillConComp中无用的空行,优化update方法代码格式
2025-10-17 22:29:10 +08:00
2cdb25ac58 refactor(skillSet): 基本功完成 新buff系统 优化DBuff与Attrs映射及转换逻辑
- 规范化DBuff的枚举命名,修正属性对应关系
- 统一DBuff与Attrs的双向映射,通过TransformBuffs函数处理转换
- 移除旧的getAttrFieldFromDebuff方法,改用更灵活的映射数组
- 更新Attrs枚举,增加被易伤、防护盾等新属性
- 重新调整AttrsType映射,保证属性类型一致性

refactor(hero): 重构Hero和Monster初始化属性及buff系统

- Hero初始化时完善基础属性赋值,新增基础移动速度与攻击距离
- Hero使用initAttrs替代initBuffsDebuffs,重构buff/debuff初始化流程
- Monster初始化简化,统一按Hero写法初始化基础属性和Attrs
- 实现buff/debuff属性智能覆盖与叠加时长的改进逻辑
- 属性计算改用统一逻辑,支持数值型和百分比型准确计算
- 增加属性值范围限制,确保部分属性在合理区间内

refactor(heroViewComp): 优化buff/debuff管理及状态判断

- 统一buff和debuff的持久与临时管理字典及更新方法
- 优化临时buff/debuff的更新时间处理,自动触发属性重新计算
- 提供isStun和isFrost接口简化眩晕、冰冻状态判断
- 规范注释及代码格式,提升可读性和维护性

refactor(skillConComp): 优化眩晕与冰冻状态判断逻辑

- 移除遍历判断,改用HeroViewComp的isStun和isFrost方法
- 简化技能冷却更新逻辑,提升性能

chore(heroSet): 添加AttrSet枚举定义属性最大值限制

docs(rogueConfig): 更新说明文档中的属性枚举定义说明

- 将属性增强枚举由BuffAttr修改为Attrs,以保持一致性
2025-10-17 22:02:23 +08:00
94f83482fa refactor(config): 修改 Buff/Debuff 接口字段命名
- 将 DbuffConf 中的属性 deV, deC, deR 重命名为 value, time, chance
- 将 BuffConf 中的属性 buV, buC, buR 重命名为 value, time, chance
- 统一代码中 Buff 和 Debuff 配置的字段命名,提升可读性和一致性
2025-10-17 19:46:31 +08:00
4706a128f3 refactor(buff): 统一buff和debuff属性结构及类型区分
- 新增Buff类型枚举BType,区分数值型与百分比型属性
- 定义AttrsType,映射每个属性的类型(数值或百分比)
- 添加辅助方法isRatioAttr和getAttrType用于属性类型判断
- HeroViewComp中buff和debuff相关属性名称重新命名,区分持久型和临时型及属性类型
- 修改buff/debuff的加载、应用、更新逻辑,适配新的属性结构
- 新增HeroViewComp的isStun和isFrost方法判断状态
- BattleMoveSystem中使用新判断方法替代旧列表遍历
- 移除SkillCom中未使用的BuffAttr导入项,优化依赖关系
2025-10-17 18:41:54 +08:00
13874f3618 比例添加还是有问题的 2025-10-17 13:40:59 +08:00
d9282b7469 feat(movement): 添加移动速度属性并调整速度计算逻辑
- 在DBuff和Attrs中新增移动速度相关字段SPEED
- 修改getAttrFieldFromDebuff映射,支持移动速度下降Debuff
- 修正DbuffConf接口中deV拼写错误
- BattleMoveSystem中使用Attrs.SPEED替代原慢速减值计算速度
- HeroViewComp中修复deV字段拼写并更新减速效果处理逻辑
- 移除未使用和无效的状态类Debuff标记,优化逻辑判断
2025-10-17 10:54:02 +08:00
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@@ -1,527 +0,0 @@
import { oops } from "db://oops-framework/core/Oops";
import { WxCloudApi ,UserGameData} from "../wx_clound_client_api/WxCloudApi";
import { smc } from "./SingletonModuleComp";
import { GameData } from "../wx_clound_client_api/WxCloudApi";
/**
* 游戏数据同步管理器
* 负责管理fight_heros、heros、items、tals、equips的远程操作和本地同步
* 只有在远程修改成功后才同步修改本地数据
*/
export class GameDataSyncManager {
private static instance: GameDataSyncManager;
private constructor() {}
public static getInstance(): GameDataSyncManager {
if (!GameDataSyncManager.instance) {
GameDataSyncManager.instance = new GameDataSyncManager();
}
return GameDataSyncManager.instance;
}
/**
* 用远程数据覆盖本地数据(统一方法)
* @param remoteData 远程数据(云端或本地调试)
* @param dataSource 数据源描述
*/
async overrideLocalDataWithRemote(remoteData: UserGameData, dataSource: string) {
try {
// console.log(`[Initialize]: 开始用${dataSource}数据覆盖客户端数据...`);
// 直接覆盖基础游戏数据
if (remoteData.data) {
Object.assign(smc.data, remoteData.data);
// console.log(`[Initialize]: 基础游戏数据已从${dataSource}覆盖`);
}
// 直接覆盖出战英雄配置
if (remoteData.fight_heros) {
Object.assign(smc.fight_heros, remoteData.fight_heros);
// console.log(`[Initialize]: 出战英雄配置已从${dataSource}覆盖`);
}
// 直接覆盖英雄数据
if (remoteData.heros) {
smc.heros = { ...remoteData.heros };
// console.log(`[Initialize]: 英雄数据已从${dataSource}覆盖`);
}
// 直接覆盖道具数据
if (remoteData.items) {
Object.assign(smc.items, remoteData.items);
// console.log(`[Initialize]: 道具数据已从${dataSource}覆盖`);
}
// 直接覆盖天赋数据
if (remoteData.tals) {
Object.assign(smc.tals, remoteData.tals);
// console.log(`[Initialize]: 天赋数据已从${dataSource}覆盖`);
}
// 直接覆盖装备数据
if (remoteData.equips) {
Object.assign(smc.equips, remoteData.equips);
// console.log(`[Initialize]: 装备数据已从${dataSource}覆盖`);
}
// 保存到本地存储(确保数据持久化)
// smc.saveGameData();
// console.log(`[Initialize]: ${dataSource}数据覆盖完成,已保存到本地`);
} catch (error) {
console.error(`[Initialize]: ${dataSource}数据覆盖失败:`, error);
}
}
/**
* 批量更新出战英雄配置
* @param fightHeros 出战英雄配置对象
* @returns 是否成功
*/
async updateFightHeros(fightHeros: any): Promise<boolean> {
try {
// console.log(`[GameDataSyncManager]: 批量更新出战英雄配置:`, fightHeros);
const result = await WxCloudApi.updateFightHeros(fightHeros);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
Object.assign(smc.fight_heros, fightHeros);
// console.log(`[GameDataSyncManager]: 出战英雄配置更新成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 出战英雄配置更新失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 更新出战英雄配置异常:`, error);
smc.error()
return false;
}
}
/**
* 重置出战英雄配置为默认值
* @returns 是否成功
*/
async resetFightHeros(): Promise<boolean> {
try {
// console.log(`[GameDataSyncManager]: 重置出战英雄配置`);
const result = await WxCloudApi.resetFightHeros();
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.fight_heros = result.result.data;
// console.log(`[GameDataSyncManager]: 出战英雄配置重置成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 出战英雄配置重置失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 重置出战英雄配置异常:`, error);
smc.error()
return false;
}
}
// ==================== 英雄管理 ====================
/**
* 添加新英雄到用户库存
* @param heroId 英雄ID
* @param heroData 英雄数据(可选)
* @returns 是否成功
*/
async addHero(heroId: number, heroData?: any): Promise<boolean> {
try {
// console.log(`[GameDataSyncManager]: 添加英雄 ID:${heroId}, 数据:`, heroData);
const result = await WxCloudApi.addHero(heroId, heroData);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.heros[heroId] = result.result.data;
// console.log(`[GameDataSyncManager]: 英雄添加成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 英雄添加失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 添加英雄异常:`, error);
smc.error()
return false;
}
}
/**
* 更新英雄的多个属性
* @param heroId 英雄ID
* @param updateData 要更新的属性
* @returns 是否成功
*/
async updateHero(heroId: number, updateData: any): Promise<boolean> {
try {
// console.log(`[GameDataSyncManager]: 更新英雄 ID:${heroId}, 更新数据:`, updateData);
const result = await WxCloudApi.updateHero(heroId, updateData);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
Object.assign(smc.heros[heroId], result.result.data.new_data);
// console.log(`[GameDataSyncManager]: 英雄更新成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 英雄更新失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 更新英雄异常:`, error);
smc.error()
return false;
}
}
/**
* 设置英雄的单个属性值
* @param heroId 英雄ID
* @param property 属性名
* @param value 属性值
* @returns 是否成功
*/
async setHeroProperty(heroId: number, property: any, value: any): Promise<boolean> {
try {
// console.log(`[GameDataSyncManager]: 设置英雄属性 ID:${heroId}, 属性:${property}, 值:${value}`);
const result = await WxCloudApi.setHeroProperty(heroId, property, value);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.heros[heroId][property] = value;
// console.log(`[GameDataSyncManager]: 英雄属性设置成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 英雄属性设置失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 设置英雄属性异常:`, error);
smc.error()
return false;
}
}
/**
* 英雄升级指定级数
* @param heroId 英雄ID
* @param levels 升级级数默认1级
* @returns 是否成功
*/
async levelUpHero(heroId: number,levels: number = 1,): Promise<boolean> {
try {
// console.log(`[GameDataSyncManager]: 英雄升级 ID:${heroId}, 级数:${levels}`);
const result = await WxCloudApi.levelUpHero(heroId,levels);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.heros[heroId].lv = result.result.data.new_value;
// console.log(`[GameDataSyncManager]: 英雄升级成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 英雄升级失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 英雄升级异常:`, error);
smc.error()
return false;
}
}
// ==================== 便捷方法 ====================
/**
* 增加道具
* @param itemId 道具ID
* @param count 数量
* @returns 是否成功
*/
async addItem(itemId: number, count: number): Promise<boolean> {
smc.items[itemId] = (smc.items[itemId] || 0) + count;
try {
// console.log(`[GameDataSyncManager]: 增加道具 ID:${itemId}, 数量:${count}`);
const result = await WxCloudApi.addInventoryItem('items', itemId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
// console.log(`[GameDataSyncManager]: 道具增加成功`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 道具增加失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 增加道具异常:`, error);
smc.error()
return false;
}
}
/**
* 消耗道具
* @param itemId 道具ID
* @param count 数量
* @returns 是否成功
*/
async consumeItem(itemId: number, count: number): Promise<boolean> {
if(!smc.items[itemId]||smc.items[itemId]<count){
oops.gui.toast("道具数量不足")
return false
}
try {
// console.log(`[GameDataSyncManager]: 消耗道具 ID:${itemId}, 数量:${count}`);
const result = await WxCloudApi.consumeInventoryItem('items', itemId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.items[itemId] = Math.max(0, (smc.items[itemId] || 0) - count);
// console.log(`[GameDataSyncManager]: 道具消耗成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 道具消耗失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 消耗道具异常:`, error);
smc.error()
return false;
}
}
/**
* 增加天赋点
* @param talId 天赋ID
* @param count 数量
* @returns 是否成功
*/
async addTalent(talId: number, count: number): Promise<boolean> {
try {
// console.log(`[GameDataSyncManager]: 增加天赋点 ID:${talId}, 数量:${count}`);
const result = await WxCloudApi.addInventoryItem('tals', talId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.tals[talId] = (smc.tals[talId] || 0) + count;
// console.log(`[GameDataSyncManager]: 天赋点增加成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 天赋点增加失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 增加天赋点异常:`, error);
smc.error()
return false;
}
}
/**
* 消耗天赋点
* @param talId 天赋ID
* @param count 数量
* @returns 是否成功
*/
async consumeTalent(talId: number, count: number): Promise<boolean> {
try {
// console.log(`[GameDataSyncManager]: 消耗天赋点 ID:${talId}, 数量:${count}`);
const result = await WxCloudApi.consumeInventoryItem('tals', talId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.tals[talId] = Math.max(0, (smc.tals[talId] || 0) - count);
// console.log(`[GameDataSyncManager]: 天赋点消耗成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 天赋点消耗失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 消耗天赋点异常:`, error);
smc.error()
return false;
}
}
/**
* 增加装备
* @param equipId 装备ID
* @param count 数量
* @returns 是否成功
*/
async addEquipment(equipId: number, count: number): Promise<boolean> {
try {
// console.log(`[GameDataSyncManager]: 增加装备 ID:${equipId}, 数量:${count}`);
const result = await WxCloudApi.addInventoryItem('equips', equipId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.equips[equipId] = (smc.equips[equipId] || 0) + count;
// console.log(`[GameDataSyncManager]: 装备增加成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 装备增加失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 增加装备异常:`, error);
smc.error()
return false;
}
}
/**
* 消耗装备
* @param equipId 装备ID
* @param count 数量
* @returns 是否成功
*/
async consumeEquipment(equipId: number, count: number): Promise<boolean> {
try {
// console.log(`[GameDataSyncManager]: 消耗装备 ID:${equipId}, 数量:${count}`);
const result = await WxCloudApi.consumeInventoryItem('equips', equipId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.equips[equipId] = Math.max(0, (smc.equips[equipId] || 0) - count);
// console.log(`[GameDataSyncManager]: 装备消耗成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 装备消耗失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 消耗装备异常:`, error);
smc.error()
return false;
}
}
async addGameProperty(property: string, value: any): Promise<boolean> {
try {
// console.log(`[GameDataSyncManager]: 增加游戏数据 ${property} = ${value}`);
const result = await WxCloudApi.addGameDataField(property, value);
if (result.result.code === 200) {
// console.log(`[GameDataSyncManager]: 游戏数据增加成功`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 游戏数据增加失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 增加游戏数据异常:`, error);
smc.error()
return false;
}
}
async spendGameProperty(property: string|Record<string, number>, value: any = undefined ): Promise<boolean> {
try {
// console.log(`[GameDataSyncManager]: 消耗游戏数据 ${property} = ${value}`);
const result = await WxCloudApi.spendGameDataField(property, value);
if (result.result.code === 200) {
// console.log(`[GameDataSyncManager]: 游戏数据消耗成功`);
return true;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 消耗游戏数据异常:`, error);
smc.error()
return false;
}
}
/**
* 从云端加载所有游戏数据并同步到本地
* @returns 是否成功
*/
async loadAllGameData(): Promise<boolean> {
try {
// console.log(`[GameDataSyncManager]: 从云端加载所有游戏数据`);
const result = await WxCloudApi.getAllGameData();
if (result.result.code === 200) {
// 远程数据获取成功,同步本地数据
const cloudData = result.result.data;
smc.data = cloudData.data;
smc.fight_heros = cloudData.fight_heros;
smc.heros = cloudData.heros;
smc.items = cloudData.items;
smc.tals = cloudData.tals;
smc.equips = cloudData.equips;
// console.log(`[GameDataSyncManager]: 云端数据加载成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 云端数据加载失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 加载云端数据异常:`, error);
smc.error()
return false;
}
}
}
// 导出单例实例
export const gameDataSyncManager = GameDataSyncManager.getInstance();
/*
使用示例:
// 1. 出战英雄管理
await gameDataSyncManager.updateFightHeros({0: 5001, 1: 5005}); // 批量更新
await gameDataSyncManager.resetFightHeros(); // 重置为默认配置
// 2. 英雄管理
await gameDataSyncManager.addHero(5008, {uuid: 5008, lv: 1}); // 添加新英雄
await gameDataSyncManager.levelUpHero(5001, 100, 50, 5); // 英雄升级5级
await gameDataSyncManager.setHeroProperty(5001, "exp", 1000); // 设置英雄经验
// 3. 道具管理 (items)
await gameDataSyncManager.addItem(1001, 10); // 增加道具
await gameDataSyncManager.consumeItem(1001, 2); // 消耗道具
await gameDataSyncManager.setItem(1001, 5); // 设置道具数量
// 4. 天赋点管理 (tals)
await gameDataSyncManager.addTalent(2001, 5); // 增加天赋点
await gameDataSyncManager.consumeTalent(2001, 2); // 消耗天赋点
await gameDataSyncManager.setTalent(2001, 10); // 设置天赋点数量
// 5. 装备管理 (equips)
await gameDataSyncManager.addEquipment(3001, 2); // 增加装备
await gameDataSyncManager.consumeEquipment(3001, 1); // 消耗装备
await gameDataSyncManager.setEquipment(3001, 3); // 设置装备数量
// 6. 数据加载
await gameDataSyncManager.loadAllGameData(); // 从云端加载所有数据
注意:所有方法都返回 Promise<boolean>true表示成功false表示失败
只有在远程修改成功后,本地数据才会被同步修改
*/

View File

@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "89c45a3b-d0bf-4e45-9e27-b7d714ba7e29",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -3,14 +3,22 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { Initialize } from "../initialize/Initialize";
import { GameMap } from "../map/GameMap";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { GameData, WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
import { gameDataSyncManager } from "./GameDataSyncManager";
import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
import { Test } from "./Test";
import { GameEvent } from "./config/GameEvent";
// import { Role } from "../role/Role";
// import { data } from "../data/data";
/**
* 用远程数据覆盖本地数据(统一方法)
* @param remoteData 远程数据(云端或本地调试)
*/
interface GameDate{
gold:number,
heros:any,
fight_hero:number
}
interface CloudData {
openid: string;
data: GameDate;
}
/** 游戏模块 */
@ecs.register('SingletonModule')
export class SingletonModuleComp extends ecs.Comp {
@@ -18,8 +26,7 @@ export class SingletonModuleComp extends ecs.Comp {
initialize: Initialize = null!;
/** 游戏地图 */
map: GameMap = null!;
/** 游戏数据同步管理器 */
private gameDataSyncManager = gameDataSyncManager;
openid:string=''
mission:any={
status:0, //0:未开始 1:进行中 2:胜利 3:失败
play:false,
@@ -32,36 +39,14 @@ export class SingletonModuleComp extends ecs.Comp {
data:any={
score:0,
mission:1,
gold:100, //升级主要资源
diamond:100, //商店购买 及 双倍奖励资源
meat:0,
exp:0,
task:0,
}
shop:any={
daily:[1001,1004,1002,1005],
weekly:[],
monthly:[],
special:[],
goods_count:[1,1,3,3,10,10,10,10,10,10,10,10],
}
fight_heros:any={ 0:5001, 1:5005, 2:0, 3:0, 4:0, }
heros:any = {
5001:{uuid:5001,lv:1},
5005:{uuid:5005,lv:1},
};
items:any={
}
tals:any={
}
equips:any={
}
fight_hero: number = 5001; // 单个出战英雄
heros:any= [5001,5002]
monsters:any = [];
sk_info:any = []
monsters_dead:any = []
heros_dead:any = []
enhancements:any=[]
vmdata: any = {
game_over:false,
game_pause:false,
@@ -73,7 +58,9 @@ export class SingletonModuleComp extends ecs.Comp {
fight_time:0,//战斗时间
level:1,//关卡等级
max_mission:4,//最大关卡
coin:0,
},
gold: 100, // 金币数据MVVM绑定字段
};
vmAdd() {
VM.add(this.vmdata, "data");
@@ -86,9 +73,9 @@ export class SingletonModuleComp extends ecs.Comp {
// ==================== 数据管理方法 ====================
/**
* 判断是否为微信客户端
*/
/**
* 判断是否为微信客户端
*/
private isWxClient(): boolean {
// 检查是否存在微信API
return typeof wx !== 'undefined' && typeof (wx as any).getSystemInfoSync === 'function';
@@ -96,222 +83,108 @@ export class SingletonModuleComp extends ecs.Comp {
finishGuide(index:number){
smc.guides[index]=1
this.syncGuide()
}
syncGuide(){
//存储到远程服务器 后续再添加
}
//调试用
syncDataFromLocal(){
if(this.isWxClient()) return
const loginResult = new Test().load_data_from_local()
this.gameDataSyncManager.overrideLocalDataWithRemote(loginResult, "本地调试");
}
addHero(hero_uuid:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.addHero(hero_uuid)){
this.heros[hero_uuid]={ uuid:hero_uuid, lv:1, }
updateCloudData(){
let gemeDate=this.getGameDate()
WxCloudApi.save(gemeDate).then((result) => {
if(result.result.code === 200) {
return true
} else {
console.warn(`[SMC]: 游戏数据增加失败: ${result.result.msg}`);
return false
}
}).catch((error) => {
console.error(`[SMC]: 增加游戏数据异常:`, error);
return false
}
this.heros[hero_uuid]={ uuid:hero_uuid, lv:1, }
});
return true
}
setFightHero(position:number,heroId:number,autoSave:boolean=true){
this.fight_heros[position] = heroId;
if(this.isWxClient()){
this.updateFightHeros()
}
}
updateFightHeros(){
this.gameDataSyncManager.updateFightHeros(this.fight_heros);
}
resetFightHeros(){
this.gameDataSyncManager.resetFightHeros();
}
getHasHeroUUID(){
let heros=this.heros
let heros_uuid=[]
for(let key in heros){
heros_uuid.push(heros[key].uuid)
}
return heros_uuid
}
levelUpHero(heroId:number){
if(this.isWxClient()){
let result=this.gameDataSyncManager.levelUpHero(heroId);
if(result){
this.heros[heroId].lv++;
getCloudData(){
WxCloudApi.get().then(async (result) => {
if(result.result.code === 200) {
let data=result.result.data
this.overrideLocalDataWithRemote(data)
return true
} else {
console.warn(`[SMC]: 游戏数据增加失败: ${result.result.msg}`);
return false
}
return false
}).catch((error) => {
console.error(`[SMC]: 获取游戏数据异常:`, error);
});
}
public async overrideLocalDataWithRemote(CloudData) {
try {
// 直接覆盖基础游戏数据
if (CloudData.openid) {
this.openid=CloudData.openid
}
// 直接覆盖出战英雄配置
if (CloudData.data) {
if(CloudData.data.gold) this.vmdata.gold=CloudData.data.gold
if(CloudData.data.heros) this.heros=CloudData.data.heros
if(CloudData.data.fight_hero) this.fight_hero=CloudData.data.fight_hero
}
} catch (error) {
console.error(`[SMC]: 数据覆盖失败:`, error);
}
else{
this.heros[heroId].lv++;
return true
}
getGameDate(){
return {gold:this.vmdata.gold,heros:this.heros,fight_hero:this.fight_hero}
}
addHero(hero_uuid:number){
if(this.heros.indexOf(hero_uuid)==-1){
this.heros.push(hero_uuid)
}
if(this.isWxClient()){
let res = this.updateCloudData()
if (res){
return true
}else{
// 同步不成功删除uuid
this.heros.splice(this.heros.indexOf(hero_uuid), 1);
oops.gui.toast("数据同步失败,已回滚操作");
return false
}
}
return true
}
// 设置单个出战英雄
updateFihgtHero(heroId: number) {
this.fight_hero = heroId;
if(this.isWxClient()){
let res = this.updateCloudData()
if (res){
return true
}else{
return false
}
}
return true
}
updateGold(gold:number){
this.vmdata.gold += gold;
if(this.isWxClient()){
let res = this.updateCloudData()
if (res){
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
}else{
this.vmdata.gold -= gold
return false
}
}
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
}
error(){
oops.gui.toast("数据处理异常,请重试或重新登录")
}
addExp(exp:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.addGameProperty("exp",exp)){
this.data.exp+=exp
return true
}
return false
}
this.data.exp+=exp
return true
}
addGold(gold:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.addGameProperty("gold",gold)){
this.data.gold+=gold
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
}
this.error()
return false
}
this.data.gold+=gold
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
}
addDiamond(diamond:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.addGameProperty("diamond",diamond)){
this.data.diamond+=diamond
oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
return true
}
return false
}
this.data.diamond+=diamond
oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
return true
}
addMission(mission:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.addGameProperty("mission",mission)){
this.data.mission+=mission
oops.message.dispatchEvent(GameEvent.MISSION_UPDATE)
return true
}
return false
}
this.data.mission+=mission
oops.message.dispatchEvent(GameEvent.MISSION_UPDATE)
return true
}
spendExp(exp:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.spendGameProperty("exp",exp)){
this.data.exp-=exp
return true
}
return false
}
this.data.exp-=exp
return true
}
spendGold(gold:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.spendGameProperty("gold",gold)){
this.data.gold-=gold
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
}
return false
}
this.data.gold-=gold
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
}
spendDiamond(diamond:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.spendGameProperty("diamond",diamond)){
this.data.diamond-=diamond
oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
return true
}
return false
}
this.data.diamond-=diamond
oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
return true
}
/**
* 消耗游戏数据属性(统一接口)
* 处理多个字段spendGameProperty({ gold: 10, exp: 5 })
*/
async spendGameProperty(property: Record<string, number>, autoSave: boolean = true): Promise<boolean> {
if(this.isWxClient()){
if(this.gameDataSyncManager.spendGameProperty(property)){
return true
}
return false
}
// 多字段扣除(原子性:全部满足才扣)
const deductions = property as Record<string, number>;
// 1) 校验是否全部满足
for (const key in deductions) {
if (!Object.prototype.hasOwnProperty.call(deductions, key)) continue;
const need = deductions[key] ?? 0;
const current = this.data[key] || 0;
if (current < need) {
console.warn(`[SMC]: ${key} 不足,当前: ${current}, 需要: ${need}`);
oops.gui.toast(`${key} 不足,当前: ${current}, 需要: ${need}`)
return false;
}
}
// 2) 统一扣减
for (const key in deductions) {
if (!Object.prototype.hasOwnProperty.call(deductions, key)) continue;
const need = deductions[key] ?? 0;
const current = this.data[key] || 0;
const next = current - need;
this.data[key] = next;
// console.log(`[SMC]: 消耗游戏数据 ${key} = ${need}, 当前值: ${next}`);
}
return true;
}
addItem(item_uuid:number,count:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.addItem(item_uuid,count)){
this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
return true
}
return false
}
this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
return true
}
spendItem(item_uuid:number,count:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.consumeItem(item_uuid,count)){
this.items[item_uuid] = (this.items[item_uuid] || 0) - count;
return true
}
return false
}
this.items[item_uuid] = (this.items[item_uuid] || 0) - count;
return true
}
}

View File

@@ -1,7 +1,3 @@
import { log } from "cc"
import { QualitySet } from "./BoxSet"
import * as exp from "constants"
export enum TGroup {
Self = 0, // 自身
Ally = 1, // 所有敌人
@@ -27,19 +23,13 @@ export enum TType {
/** 随机目标 */
Random =8 // 随机目标
}
export enum SKILL_CONST {
POWER_UP = 60,
}
export enum DTType {
single = 0,
range = 1,
}
export enum skRun {
runing = 0,
dead = 1,
}
export enum SType {
damage = 0,
heal = 1,
@@ -54,15 +44,7 @@ export enum SType {
zhaohuan = 10,
buff = 11,
}
//技能释放cd: 0:技能配置的cd,1:HeroViewComp.cd 值,2:HeroViewComp.pw:0值,当HeroViewComppw==HeroViewComp.pwm值是 释放
export enum CdType {
cd=0,
atk=1,
atked=2,
crit=3,
dod=4,
power=5,
}
export enum AtkedType {
atked = "atked",
ice = "atked_ice",
@@ -71,14 +53,6 @@ export enum AtkedType {
crit = "atked_crit",
}
//技能释放cd: 0:技能配置的cd,1:HeroViewComp.cd 值,2:HeroViewComp.pw:0值,当HeroViewComppw==HeroViewComp.pwm值是 释放
export enum AType {
linear = 0, // 直线
parabolic = 1, // 抛射物
fixedStart = 2, // 固定在出发点,物理攻击
fixedEnd = 3, // 固定在终点
StartEnd = 4, // 固定在出发点和终点 用于治疗和buff类技能
}
export enum RType {
linear = 0, //直线
@@ -101,16 +75,18 @@ export enum DBuff {
SLOW = 2, //减速 - 对应Attrs.AS (攻击速度), BType.RATIO
FROST = 3, //冰冻 - 对应Attrs.ICE_RES (冰冻抗性), BType.RATIO
BURN = 4, //易伤 - 对应Attrs.DEF/MDEF (防御/魔防), BType.RATIO, 默认次数是5, 技能配置的devC是额外次数
DEAS = 5, //减速 - 对应Attrs.AS (攻击速度), BType.RATIO, 直接+技能cd
DEHP = 6, //减hp - 对应Attrs.HP_MAX (最大生命值), BType.RATIO
DEAP = 7, //减atk - 对应Attrs.AP (攻击力), BType.RATIO
DEMGP = 8, //减魔法伤害 - 对应Attrs.MAP (魔法攻击力), BType.RATIO
BACK = 9, //击退概率 - 对应Attrs.KNOCKBACK (击退概率), BType.RATIO
AS = 5, //减速 - 对应Attrs.AS (攻击速度), BType.RATIO, 直接+技能cd
HP_MAX = 6, //减hp - 对应Attrs.HP_MAX (最大生命值), BType.RATIO
AP = 7, //减atk - 对应Attrs.AP (攻击力), BType.RATIO
MGP = 8, //减魔法伤害 - 对应Attrs.MAP (魔法攻击力), BType.RATIO
DEBACK = 9, //击退概率 - 对应Attrs.BACK (击退概率), BType.RATIO
CRITICAL = 10, //-暴击率 - 对应Attrs.CRITICAL (暴击率), BType.RATIO
CRIT_DAMAGE = 11, //-暴击伤害 - 对应Attrs.CRITICAL_DMG (暴击伤害), BType.RATIO
DODGE = 12, //-闪避 - 对应Attrs.DODGE (闪避), BType.RATIO
DBUFFUP=13, //edbuff效果提升
BUFF_DOWN = 14,// buff效果减弱
SPEED = 15, //移动速度下降 - 对应Attrs.MOVE_SPEED (移动速度), BType.RATIO
DEBURN= 16, //被攻击带易伤
}
@@ -130,22 +106,30 @@ export enum Attrs {
AS = 12, //攻击速度,直接减技能cd
REFLICT = 13, //反伤比率
LIFESTEAL = 14, //吸血比率
KNOCKBACK = 15, //攻击带击退概率
CON_RES = 16, //控制抗性
ICE_RES = 17, //冰冻抗性
FIRE_RES = 18, //抗性
WIND_RES = 19, //抗性
ICE_POWER = 20, //冰冻伤害效果提升
FIRE_POWER = 21,//伤害效果提升
WIND_POWER = 22,//伤害效果提升
SHIELD_UP = 23, //护盾效果提升
BACK = 15, //攻击带击退概率
DEBACK = 16, //被攻击击退概率
CON_RES = 17, //控制抗性
ICE_RES = 18, //冰冻抗性
FIRE_RES = 19, //抗性
WIND_RES = 20, //风抗性
ICE_POWER = 21, //冰冻伤害效果提升
FIRE_POWER = 22,//伤害效果提升
WIND_POWER = 23,//风伤害效果提升
BUFF_UP = 24, //buff效果提升
DBUFF_UP=25, //debuff效果提升
DIS=26, //攻击距离
SPEED = 27, //移动速度加成,默认都是百分比
SHIELD_UP = 28, //护盾效果提升
BURN = 29, //攻击带易伤
DEBURN = 30, //被攻击易伤
PUNCTURE=31, // 穿刺次数
PUNCTURE_DMG=32, //穿刺伤害加成
}
export const getAttrs=()=>{
// 遍历枚举的数字值枚举会生成双向映射
// 遍历枚举的数字值(枚举会生成双向映射)
let reAttrs = {};
Object.keys(Attrs).forEach(key => {
if (!isNaN(Number(key))) {
@@ -156,70 +140,110 @@ export const getAttrs=()=>{
}
/**
* 获取 debuff 对应的属性字段
* @param debuffType DBuff 类型
* @returns 对应的 Attrs 字段,如果是状态类 debuff只缓存返回 -1
*
* 扩展说明:
* 1. 普通 debuff返回 Attrs 值(会直接修改属性)
* 2. 状态类 debuff返回 -1只缓存不修改属性
*
* 新增 DBuff 时:
* - 如果需要修改属性,在 debuffAttrMap 中添加映射: [DBuff.NEW]: Attrs.ATTR
* - 如果只需缓存状态,在 stateDebuffSet 中添加: DBuff.NEW
* Buff类型枚举
* VALUE: 数值型 - 直接加减数值
* RATIO: 百分比型 - 按百分比计算
*/
export const getAttrFieldFromDebuff = (debuffType: DBuff): number => {
// 状态类 debuff只需缓存不影响属性
const stateDebuffSet = new Set<DBuff>([
DBuff.STUN,
DBuff.SLOW,
DBuff.FROST,
DBuff.BURN,
]);
// 检查是否是状态类 debuff
if (stateDebuffSet.has(debuffType)) {
return -1; // 表示只缓存,不影响属性
}
// ==================== 普通 Debuff 到 Attrs 的完整映射表 ====================
// 格式: [DBuff 类型]: Attrs 属性(会直接修改属性值)
// 注意:新增普通 debuff 时,在此添加映射关系即可
const debuffAttrMap: Record<DBuff, number> = {
[DBuff.STUN]: Attrs.CON_RES, // 眩晕 -> 控制抗性
[DBuff.SLOW]: Attrs.AS, // 减速 -> 攻击速度
[DBuff.FROST]: Attrs.ICE_RES, // 冰冻 -> 冰冻抗性
[DBuff.BURN]: Attrs.DEF, // 易伤 -> 防御
[DBuff.DEAS]: Attrs.AS, // 减cd -> 攻击速度
[DBuff.DEHP]: Attrs.HP_MAX, // 减hp -> 最大生命值
[DBuff.DEAP]: Attrs.AP, // 减atk -> 攻击力
[DBuff.DEMGP]: Attrs.MAP, // 减魔法 -> 魔法攻击力
[DBuff.BACK]: Attrs.KNOCKBACK, // 击退 -> 击退概率
[DBuff.CRITICAL]: Attrs.CRITICAL, // -暴击率 -> 暴击率
[DBuff.CRIT_DAMAGE]: Attrs.CRITICAL_DMG, // -暴击伤害 -> 暴击伤害
[DBuff.DODGE]: Attrs.DODGE, // -闪避 -> 闪避
[DBuff.DBUFFUP]: Attrs.DBUFF_UP, // debuff提升 -> debuff提升
[DBuff.BUFF_DOWN]: Attrs.BUFF_UP, // buff减弱 -> buff效果
};
const attrField = debuffAttrMap[debuffType];
// 如果映射不存在,打印警告信息(方便开发调试)
if (attrField === undefined) {
console.warn(`[SkillSet] 未知的 DBuff 类型: ${debuffType},请在 getAttrFieldFromDebuff 添加映射关系或放入 stateDebuffSet`);
return -1;
}
return attrField;
};
export enum BType {
VALUE=0, //数值型
RATIO=1 //百分比型
}
/**
* 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
* - VALUE: 数值型属性(如生命值、攻击力等绝对数值)
* - RATIO: 百分比型属性(如暴击率、闪避率等百分比数值)
*/
export const AttrsType: Record<Attrs, BType> = {
// ========== 数值型属性 ==========
[Attrs.HP_MAX]: BType.VALUE, // 最大生命值 - 数值型
[Attrs.MP_MAX]: BType.VALUE, // 最大魔法值 - 数值型
[Attrs.SHIELD_MAX]: BType.VALUE, // 最大护盾值 - 数值型
[Attrs.AP]: BType.VALUE, // 攻击力 - 数值型
[Attrs.MAP]: BType.VALUE, // 魔法攻击力 - 数值型
[Attrs.DEF]: BType.VALUE, // 防御 - 数值型
[Attrs.MDEF]: BType.VALUE, // 魔法防御 - 数值型
[Attrs.DIS]: BType.VALUE, // 攻击距离 - 数值型
[Attrs.BURN]: BType.VALUE, // 易伤 - 数值型
[Attrs.DEBURN]: BType.VALUE, // 被攻击易伤 - 数值型
[Attrs.PUNCTURE]: BType.VALUE, // 穿刺次数 - 数值型
// ========== 百分比型属性 ==========
[Attrs.CRITICAL]: BType.RATIO, // 暴击率 - 百分比型
[Attrs.CRITICAL_DMG]: BType.RATIO, // 暴击伤害 - 百分比型
[Attrs.DODGE]: BType.RATIO, // 闪避 - 百分比型
[Attrs.HIT]: BType.RATIO, // 命中 - 百分比型
[Attrs.WFUNY]: BType.RATIO, // 风怒 - 百分比型
[Attrs.AS]: BType.RATIO, // 攻击速度 - 百分比型
[Attrs.REFLICT]: BType.RATIO, // 反伤比率 - 百分比型
[Attrs.LIFESTEAL]: BType.RATIO, // 吸血比率 - 百分比型
[Attrs.BACK]: BType.RATIO, // 击退概率 - 百分比型
[Attrs.CON_RES]: BType.RATIO, // 控制抗性 - 百分比型
[Attrs.ICE_RES]: BType.RATIO, // 冰冻抗性 - 百分比型
[Attrs.FIRE_RES]: BType.RATIO, // 火抗性 - 百分比型
[Attrs.WIND_RES]: BType.RATIO, // 风抗性 - 百分比型
[Attrs.ICE_POWER]: BType.RATIO, // 冰冻伤害效果提升 - 百分比型
[Attrs.FIRE_POWER]: BType.RATIO, // 火伤害效果提升 - 百分比型
[Attrs.WIND_POWER]: BType.RATIO, // 风伤害效果提升 - 百分比型
[Attrs.DEBACK]:BType.RATIO,
[Attrs.BUFF_UP]: BType.RATIO, // buff效果提升 - 百分比型
[Attrs.DBUFF_UP]: BType.RATIO, // debuff效果提升 - 百分比型
[Attrs.SPEED]: BType.RATIO, // 移动速度加成 - 百分比型
[Attrs.SHIELD_UP]: BType.RATIO, // 护盾效果提升 - 百分比型
[Attrs.PUNCTURE_DMG]: BType.RATIO,
};
/**
* 判断属性是否为百分比型
* @param attrType 属性类型
* @returns true: 百分比型, false: 数值型
*/
export const isRatioAttr = (attrType: Attrs): boolean => {
return AttrsType[attrType] === BType.RATIO;
};
/**
* DBuff 与 Attrs 的双向映射关系表
* 格式:[DBuff, Attrs 或 -1状态类]
*/
const DEBUFF_ATTR_MAP: [DBuff, number][] = [
[DBuff.STUN, -1], // 眩晕 - 状态类
[DBuff.SLOW, Attrs.SPEED], // 减速 -> 速度
[DBuff.FROST, -1], // 冰冻 - 状态类
[DBuff.DEBURN, Attrs.DEBURN], // 被易伤 -> 被易伤
[DBuff.BURN, Attrs.BURN], // 易伤 -> 易伤效果
[DBuff.AS, Attrs.AS], // 减cd -> 攻击速度
[DBuff.HP_MAX, Attrs.HP_MAX], // 减hp -> 最大生命值
[DBuff.AP, Attrs.AP], // 减atk -> 攻击力
[DBuff.MGP, Attrs.MAP], // 减魔法 -> 魔法攻击力
[DBuff.DEBACK, Attrs.DEBACK], // 被击退 -> 被击退概率
[DBuff.CRITICAL, Attrs.CRITICAL], // -暴击率 -> 暴击率
[DBuff.CRIT_DAMAGE, Attrs.CRITICAL_DMG], // -暴击伤害 -> 暴击伤害
[DBuff.DODGE, Attrs.DODGE], // -闪避 -> 闪避
[DBuff.DBUFFUP, Attrs.DBUFF_UP], // debuff提升 -> debuff提升
[DBuff.BUFF_DOWN, Attrs.BUFF_UP], // buff减弱 -> buff效果
[DBuff.SPEED, Attrs.SPEED], // 移动速度下降 -> 移动速度
];
/**
* 双向转换DBuff ⇄ Attrs
* @param key DBuff 或 Attrs 枚举值
* @param isDebuff true: key 是 DBuff, false: key 是 Attrs
* @returns 对应的转换值,未找到则返回 -1
*/
export const TransformBuffs = (key: number, isDebuff: boolean): number => {
if (isDebuff) {
// DBuff → Attrs
const found = DEBUFF_ATTR_MAP.find(([debuff]) => debuff === key);
return found ? found[1] : -1;
} else {
// Attrs → DBuff只返回第一个匹配
const found = DEBUFF_ATTR_MAP.find(([, attr]) => attr === key);
return found ? found[0] : -1;
}
};
/*
=== 技能配置系统使用说明 ===
@@ -227,59 +251,31 @@ export enum BType {
1. 基础属性:
- uuid: 技能唯一ID
- name: 技能名称
- for_hero: 是否为英雄专用技能
- sp_name: 特效名称
- AtkedType: 攻击类型
- path: 图片资源路径
- quality: 技能品质
2. 目标和效果:
- TType: 目标类型 (最前排、最后排等)
- maxC: 最大命中数量
- TGroup: 目标群体 (敌方、友方等)
- SType: 技能类型 (伤害、治疗、护盾等)
3. 执行参数:
- act: 行为类型
- act: 角色执行的动画
- DTType: 伤害类型 (单体、范围)
- CdType: 冷却类型
- AType: 动画类型
- EType: 结束条件
- fname: 特效文件名
- flash: 是否闪烁
- with: 角度参数
- with: 暂时无用
4. 数值参数:
- ap: 攻击力百分比
- cd: 冷却时间
- in: 持续时间
- hit_num: 命中次数
- hit: 伤害倍数
- hitcd: 伤害间隔
- hit_num: 范围攻击 伤害敌人数量
- hit: 穿刺个数
- hitcd: 持续伤害的伤害间隔
- speed: 移动速度
- cost: 消耗值
5. 效果配置:
- buffs: BuffConf[] - 增益效果数组
- debuffs: DbuffConf[] - 减益效果数组
- info: 技能描述
- hero?: 召唤物英雄ID (可选)
6. BuffConf结构
- buff: BuffAttr - 增益类型
- buV: number - 效果值
- buC: number - 持续次数
- buR: number - 触发概率
7. DbuffConf结构
- debuff: DebuffAttr - 减益类型
- dev: number - 效果值
- deC: number - 持续时间
- deR: number - 触发概率
8. 使用示例:
buffs: [createBuffConf(BuffAttr.SHIELD, 2, 0, 100)]
debuffs: [createDbuffConf(DBuff.STUN, 0, 1, 50)]
*/
export const HeroSkillList = [6001,6001,6001,6001,6001,6001]
@@ -287,21 +283,21 @@ export const HeroSkillList = [6001,6001,6001,6001,6001,6001]
export interface DbuffConf {
debuff: DBuff; // debuff类型
BType:BType //buff是数值型还是百分比型
dev: number; // 效果值 (原deV)
deC: number; // 持续时间
deR: number; // 触发概率 (原deR)
value: number; // 效果值
time: number; // 持续时间
chance: number; // 触发概率
}
export interface BuffConf {
buff:Attrs;
BType:BType
buV:number;
buC:number;
buR:number;
value:number; // 效果值
time:number; // 持续时间
chance:number; // 触发概率
}
// 技能配置接口 - 按照6001格式排列
export interface SkillConfig {
uuid:number,name:string,sp_name:string,AtkedType:AtkedType,path:string,TGroup:TGroup,SType:SType,act:string,DTType:DTType,
ap:number,cd:number,in:number,t_num:number,hit_num:number,hit:number,hitcd:number,speed:number,cost:number,with:number,
ap:number,cd:number,t_num:number,hit_num:number,hit:number,hitcd:number,speed:number,cost:number,with:number,
buffs:BuffConf[],debuffs:DbuffConf[],info:string,hero?:number
}
@@ -310,71 +306,71 @@ export const SkillSet: Record<number, SkillConfig> = {
// ========== 基础攻击 ========== 6001-6099
6001: {
uuid:6001,name:"挥击",sp_name:"atk_s1",AtkedType:AtkedType.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0.2,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,
ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,
buffs:[],debuffs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害"
},
6002: {
uuid:6002,name:"挥击",sp_name:"atk2",AtkedType:AtkedType.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,
buffs:[],debuffs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害"
},
6003: {
uuid:6003,name:"射击",sp_name:"arrow",AtkedType:AtkedType.atked,path:"3037",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
buffs:[],debuffs:[],info:"向最前方敌人释放箭矢,造成100%攻击的伤害"
},
6004: {
uuid:6004,name:"冰球",sp_name:"am_ice",AtkedType:AtkedType.ice,path:"3034",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
buffs:[],debuffs:[],info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"
},
6005: {
uuid:6005,name:"火球术",sp_name:"atk_fires",AtkedType:AtkedType.fire,path:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:1,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:10,with:90,
ap:100,cd:5,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:20,with:90,
buffs:[],debuffs:[],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"
},
6006: {
uuid:6006,name:"能量波",sp_name:"am_blue",AtkedType:AtkedType.ice,path:"3034",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
buffs:[],debuffs:[],info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"
},
6007: {
uuid:6007,name:"圣光波",sp_name:"am_yellow",AtkedType:AtkedType.fire,path:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:10,with:90,
ap:100,cd:5,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],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"
},
// ========== 大招 ========== 6100-6199
6101: {
uuid:6101,name:"护盾",sp_name:"shield",AtkedType:AtkedType.atked,path:"3045",TGroup:TGroup.Team,SType:SType.shield,act:"max",DTType:DTType.single,
ap:0,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
ap:0,cd:5,t_num:1,hit_num:1,hit:1,hitcd:3,speed:720,cost:10,with:0,
buffs:[],debuffs:[],info:"为最前排队友召唤一个可以抵御2次攻击的圣盾(最高叠加到6次)"
},
6102: {
uuid:6102,name:"寒冰箭",sp_name:"arrow_blue",AtkedType:AtkedType.ice,path:"3060",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:1,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"
},
6103: {
uuid:6103,name:"治疗",sp_name:"heath_small",AtkedType:AtkedType.atked,path:"3056",TGroup:TGroup.Team,SType:SType.heal,act:"max",DTType:DTType.single,
ap:0,cd:5,in:0,t_num:1,hit_num:1,hit:0,hitcd:0,speed:0,cost:10,with:0,
ap:0,cd:5,t_num:1,hit_num:1,hit:0,hitcd:0,speed:0,cost:10,with:0,
buffs:[],debuffs:[],info:"回复最前排队友10%最大生命值的生命"
},
6104: {
uuid:6104,name:"烈焰斩击",sp_name:"max_fireatk",AtkedType:AtkedType.fire,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,
buffs:[],debuffs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害"
},
6105: {
uuid:6105,name:"烈火护盾",sp_name:"max_firedun",AtkedType:AtkedType.atked,path:"3061",TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:1,speed:80,cost:10,with:90,
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:1,speed:80,cost:10,with:90,
buffs:[],debuffs:[],info:"召唤烈焰保护英雄,持续10秒,每秒对范围内的敌人造成100%伤害"
},
6106: {
uuid:6106,name:"龙卷风",sp_name:"bwind",AtkedType:AtkedType.wind,path:"3065",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:1,speed:360,cost:10,with:90,
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:1,speed:360,cost:10,with:90,
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"
},
@@ -382,85 +378,85 @@ export const SkillSet: Record<number, SkillConfig> = {
6107: {
uuid:6107,name:"烈焰射击",sp_name:"arrow_yellow",AtkedType:AtkedType.fire,path:"3014",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"
},
6108: {
uuid:6108,name:"火墙",sp_name:"max_fwall",AtkedType:AtkedType.atked,path:"3040",TGroup:TGroup.Ally,SType:SType.damage,act:"max",DTType:DTType.range,
ap:50,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:1,speed:720,cost:10,with:90,
ap:50,cd:5,t_num:1,hit_num:1,hit:1,hitcd:1,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"
},
6109: {
uuid:6109,name:"冰刺",sp_name:"icez",AtkedType:AtkedType.atked,path:"3049",TGroup:TGroup.Ally,SType:SType.damage,act:"max",DTType:DTType.range,
ap:300,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
ap:300,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"
},
6110: {
uuid:6110,name:"潮汐",sp_name:"watert",AtkedType:AtkedType.atked,path:"3070",TGroup:TGroup.Ally,SType:SType.damage,act:"max",DTType:DTType.range,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"
},
6111: {
uuid:6111,name:"陨石术",sp_name:"max_yunshi",AtkedType:AtkedType.fire,path:"3123",TGroup:TGroup.Ally,SType:SType.damage,act:"max",DTType:DTType.range,
ap:500,cd:5,in:0,t_num:1,hit_num:0,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
ap:500,cd:5,t_num:1,hit_num:0,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"
},
6112: {
uuid:6112,name:"冰墙",sp_name:"icet",AtkedType:AtkedType.atked,path:"3050",TGroup:TGroup.Enemy,SType:SType.damage,act:"max",DTType:DTType.range,
ap:400,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
ap:400,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"
},
6113: {
uuid:6113,name:"剑雨",sp_name:"max_jianyu",AtkedType:AtkedType.fire,path:"3123",TGroup:TGroup.Ally,SType:SType.damage,act:"max",DTType:DTType.range,
ap:500,cd:5,in:0,t_num:1,hit_num:0,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
ap:500,cd:5,t_num:1,hit_num:0,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"
},
//召唤取消
// 6031:{uuid:6031,name:"召唤骷髅",sp_name:"zhaohuan",AtkedType:AtkedType.atked,path:"3018",
// TGroup:TGroup.Self,SType:SType.zhaohuan,act:"max",DTType:DTType.single,fname:"max_blue",flash:true,with:90,
// debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:70,cd:60,in:0,t_num:1,hit_num:1,hit:1,hitcd:1,speed:720,hero:5221,cost:10,info:"召唤一个骷髅战士为我方而战"},
// debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:70,cd:60,t_num:1,hit_num:1,hit:1,hitcd:1,speed:720,hero:5221,cost:10,info:"召唤一个骷髅战士为我方而战"},
// ========== 超必杀 ========== 6200-6299
6201: {
uuid:6201,name:"满天火雨",sp_name:"atk_fires",AtkedType:AtkedType.atked,path:"3101",TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,
ap:100,cd:5,in:2,t_num:1,hit_num:1,hit:5,hitcd:0.3,speed:720,cost:10,with:90,
ap:100,cd:5,t_num:1,hit_num:1,hit:5,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"
},
6202: {
uuid:6202,name:"龙卷风爆",sp_name:"bwind",AtkedType:AtkedType.atked,path:"3069",TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:1,speed:360,cost:10,with:90,
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:1,speed:360,cost:10,with:90,
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"
},
6203: {
uuid:6203,name:"大潮汐",sp_name:"watert",AtkedType:AtkedType.atked,path:"3070",TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"
},
// ==========增强型技能,被动技能,========== 6300-6399
6301: {
uuid:6301,name:"攻击生命强化Ⅰ",sp_name:"max_ap",AtkedType:AtkedType.atked,path:"3065",TGroup:TGroup.Ally,SType:SType.buff,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"增加20%攻击力和生命值"
},
6302: {
uuid:6302,name:"攻击生命强化Ⅱ",sp_name:"max_ap",AtkedType:AtkedType.atked,path:"3093",TGroup:TGroup.Ally,SType:SType.buff,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"增加40%攻击力和生命值"
},
6303: {
uuid:6303,name:"攻击生命强化Ⅲ",sp_name:"max_ap",AtkedType:AtkedType.atked,path:"3065",TGroup:TGroup.Ally,SType:SType.buff,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"增加60%攻击力和生命值"
},
6304: {
uuid:6304,name:"攻击生命强化Ⅳ",sp_name:"max_ap",AtkedType:AtkedType.atked,path:"3065",TGroup:TGroup.Ally,SType:SType.buff,act:"atk",DTType:DTType.single,
ap:100,cd:5,in:0,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
ap:100,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.3,speed:720,cost:10,with:90,
buffs:[],debuffs:[],info:"增加80%攻击力和生命值"
},

View File

@@ -1,32 +1,12 @@
import { v3 } from "cc"
import { FacSet, QualitySet } from "./BoxSet"
import { FacSet } from "./BoxSet"
import { smc } from "../SingletonModuleComp"
import { BuffConf, DbuffConf } from "./SkillSet"
import { debuff } from "../../skills/debuff"
/**
* kind 1:烈焰 2:寒冰 3:自然 4:暗影 5:神圣
**/
// export enum HeroKind {
// /**
// * 词条解释:
// * 烈焰:攻击带击退效果
// * 寒冰:攻击带速度效果
// * 自然:攻击偷取生命
// * 暗影:攻击偷取攻击
// * 神圣:攻击带2倍伤害
// * */
// fire = 1,
// water = 2,
// nature = 3,
// shadow = 4,
// holy = 5,
// }
/**
* 词条解释:
* 0:战士 1:远程 2:法师
* * */
export enum AttrSet {
ATTR_MAX = 85,
}
export enum HType {
warrior = 0,
remote = 1,
@@ -41,13 +21,6 @@ export const HTypeName ={
3:"辅助",
4:"刺客",
}
/**
* 解锁英雄所需物品
* 绿色:铜钥匙*100 item:1006 num:100
* 蓝色:银钥匙*200 item:1007 num:200
* 紫色:金钥匙*100 item:1008 num:100
* 橙色:金钥匙*100 item:1009 num:100
*/
//fac:FacSet.HERO
export const getHeroList = (quality:number=0)=>{
@@ -57,14 +30,14 @@ export const getHeroList = (quality:number=0)=>{
});
// 分离拥有和未拥有的英雄
const ownedHeros = filteredHeros.filter(item => smc.heros[item.uuid]);
const unownedHeros = filteredHeros.filter(item => !smc.heros[item.uuid]);
const ownedHeros = filteredHeros.filter(item => smc.heros.some(hero => hero.uuid === item.uuid));
const unownedHeros = filteredHeros.filter(item => !smc.heros.some(hero => hero.uuid === item.uuid));
// 合并列表:拥有的在前,未拥有的在后
return [...ownedHeros, ...unownedHeros].map(item => item.uuid);
}
//fac:FacSet.MON
export const getMonList = (quality:number=0)=>{
export const getMonList = ()=>{
return Object.values(HeroInfo).filter(item=>{
const facMatch = item.fac === FacSet.MON;
return facMatch ;
@@ -98,109 +71,108 @@ export enum HeroUpSet {
}
export interface heroInfo{
uuid:number, name:string, path:string,fac:FacSet,kind:QualitySet,type:HType, hp:number,mp:number,map:number, def:number, ap:number,dis:number, cd:number,speed:number,
uuid:number, name:string, path:string,fac:FacSet,kind:number,type:HType, hp:number,mp:number,map:number, def:number, ap:number,dis:number, cd:number,speed:number,
lv:number,skills:number[], buff:BuffConf[], debuff:DbuffConf[], info:string
}
export const HeroInfo: Record<number, heroInfo> = {
//主将
5001:{uuid:5001,name:"火焰骑士",path:"hk1", fac:FacSet.HERO, kind:1,
type:HType.warrior,lv:1,hp:100,mp:100,map:0,def:5,ap:15,dis:100,cd:1,speed:150,skills:[6001,6001],
type:HType.warrior,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:100,cd:1,speed:150,skills:[6001,6005],
buff:[],debuff:[],info:""},
5002:{uuid:5002,name:"刺客",path:"hc1", fac:FacSet.HERO, kind:1,
type:HType.warrior,lv:1,hp:100,mp:100,map:0,def:5,ap:15,dis:100,cd:1,speed:150,skills:[6001,6001],
type:HType.warrior,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:100,cd:1,speed:150,skills:[6001,6005],
buff:[],debuff:[],info:""},
5005:{uuid:5005,name:"绿箭",path:"ha1", fac:FacSet.HERO, kind:2,
type:HType.remote,lv:1,hp:100,mp:100,map:0,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6001,6001],
type:HType.remote,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6001,6005],
buff:[],debuff:[],info:""},
5007:{uuid:5007,name:"牧师",path:"hmh1", fac:FacSet.HERO, kind:2,
type:HType.mage,lv:1,hp:100,mp:100,map:0,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6001,6001],
type:HType.mage,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6001,6005],
buff:[],debuff:[],info:""},
5008:{uuid:5008,name:"火女",path:"hmf1", fac:FacSet.HERO, kind:2,
type:HType.mage,lv:1,hp:100,mp:100,map:0,def:5,ap:15,dis:400,cd:1.5,speed:100,skills:[6001,6001],
type:HType.mage,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,cd:1.5,speed:100,skills:[6001,6005],
buff:[],debuff:[],info:""},
// 5009:{uuid:5009,name:"风暴精灵",path:"hk1", fac:FacSet.HERO, kind:2,
// type:HType.mage,lv:1,hp:100,mp:100,map:0,def:5,ap:15,dis:400,cd:1.5,speed:100,skills:[6006,6006,6301,6302,6303],
// type:HType.mage,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,cd:1.5,speed:100,skills:[6006,6006,6301,6302,6303],
// buff:[],debuff:[],info:""},
// 5010:{uuid:5010,name:"战争祭祀",path:"hk1", fac:FacSet.HERO, kind:2,
// type:HType.mage,lv:1,hp:100,mp:100,map:0,def:5,ap:15,dis:400,cd:1.5,speed:100,skills:[6007,6007,6301,6302,6303],
// type:HType.mage,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,cd:1.5,speed:100,skills:[6007,6007,6301,6302,6303],
// buff:[],debuff:[],info:""},
// 5011:{uuid:5011,name:"ha2",path:"ha2", fac:FacSet.HERO, kind:2,
// type:HType.remote,lv:1,hp:100,mp:100,map:0,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6003,6003,6301,6302,6303],
// type:HType.remote,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6003,6003,6301,6302,6303],
// buff:[],debuff:[],info:""},
//怪物
5201:{uuid:5201,name:"兽人战士",path:"mo1", fac:FacSet.MON, kind:1,
type:HType.warrior,lv:1,hp:25,mp:100,map:0,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6001],
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6005],
buff:[],debuff:[],info:"普通怪物-战士型"},
5202:{uuid:5202,name:"兽人刺客",path:"mo1", fac:FacSet.MON, kind:1,
type:HType.remote,lv:1,hp:20,mp:100,map:0,def:5,ap:5,dis:350,cd:1,speed:100,skills:[6001,6001],
type:HType.remote,lv:1,hp:20,mp:100,map:100,def:5,ap:5,dis:350,cd:1,speed:100,skills:[6005],
buff:[],debuff:[],info:"普通怪物-战士型"},
5203:{uuid:5203,name:"兽人护卫",path:"mo1", fac:FacSet.MON, kind:1,
type:HType.warrior,lv:1,hp:25,mp:100,map:0,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6001],
5203:{uuid:5203,name:"兽人护卫",path:"mo3", fac:FacSet.MON, kind:1,
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6005],
buff:[],debuff:[],info:"普通怪物-战士型"},
5204:{uuid:5204,name:"石卫", path:"mo1", fac:FacSet.MON, kind:1,
type:HType.mage,lv:1,hp:18,mp:100,map:0,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6001,6001],
buff:[],debuff:[],info:"法师怪物-高伤害脆弱"},
// 5204:{uuid:5204,name:"石卫", path:"mo1", fac:FacSet.MON, kind:1,
// type:HType.mage,lv:1,hp:18,mp:100,map:100,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6001,6005],
// buff:[],debuff:[],info:"法师怪物-高伤害脆弱"},
5205:{uuid:5205,name:"土卫", path:"mo1", fac:FacSet.MON, kind:1,
type:HType.mage,lv:1,hp:18,mp:100,map:0,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6001,6001],
buff:[],debuff:[],info:"法师怪物-高伤害脆弱"},
// 5205:{uuid:5205,name:"土卫", path:"mo1", fac:FacSet.MON, kind:1,
// type:HType.mage,lv:1,hp:18,mp:100,map:100,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6001,6005],
// buff:[],debuff:[],info:"法师怪物-高伤害脆弱"},
5206:{uuid:5206,name:"树卫", path:"mo1", fac:FacSet.MON, kind:1,
type:HType.mage,lv:1,hp:18,mp:100,map:0,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6001,6001],
buff:[],debuff:[],info:"法师怪物-高伤害脆弱"},
// 5206:{uuid:5206,name:"树卫", path:"mo1", fac:FacSet.MON, kind:1,
// type:HType.mage,lv:1,hp:18,mp:100,map:100,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6001,6005],
// buff:[],debuff:[],info:"法师怪物-高伤害脆弱"},
5219:{uuid:5219,name:"牛头战士",path:"mo1", fac:FacSet.MON,kind:1,
type:HType.warrior,lv:1,hp:25,mp:100,map:0,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6001],
buff:[],debuff:[],info:"普通怪物-战士型"},
// 5219:{uuid:5219,name:"牛头战士",path:"mo1", fac:FacSet.MON,kind:1,
// type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6005],
// buff:[],debuff:[],info:"普通怪物-战士型"},
5220:{uuid:5220,name:"牛头战士",path:"mo1", fac:FacSet.MON, kind:1,
type:HType.warrior,lv:1,hp:25,mp:100,map:0,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6001],
buff:[],debuff:[],info:"普通怪物-战士型"},
// 5220:{uuid:5220,name:"牛头战士",path:"mo1", fac:FacSet.MON, kind:1,
// type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6005],
// buff:[],debuff:[],info:"普通怪物-战士型"},
5221:{uuid:5221,name:"牛头战士",path:"mo1", fac:FacSet.MON, kind:1,
type:HType.remote,lv:1,hp:20,mp:100,map:0,def:5,ap:5,dis:350,cd:1.5,speed:100,skills:[6001,6001],
buff:[],debuff:[],info:"普通怪物-战士型"},
// 5221:{uuid:5221,name:"牛头战士",path:"mo1", fac:FacSet.MON, kind:1,
// type:HType.remote,lv:1,hp:20,mp:100,map:100,def:5,ap:5,dis:350,cd:1.5,speed:100,skills:[6001,6005],
// buff:[],debuff:[],info:"普通怪物-战士型"},
5222:{uuid:5222,name:"独眼巨人",path:"mo1", fac:FacSet.MON, kind:1,
type:HType.warrior,lv:1,hp:25,mp:100,map:0,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6001],
buff:[],debuff:[],info:"普通怪物-战士型"},
// 5222:{uuid:5222,name:"独眼巨人",path:"mo1", fac:FacSet.MON, kind:1,
// type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6005],
// buff:[],debuff:[],info:"普通怪物-战士型"},
5223:{uuid:5223,name:"独眼巨人",path:"mo1", fac:FacSet.MON, kind:1,
type:HType.warrior,lv:1,hp:25,mp:100,map:0,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6001],
buff:[],debuff:[],info:"普通怪物-战士型"},
// 5223:{uuid:5223,name:"独眼巨人",path:"mo1", fac:FacSet.MON, kind:1,
// type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6005],
// buff:[],debuff:[],info:"普通怪物-战士型"},
5224:{uuid:5224,name:"独眼巨人",path:"mo1", fac:FacSet.MON, kind:1,
type:HType.remote,lv:1,hp:20,mp:100,map:0,def:5,ap:5,dis:350,cd:1.5,speed:100,skills:[6001,6001],
buff:[],debuff:[],info:"普通怪物-战士型"},
// 5224:{uuid:5224,name:"独眼巨人",path:"mo1", fac:FacSet.MON, kind:1,
// type:HType.remote,lv:1,hp:20,mp:100,map:100,def:5,ap:5,dis:350,cd:1.5,speed:100,skills:[6001,6005],
// buff:[],debuff:[],info:"普通怪物-战士型"},
5225:{uuid:5225,name:"精英独眼",path:"mo1", fac:FacSet.MON, kind:1,
type:HType.warrior,lv:1,hp:45,mp:100,map:0,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6001],
buff:[],debuff:[],info:"精英怪物-战士型"},
// 5225:{uuid:5225,name:"精英独眼",path:"mo1", fac:FacSet.MON, kind:1,
// type:HType.warrior,lv:1,hp:45,mp:100,map:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6001],
// buff:[],debuff:[],info:"精英怪物-战士型"},
5226:{uuid:5226,name:"精英牛头",path:"mo1", fac:FacSet.MON, kind:1,
type:HType.warrior,lv:1,hp:45,mp:100,map:0,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6001,6001],
buff:[],debuff:[],info:"精英怪物-战士型"},
// 5226:{uuid:5226,name:"精英牛头",path:"mo1", fac:FacSet.MON, kind:1,
// type:HType.warrior,lv:1,hp:45,mp:100,map:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6001,6005],
// buff:[],debuff:[],info:"精英怪物-战士型"},
5227:{uuid:5227,name:"精英兽人",path:"mo1", fac:FacSet.MON, kind:1,
type:HType.warrior,lv:1,hp:45,mp:100,map:0,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6001,6001],
buff:[],debuff:[],info:"精英怪物-战士型"},
// 5227:{uuid:5227,name:"精英兽人",path:"mo1", fac:FacSet.MON, kind:1,
// type:HType.warrior,lv:1,hp:45,mp:100,map:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6001,6005],
// buff:[],debuff:[],info:"精英怪物-战士型"},
};

View File

@@ -29,9 +29,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
if (!shouldStop) { //在攻击范围内停止移动
// if(view.fac==1){
const hasStun = view.V_DBUFF.some(d => d.debuff === DBuff.STUN);
const hasFrost = view.V_DBUFF.some(d => d.debuff === DBuff.FROST);
if(view.is_stop||view.is_dead||hasStun||hasFrost) {
if(view.is_stop||view.is_dead||view.isStun()||view.isFrost()) {
view.status_change("idle");
return; //停止移动或者死亡不移动
}
@@ -40,7 +38,6 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
view.status_change("idle");
return;
}
// 英雄阵营特殊逻辑:根据职业区分行为
if (view.fac == FacSet.HERO) {
const hasEnemies = this.checkEnemiesExist(e);
@@ -65,7 +62,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
}
// 继续向敌人方向移动
const delta = ((view.speed-view.DEBUFF_SLOW)/3) * this.dt * move.direction;
const delta = (view.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
const newX = view.node.position.x + delta;
// 对于战士,允许更自由的移动范围
@@ -92,7 +89,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
if (Math.abs(currentX - finalTargetX) > 1) {
// 确定移动方向
const direction = currentX > finalTargetX ? -1 : 1;
const delta = ((view.speed-view.DEBUFF_SLOW)/3) * this.dt * direction;
const delta = (view.Attrs[Attrs.SPEED]/3) * this.dt * direction;
const newX = view.node.position.x + delta;
// 设置朝向
@@ -124,7 +121,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
}
// 计算移动量
const delta = ((view.speed-view.DEBUFF_SLOW)/3) * this.dt * move.direction;
const delta =(view.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
const newX = view.node.position.x + delta;
// 限制移动范围

View File

@@ -1,408 +0,0 @@
# 🎮 英雄 Buff 系统 - 完成总结
**完成日期**: 2025-10-16
**项目状态**: ✅ 完成并测试
**编译状态**: ✅ 无错误
---
## 📋 项目需求回顾
### 需求 1: Buff/Debuff 分类存储 ✅
- [x] 按数值型/百分比型分类
- [x] 按持久型/临时型分类
- [x] 缓存进 V_BUFF, V_BUFFS, R_BUFF, R_BUFFS 等
### 需求 2: 接收 SkillSet 接口 ✅
- [x] addBuff 接受 BuffConf 参数
- [x] addDebuff 接受 DbuffConf 参数
- [x] buC/deC=0 表示持久,>0 表示临时
- [x] 根据 BType 区分数值/百分比
### 需求 3: 初始化系统 ✅
- [x] initBuffsDebuffs() 从 HeroInfo 读取初始配置
- [x] 英雄加载时自动初始化
- [x] 支持 heroSet.ts 中的 buff/debuff 配置
### 需求 4: 技能接口调用 ✅
- [x] 公开的 addBuff/addDebuff 方法
- [x] 易于在技能系统中调用
- [x] 完全兼容现有接口
### 需求 5: 属性重新计算 ✅
- [x] 每次 buff 变动自动重新计算 Attrs
- [x] 基于缓存的完整计算流程
- [x] 优先级合理(基础值 → buff → debuff
### 需求 6: 初始值保护 ✅
- [x] base_hp, base_mp, base_def, base_ap, base_map 保持独立
- [x] 百分比基于原始基础值计算
- [x] 无重复计算问题
---
## 📁 修改文件清单
### 1. HeroViewComp.ts
**位置**: `assets/script/game/hero/HeroViewComp.ts`
**修改内容**:
- ✅ 导入 BType, BuffConf, DbuffConf
- ✅ 添加 16 个新方法(约 800 行代码)
- ✅ update() 中添加临时效果更新
- ✅ 详细的中文注释和文档
**新增方法清单**:
```
初始化层:
- initBuffsDebuffs()
Buff 管理层:
- addBuff()
- removeBuff()
- getBuffValue()
Debuff 管理层:
- addDebuff()
- removeDebuff()
- getDebuffValue()
- hasDebuff()
- getAttrFieldFromDebuff()
属性计算层:
- recalculateAttrs()
- applyValueBuffs()
- applyRatioBuffs()
- applyValueDebuffs()
- applyRatioDebuffs()
- clampAttrs()
更新层:
- updateTemporaryBuffsDebuffs()
```
### 2. Hero.ts
**位置**: `assets/script/game/hero/Hero.ts`
**修改内容**:
- ✅ hero_init() 末尾添加 initBuffsDebuffs() 调用
- ✅ 修复 hp/mp 初始化赋值
---
## 📚 文档文件
### 1. BuffSystem_Guide.md
**内容**: 完整使用指南400+ 行)
- 系统概述和架构设计
- 接口定义详解
- 10 个 API 详细文档
- 完整使用示例
- 关键设计原则
- 常见问题解答
### 2. BuffSystem_Implementation.md
**内容**: 实现细节和集成指南350+ 行)
- 修改文件清单
- 核心设计原理
- 集成要点示例
- 属性映射表
- 性能考虑
- 使用模板
### 3. BuffSystem_QuickRef.md
**内容**: 快速参考卡200+ 行)
- 核心概念速查
- 快速开始示例
- API 一览表
- 常见错误警告
- 实战示例
### 4. 代码注释
**内容**: HeroViewComp.ts 顶部的详细使用说明
- 8 点系统架构说明
- 使用示例覆盖所有场景
---
## 🎯 核心功能实现
### 1. 自动分类存储
```typescript
BType.VALUE + buC=0 V_BUFF(数值型持久)
BType.VALUE + buC>0 V_BUFFS(数值型临时)
BType.RATIO + buC=0 R_BUFF(百分比型持久)
BType.RATIO + buC>0 R_BUFFS(百分比型临时)
```
### 2. 智能计算流程
```
重置基础值
应用数值型 buff
应用百分比型 buff
应用数值型 debuff
应用百分比型 debuff
属性值范围限制
```
### 3. 自动化管理
- ✅ 添加 buff → 自动分类存储
- ✅ 添加后 → 自动重新计算属性
- ✅ 每帧 → 自动更新临时时间
- ✅ 过期时 → 自动移除和重新计算
### 4. DBuff 到 Attrs 映射
```typescript
STUN CON_RES SLOW AS
FROST ICE_RES BURN DEF
DEAS AS DEHP HP_MAX
DEAP AP DEMGP MAP
BACK KNOCKBACK CRITICAL CRITICAL
CRIT_DAMAGE CRITICAL_DMG DODGE DODGE
```
---
## ✅ 质量保证
### 编译检查
- ✅ TypeScript 编译无错误
- ✅ Linter 无警告
- ✅ 代码格式符合项目规范
### 功能验证
- ✅ 数值型 buff/debuff 正确应用
- ✅ 百分比型 buff/debuff 正确计算
- ✅ 持久型永久保存
- ✅ 临时型正确递减和过期
- ✅ 多 buff 叠加正确计算
- ✅ 属性值限制在有效范围
### 集成可行性
- ✅ 兼容现有代码结构
- ✅ 无需修改现有接口
- ✅ 可渐进式集成
- ✅ 易于扩展
---
## 🚀 集成路径
### 第 1 步: 验证编译
```bash
# 项目已编译无误HeroViewComp.ts 和 Hero.ts 都在使用中
✅ 完成
```
### 第 2 步: 配置 SkillSet
```typescript
// 在 SkillSet.ts 的技能配置中添加:
buffs: [
{ buff: Attrs.AP, BType: BType.VALUE, buV: 10, buC: 0, buR: 100 }
],
debuffs: [
{ debuff: DBuff.STUN, BType: BType.VALUE, dev: 0, deC: 3, deR: 50 }
]
```
### 第 3 步: 在技能系统调用
```typescript
// 在 SkillEnt.ts 或技能处理逻辑中:
for (const buff of skillConf.buffs) {
targetHero.HeroView.addBuff(buff);
}
for (const debuff of skillConf.debuffs) {
targetHero.HeroView.addDebuff(debuff);
}
```
### 第 4 步: 在战斗系统检查
```typescript
// 在伤害计算、行动判定等处:
if (heroView.hasDebuff(DBuff.STUN)) {
return; // 无法行动
}
```
---
## 📊 代码统计
| 项目 | 数量 |
|------|------|
| **新增方法** | 16 个 |
| **新增代码行数** | ~800 行 |
| **文档行数** | ~1000+ 行 |
| **注释覆盖** | 100% |
| **编译错误** | 0 |
| **Linter 警告** | 0 |
---
## 🎓 使用场景覆盖
### ✅ 场景 1: 英雄初始化
```typescript
// 自动调用,从 HeroInfo 加载初始 buff
hv.initBuffsDebuffs();
```
### ✅ 场景 2: 技能施加 Buff
```typescript
// 直接在技能系统中调用
heroView.addBuff(skillBuff);
heroView.addDebuff(skillDebuff);
```
### ✅ 场景 3: 属性查询
```typescript
// 获取最终属性
const finalAP = heroView.Attrs[Attrs.AP];
```
### ✅ 场景 4: 状态检查
```typescript
// 检查 debuff 状态
if (heroView.hasDebuff(DBuff.STUN)) { ... }
```
### ✅ 场景 5: 临时效果过期
```typescript
// 自动在 update 中处理
// 过期自动移除和重新计算
```
---
## 🔒 兼容性保证
- ✅ 所有新方法都是 public
- ✅ 不改变现有 API
- ✅ 不修改现有属性名
- ✅ 不改变现有行为
- ✅ 可与现有代码共存
- ✅ 无需修改使用方
---
## 💼 技术亮点
### 1. 类型安全
- 使用 TypeScript interface
- 完全的类型检查
- 智能 IDE 提示
### 2. 模块化设计
- 功能分层清晰
- 职责单一明确
- 易于维护扩展
### 3. 性能优化
- 按需计算,不是每帧
- 缓存分离,便于处理
- 正向计算,无重复冗余
### 4. 文档完整
- 代码注释详尽
- 使用文档完善
- 示例代码丰富
### 5. 自动化管理
- 自动分类存储
- 自动重新计算
- 自动时间管理
---
## 📝 后续建议
### 优化方向
1. 添加 buff 叠加上限机制
2. 实现 buff 刷新延长功能
3. 添加优先级覆盖系统
4. 支持条件触发 buff
### 扩展方向
1. UI 显示 buff/debuff 图标
2. 添加 buff 过期动画效果
3. 实现 buff 冲突解决机制
4. 支持 buff 依赖链
### 监控方向
1. 添加 buff 变动日志
2. 实现属性变化追踪
3. 统计 buff 使用频率
4. 性能监测指标
---
## 🎊 项目完成清单
- [x] 代码实现完成
- [x] 编译验证通过
- [x] Linter 验证通过
- [x] 功能设计文档
- [x] 使用指南完整
- [x] 快速参考卡
- [x] 实现细节说明
- [x] 代码注释完善
- [x] 示例代码丰富
- [x] 集成路径明确
- [x] 向后兼容保证
- [x] 扩展建议提供
---
## 📞 文档导航
### 快速上手
→ 阅读 **BuffSystem_QuickRef.md**
### 详细学习
→ 阅读 **BuffSystem_Guide.md**
### 深入理解
→ 阅读 **BuffSystem_Implementation.md**
### 查看源码
→ 打开 **HeroViewComp.ts**
---
## 🏆 项目总结
本项目成功实现了一套**完整、自动化、高效**的 Buff 管理系统,具有以下特点:
**完整性**
- 支持数值型/百分比型 buff/debuff
- 支持持久型/临时型效果管理
- 支持属性初始值保护和计算
**自动化**
- 自动分类存储
- 自动属性重计算
- 自动时间管理
**易用性**
- 简洁的公开 API
- 详尽的代码注释
- 完善的使用文档
**可维护性**
- 模块化架构
- 职责清晰分离
- 易于扩展调整
**高性能**
- 按需计算,不浪费资源
- 缓存分离,高效处理
- 无重复计算
---
**项目已完成,可投入生产使用!** 🚀

View File

@@ -91,6 +91,12 @@ export class BuffComp extends Component {
// this.node.getChildByName("top").getChildByName("hp").active = (hp == hp_max) ? false : true;
}
mp_show(mp:number,mp_max:number){
this.node.getChildByName("top").getChildByName("pow").getComponent(ProgressBar).progress = mp/mp_max;
this.scheduleOnce(()=>{
this.node.getChildByName("top").getChildByName("pow").getChildByName("mpb").getComponent(ProgressBar).progress = mp/mp_max;
},0.15)
}
update_info_lv(){

View File

@@ -1,310 +0,0 @@
# Buff 系统扩展指南
## 📌 概述
本指南说明如何在项目中添加新的 buff 和 debuff 类型。系统设计支持无限扩展,无需修改核心代码。
---
## 🎯 添加新的 Buff 类型
### 步骤 1: 确定属性影响
首先明确新 buff 要影响哪个属性:
```typescript
// 示例:添加 "力量提升" buff
- 名称: PowerUp
- 属性: Attrs.AP (攻击力)
- 类型: 数值型 (BType.VALUE) 或百分比型 (BType.RATIO)
- 持续时间: 0(持久) >0(临时)
```
### 步骤 2: 在技能配置中使用
`assets/script/game/common/config/SkillSet.ts` 中的技能配置里添加:
```typescript
6001: {
uuid: 6001,
name: "攻击技能",
// ... 其他配置 ...
buffs: [
{
buff: Attrs.AP, // 影响属性
BType: BType.VALUE, // 数值型
buV: 20, // +20 攻击力
buC: 0, // 永久
buR: 100 // 100% 触发
},
{
buff: Attrs.CRITICAL, // 暴击率
BType: BType.VALUE, // 数值型
buV: 25, // +25% 暴击率
buC: 3, // 3 秒临时
buR: 100
}
],
debuffs: [],
info: "攻击技能,增加攻击力和暴击率"
}
```
### 步骤 3: 完成
✅ 系统会自动处理剩余工作:
- 自动分类存储到合适的缓存
- 自动计算属性
- 自动过期临时效果
---
## ⚡ 添加新的 Debuff 类型
### 两种 Debuff
**1. 属性型 Debuff**(直接修改属性)
-SLOW减速、BURN易伤、DEAP减攻击
- 需要对应 Attrs 属性
- 会直接修改属性值
**2. 状态型 Debuff**(只缓存不修改属性)
-STUN眩晕、FREEZE冰冻、POISON中毒
- 不需要对应 Attrs 属性
- 只缓存状态,用于战斗系统检查状态
- 查询使用:检查 debuff 缓存数组中是否存在该 debuff
---
### 添加属性型 Debuff
编辑 `assets/script/game/common/config/SkillSet.ts`
#### 步骤 1: 在 DBuff enum 中添加新类型
```typescript
export enum DBuff {
STUN = 1, // 现有
SLOW = 2, // 现有
// ... 现有 debuff ...
NEW_DEBUFF = 15, // 新增属性型 debuff
}
```
#### 步骤 2: 在 debuffAttrMap 中添加映射
编辑 `getAttrFieldFromDebuff` 函数:
```typescript
export const getAttrFieldFromDebuff = (debuffType: DBuff): number => {
// ... stateDebuffSet ...
const debuffAttrMap: Record<DBuff, number> = {
// ... 现有映射 ...
[DBuff.NEW_DEBUFF]: Attrs.DEF, // 新增映射到防御
};
// ... 其他代码 ...
}
```
#### 步骤 3: 在技能中使用
```typescript
debuffs: [
{
debuff: DBuff.NEW_DEBUFF,
BType: BType.VALUE,
dev: 10,
deC: 6,
deR: 80
}
]
```
---
### 添加状态型 Debuff
编辑 `assets/script/game/common/config/SkillSet.ts`
#### 步骤 1: 在 DBuff enum 中添加新类型
```typescript
export enum DBuff {
STUN = 1,
SLOW = 2,
// ... 现有 debuff ...
FREEZE = 20, // 新增状态型 debuff
}
```
#### 步骤 2: 在 stateDebuffSet 中添加(不需要映射)
编辑 `getAttrFieldFromDebuff` 函数:
```typescript
export const getAttrFieldFromDebuff = (debuffType: DBuff): number => {
// 状态类 debuff只需缓存不影响属性
const stateDebuffSet = new Set<DBuff>([
DBuff.FREEZE, // 新增状态型 debuff
]);
// 检查是否是状态类 debuff
if (stateDebuffSet.has(debuffType)) {
return -1; // 表示只缓存,不影响属性
}
// ... 其他代码 ...
}
```
#### 步骤 3: 在技能中使用
```typescript
debuffs: [
{
debuff: DBuff.FREEZE,
BType: BType.VALUE, // 通常为数值型
dev: 0, // 状态型可以为 0
deC: 4, // 持续 4 秒
deR: 100
}
]
```
#### 步骤 4: 在战斗系统中检查状态
状态型 debuff 被缓存在 `stateDebuffPerm``stateDebuffTemp` Set 中,支持最简洁的访问:
```typescript
// 最推荐:一行代码检查状态
if (heroView.hasState(DBuff.STUN)) {
// 眩晕状态下无法行动
}
// 直接 Set 访问(等价)
if (heroView.stateDebuffTemp.has(DBuff.STUN)) {
// 眩晕状态下无法行动
}
// 同时检查持久和临时状态
if (heroView.stateDebuffPerm.has(DBuff.FREEZE) ||
heroView.stateDebuffTemp.has(DBuff.FREEZE)) {
// 冰冻状态,移动速度降低
moveSpeed *= 0.5;
}
```
---
## 📝 扩展检查清单
### 添加属性型 Debuff 时
- [ ] 在 DBuff enum 中添加新类型
- [ ] 在 debuffAttrMap 中添加映射到对应的 Attrs
- [ ] 确保映射的 Attrs 有效
- [ ] 在技能配置中使用
- [ ] 测试属性是否正确修改
### 添加状态型 Debuff 时
- [ ] 在 DBuff enum 中添加新类型
- [ ] 在 stateDebuffSet 中添加
- [ ] ⚠️ **不要** 在 debuffAttrMap 中添加映射
- [ ] 在技能配置中使用
- [ ] 在战斗系统中添加状态检查逻辑
- [ ] 测试状态缓存是否正确
---
## 🎮 完整示例
### 示例 1: 属性型 Debuff - 减攻击
```typescript
// DBuff enum
export enum DBuff {
WEAKEN = 15, // 新增:减弱攻击
}
// 映射
const debuffAttrMap = {
[DBuff.WEAKEN]: Attrs.AP, // 直接减攻击力
};
// 技能使用
6010: {
debuffs: [
{
debuff: DBuff.WEAKEN,
BType: BType.RATIO,
dev: 30, // 减少 30% 攻击
deC: 5, // 持续 5 秒
deR: 100
}
]
}
// 自动效果:目标攻击力降低 30%
```
### 示例 2: 状态型 Debuff - 中毒
```typescript
// DBuff enum
export enum DBuff {
POISON = 16, // 新增:中毒
}
// 状态集合
const stateDebuffSet = new Set<DBuff>([
DBuff.POISON, // 只缓存,不影响属性
]);
// 技能使用
6011: {
debuffs: [
{
debuff: DBuff.POISON,
BType: BType.VALUE,
dev: 0, // 状态型可以为 0
deC: 8, // 持续 8 秒
deR: 70 // 70% 触发
}
]
}
// 战斗系统检查
if (checkState(targetHero, DBuff.POISON)) {
// 每秒损失血量
targetHero.hp -= 5;
}
```
---
## 🔄 状态型 Debuff 的应用场景
- **控制类**:眩晕、冰冻、缠绕
- **异常类**:中毒、流血、灼烧
- **减益类**:沉默、禁疗、虚弱
- **特殊**:任何需要在战斗系统检查的状态
状态型 debuff 不直接修改属性,而是作为标记,由战斗系统根据状态采取不同的行动。
---
## 📞 获取帮助
遇到问题检查:
1. 是否正确区分了属性型和状态型 debuff
2. 属性型 debuff 是否添加了映射?
3. 状态型 debuff 是否添加到了 stateDebuffSet
4. 状态检查逻辑是否添加到战斗系统?
---
**系统设计充分考虑了扩展性,添加新 buff/debuff 无需修改核心逻辑!** 🎉

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@@ -1,476 +0,0 @@
# BUFF 系统完整使用指南
## 系统概述
HeroViewComp 中的 buff 系统是一套完整的属性增强/减弱管理体系,支持:
- **数值型 buff/debuff**:固定数值增减
- **百分比型 buff/debuff**:基于基础属性的百分比增减
- **持久型**:永久生效,直到主动移除
- **临时型**:按时间递减,自动过期
## 架构设计
### 存储结构
```typescript
// 数值型 buff
V_BUFF: BuffConf[] // 持久型
V_BUFFS: BuffConf[] // 临时型(含 remainTime
// 百分比型 buff
R_BUFF: BuffConf[] // 持久型
R_BUFFS: BuffConf[] // 临时型(含 remainTime
// 数值型 debuff
V_DBUFF: DbuffConf[] // 持久型
V_DBUFFS: DbuffConf[]// 临时型(含 remainTime
// 百分比型 debuff
R_DBUFF: DbuffConf[] // 持久型
R_DBUFFS: DbuffConf[]// 临时型(含 remainTime
```
### 初始值属性
以下属性拥有初始值,百分比 buff 基于这些值计算:
- `base_hp`: 基础血量
- `base_mp`: 基础魔法值
- `base_def`: 基础防御
- `base_ap`: 基础攻击力
- `base_map`: 基础魔法攻击
其他属性CRITICAL, DODGE, AS 等)默认值为 0。
## 接口定义
### BuffConfbuff 配置)
```typescript
export interface BuffConf {
buff: Attrs; // 影响的属性
BType: BType; // VALUE(0)数值型 或 RATIO(1)百分比型
buV: number; // 增益值
buC: number; // 持续时间0=持久,>0=临时)
buR: number; // 触发概率(1-100)
}
```
### DbuffConfdebuff 配置)
```typescript
export interface DbuffConf {
debuff: DBuff; // debuff 类型
BType: BType; // VALUE(0)数值型 或 RATIO(1)百分比型
dev: number; // 减益值
deC: number; // 持续时间0=持久,>0=临时)
deR: number; // 触发概率(1-100)
}
```
## API 文档
### 1. 初始化系统
#### `initBuffsDebuffs(): void`
**作用**:从 HeroInfo 读取英雄初始配置,初始化 buff/debuff 系统
**调用时机**:英雄加载时(在 Hero.hero_init() 中自动调用)
**示例**
```typescript
// 自动调用,无需手动调用
heroView.initBuffsDebuffs();
```
---
### 2. 添加 Buff
#### `addBuff(buffConf: BuffConf): void`
**作用**:添加 buff 效果
**参数**
- `buffConf`: BuffConf 对象
**自动行为**
- 根据 BType 和 buC 自动分类存储
- 立即重新计算 Attrs
**示例**
```typescript
// 添加数值型持久 buff+10 攻击力
heroView.addBuff({
buff: Attrs.AP,
BType: BType.VALUE,
buV: 10,
buC: 0, // 0 表示持久
buR: 100
});
// 添加百分比型临时 buff+20% 防御,持续 5 秒
heroView.addBuff({
buff: Attrs.DEF,
BType: BType.RATIO,
buV: 20,
buC: 5, // 5 秒后过期
buR: 100
});
// 从技能配置添加(来自 SkillSet
const skillBuff: BuffConf = {
buff: Attrs.CRITICAL,
BType: BType.VALUE,
buV: 25, // +25% 暴击率
buC: 3, // 持续 3 秒
buR: 100
};
heroView.addBuff(skillBuff);
```
---
### 3. 添加 Debuff
#### `addDebuff(dbuffConf: DbuffConf): void`
**作用**:添加 debuff 效果
**参数**
- `dbuffConf`: DbuffConf 对象
**自动行为**
- DBuff 类型自动映射到对应 Attrs
- 根据 BType 和 deC 自动分类存储
- 立即重新计算 Attrs
**DBuff 映射表**
| DBuff 类型 | 对应 Attrs | 说明 |
|-----------|-----------|------|
| STUN | CON_RES | 眩晕 |
| SLOW | AS | 减速(攻击速度) |
| FROST | ICE_RES | 冰冻抗性 |
| BURN | DEF | 易伤(降低防御) |
| DEAS | AS | 减少 CD攻击速度 |
| DEHP | HP_MAX | 降低最大血量 |
| DEAP | AP | 降低攻击力 |
| DEMGP | MAP | 降低魔法攻击力 |
| BACK | KNOCKBACK | 击退概率 |
| CRITICAL | CRITICAL | 降低暴击率 |
| CRIT_DAMAGE | CRITICAL_DMG | 降低暴击伤害 |
| DODGE | DODGE | 降低闪避 |
**示例**
```typescript
// 眩晕:持久型,无数值影响
heroView.addDebuff({
debuff: DBuff.STUN,
BType: BType.VALUE,
dev: 0,
deC: 0, // 持久
deR: 100
});
// 减速:临时型,-30% 攻击速度,持续 3 秒
heroView.addDebuff({
debuff: DBuff.SLOW,
BType: BType.RATIO,
dev: 30, // 减少 30%
deC: 3, // 3 秒后过期
deR: 100
});
// 易伤:数值型,-5 防御,持久
heroView.addDebuff({
debuff: DBuff.BURN,
BType: BType.VALUE,
dev: 5,
deC: 0,
deR: 100
});
```
---
### 4. 移除 Buff
#### `removeBuff(buffType: Attrs, isTemporary?: boolean): boolean`
**作用**:移除指定属性的 buff
**参数**
- `buffType`: 属性类型
- `isTemporary`: 是否移除临时型(默认 false=持久型)
**返回值**:是否成功移除
**自动行为**
- 移除成功后自动重新计算 Attrs
**示例**
```typescript
// 移除持久 AP buff
heroView.removeBuff(Attrs.AP, false);
// 移除临时 DEF buff
heroView.removeBuff(Attrs.DEF, true);
```
---
### 5. 移除 Debuff
#### `removeDebuff(debuffType: DBuff, isTemporary?: boolean): boolean`
**作用**:移除指定类型的 debuff
**参数**
- `debuffType`: DBuff 类型
- `isTemporary`: 是否移除临时型
**返回值**:是否成功移除
**示例**
```typescript
// 移除持久眩晕
heroView.removeDebuff(DBuff.STUN, false);
// 移除临时减速
heroView.removeDebuff(DBuff.SLOW, true);
```
---
### 6. 属性重新计算
#### `recalculateAttrs(): void`
**作用**:重新计算所有角色属性
**调用时机**
- 自动在 addBuff/addDebuff/removeBuff/removeDebuff 时调用
- 自动在临时 buff/debuff 过期时调用
- 无需手动调用
**计算流程**
1. 重置为基础值
2. 应用数值型 buff持久 + 临时)
3. 应用百分比型 buff持久 + 临时)
4. 应用数值型 debuff持久 + 临时)
5. 应用百分比型 debuff持久 + 临时)
6. Clamp 关键属性(防止负数)
**百分比计算示例**
```
基础攻击力: 100
+20% buff: 100 * 1.2 = 120
-10% debuff: 120 * 0.9 = 108
```
---
### 7. 更新临时效果
#### `updateTemporaryBuffsDebuffs(dt: number): void`
**作用**:更新临时 buff/debuff 的剩余时间
**参数**
- `dt`: 时间增量(秒)
**调用时机**
- 自动在 update() 中每帧调用
- 无需手动调用
**自动行为**
- 减少所有临时 buff/debuff 的 remainTime
- 移除 remainTime <= 0 的效果
- 移除后自动重新计算 Attrs
---
### 8. 查询 Buff 状态
#### `getBuffValue(attrType: Attrs): number`
**作用**:获取指定属性的所有 buff 总值
**返回值**buff 总值
**示例**
```typescript
const apBuff = heroView.getBuffValue(Attrs.AP);
console.log("攻击力 buff 总和:", apBuff);
```
---
### 9. 查询 Debuff 状态
#### `getDebuffValue(debuffType: DBuff): number`
**作用**:获取指定 debuff 类型的所有 debuff 总值
**返回值**debuff 总值
**示例**
```typescript
const stunDebuff = heroView.getDebuffValue(DBuff.STUN);
console.log("眩晕等级:", stunDebuff);
```
---
### 10. 检查 Debuff 存在
#### `hasDebuff(debuffType: DBuff): boolean`
**作用**:检查是否存在指定的 debuff
**返回值**:是否存在
**示例**
```typescript
if (heroView.hasDebuff(DBuff.STUN)) {
console.log("角色已眩晕");
}
```
---
## 完整使用示例
### 场景 1技能施加 Buff
```typescript
// 在 SkillEnt.ts 或相关技能脚本中
const skillConf = SkillSet[skillId];
// 遍历技能的 buff 配置
for (const buffConf of skillConf.buffs) {
targetHero.HeroView.addBuff(buffConf);
}
// 遍历技能的 debuff 配置
for (const dbuffConf of skillConf.debuffs) {
targetHero.HeroView.addDebuff(dbuffConf);
}
```
### 场景 2英雄初始化
```typescript
// 在 Hero.ts 中(已自动调用)
hero_init(uuid: number, node: Node) {
var hv = node.getComponent(HeroViewComp)!;
let hero = HeroInfo[uuid];
// ... 其他初始化 ...
// 自动调用初始化 buff
hv.initBuffsDebuffs();
return hv;
}
```
### 场景 3属性查询
```typescript
// 获取最终计算后的属性值
const finalAP = heroView.Attrs[Attrs.AP];
const finalDEF = heroView.Attrs[Attrs.DEF];
// 获取 buff 总值
const apBuff = heroView.getBuffValue(Attrs.AP);
const defBuff = heroView.getBuffValue(Attrs.DEF);
// 检查 debuff 状态
if (heroView.hasDebuff(DBuff.STUN)) {
// 眩晕状态下无法行动
}
```
---
## 关键设计原则
### 1. 兼容式修改
- 所有方法名保持不变,易于集成
- 无痛替换原有的 buff 系统
### 2. 自动化计算
- 每次 buff 变动自动重新计算
- 无需手动更新属性
### 3. 灵活的时间管理
- 持久型buC=0永久生效
- 临时型buC>0自动按秒递减
- 过期自动移除和重新计算
### 4. 基础值保护
- 基础属性独立存储
- 百分比计算基于原始基础值
- 不会出现多次计算的偏差
### 5. 属性限制
- HP_MAX, MP_MAX 最少为 1
- 百分比属性CRITICAL, DODGE限制在 0-100
- 防止异常数值
---
## 常见问题
**Q: 如何区分持久和临时?**
A: buC=0 是持久buC>0 是临时(表示秒数)。
**Q: 百分比如何计算?**
A: 基于基础属性乘以百分比。例base_ap=100+20% → 100*1.2=120
**Q: 多个相同 buff 是否叠加?**
A: 会叠加。每个 addBuff 调用都会添加新条目。
**Q: 如何清除所有 buff**
A: 调用 initBuffsDebuffs() 重新初始化,或手动清空缓存数组。
---
## 扩展与维护
### 添加新 Buff
只需在 SkillSet.ts 的技能配置中添加即可,无需修改 HeroViewComp.ts
```typescript
buffs: [
{ buff: Attrs.AP, BType: BType.VALUE, buV: 10, buC: 0, buR: 100 }
]
```
### 添加新 Debuff
1. 在 SkillSet.ts 的 DBuff enum 中添加新类型
2. 在 HeroViewComp.ts 的 `getAttrFieldFromDebuff()` 中添加映射
3. 在技能配置中使用
详见 **BuffSystem_Extension.md** 完整扩展指南。
### 系统的扩展特性
✅ 支持无限数量的 buff/debuff
✅ 支持新增 Attrs 属性
✅ 支持新增 DBuff 类型
✅ 自动处理持久/临时管理
✅ 自动处理属性计算
✅ 编译检查确保类型安全

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# Buff 系统实现总结
## 修改的文件
### 1. `HeroViewComp.ts` (主要实现)
#### 导入部分更新
```typescript
import { ..., BType, BuffConf, DbuffConf } from "../common/config/SkillSet";
```
#### 新增方法(精简版)
| 方法名 | 功能 | 访问修饰符 |
|------|------|---------|
| `initBuffsDebuffs()` | 初始化 buff/debuff 系统 | public |
| `addBuff(buffConf)` | 添加 buff 效果 | public |
| `addDebuff(dbuffConf)` | 添加 debuff 效果 | public |
| `getAttrFieldFromDebuff()` | 获取 debuff 对应属性 | private |
| `recalculateAttrs()` | 重新计算属性 | public |
| `applyValueBuffs()` | 应用数值型 buff | private |
| `applyRatioBuffs()` | 应用百分比型 buff | private |
| `applyValueDebuffs()` | 应用数值型 debuff | private |
| `applyRatioDebuffs()` | 应用百分比型 debuff | private |
| `clampAttrs()` | 限制属性值范围 | private |
| `updateTemporaryBuffsDebuffs()` | 更新临时 buff/debuff | public |
**删除的方法**(持久性不需要移除):
- ~~removeBuff()~~
- ~~removeDebuff()~~
- ~~getBuffValue()~~
- ~~getDebuffValue()~~
- ~~hasDebuff()~~
#### 关键特性
- 百分比属性限制在 0-85%CRITICAL, DODGE, HIT
- 持久型 buff/debuff 永久生效,不支持移除
- 临时型自动过期,自动重新计算
#### update() 方法更新
添加了对 `updateTemporaryBuffsDebuffs(dt)` 的调用,以处理临时 buff/debuff 的过期。
---
### 2. `Hero.ts` (初始化调用)
#### hero_init() 方法更新
在方法末尾添加了 `hv.initBuffsDebuffs()` 调用,在英雄初始化时自动初始化 buff 系统。
---
## 核心设计
### 存储结构
```
buffPerm/buffTemp Buff 缓存(持久/临时)
├─ value 数值型
└─ ratio 百分比型
debuffPerm/debuffTemp Debuff 缓存(持久/临时)
├─ value 数值型
└─ ratio 百分比型
```
### 优势
- **更清晰**:按持久/临时和数值/百分比二维组织
- **更简洁**:从 8 个数组变为 4 个对象
- **更易扩展**:新增字段时直接添加到对应对象
- **更易查询**:通过对象结构自文档化
### 设计原则
1. **持久性不可移除**
- 持久型 buff/debuff 一旦添加就永久生效
- 无需提供移除接口,简化代码
2. **临时自动过期**
- 临时型自动在每帧更新时递减
- 过期自动移除和重新计算属性
3. **百分比上限 85%**
- 防止百分比属性过高导致游戏失衡
- 暴击率、闪避、命中等限制在 0-85%
### 计算流程
```
1. 重置为基础值 (base_hp, base_mp, base_def, base_ap, base_map)
2. 应用数值型 buff (V_BUFF + V_BUFFS)
3. 应用百分比型 buff (R_BUFF + R_BUFFS)
4. 应用数值型 debuff (V_DBUFF + V_DBUFFS)
5. 应用百分比型 debuff (R_DBUFF + R_DBUFFS)
6. 限制属性值范围 (clampAttrs)
- HP_MAX, MP_MAX 最少 1
- 百分比属性限制 0-85%
```
---
## 集成要点
### 1. 技能系统集成
在技能释放时调用:
```typescript
// 应用技能的 buff
for (const buffConf of skillConf.buffs) {
targetHeroView.addBuff(buffConf);
}
// 应用技能的 debuff
for (const dbuffConf of skillConf.debuffs) {
targetHeroView.addDebuff(dbuffConf);
}
```
### 2. SkillSet 配置
SkillSet 中的每个技能可配置 buff 和 debuff
```typescript
{
uuid: 6001,
// ... 其他配置 ...
buffs: [
{ buff: Attrs.AP, BType: BType.VALUE, buV: 10, buC: 0, buR: 100 }
],
debuffs: [
{ debuff: DBuff.STUN, BType: BType.VALUE, dev: 0, deC: 3, deR: 50 }
]
}
```
### 3. HeroInfo 配置
HeroInfo 中可配置英雄初始 buff/debuff
```typescript
5001: {
// ... 其他配置 ...
buff: [
{ buff: Attrs.CRITICAL, BType: BType.VALUE, buV: 15, buC: 0, buR: 100 }
],
debuff: []
}
```
---
## 属性初始值保护
**有初始值的属性**(基础属性):
- `base_hp`: 基础血量
- `base_mp`: 基础魔法值
- `base_def`: 基础防御
- `base_ap`: 基础攻击力
- `base_map`: 基础魔法攻击力
**百分比 buff/debuff 基于这些初始值计算**,确保多次计算不会产生偏差。
**无初始值属性**(默认为 0限制 0-85%
- CRITICAL, DODGE, HIT, WFUNY, AS, REFLICT, LIFESTEAL, KNOCKBACK, CON_RES, ICE_RES, FIRE_RES, WIND_RES, ICE_POWER, FIRE_POWER, WIND_POWER, SHIELD_UP, BUFF_UP, DBUFF_UP, DIS
---
## DBuff 到 Attrs 的映射
```typescript
const debuffAttrMap = {
[DBuff.STUN]: Attrs.CON_RES, // 眩晕 -> 控制抗性
[DBuff.SLOW]: Attrs.AS, // 减速 -> 攻击速度
[DBuff.FROST]: Attrs.ICE_RES, // 冰冻 -> 冰冻抗性
[DBuff.BURN]: Attrs.DEF, // 易伤 -> 防御
[DBuff.DEAS]: Attrs.AS, // 减cd -> 攻击速度
[DBuff.DEHP]: Attrs.HP_MAX, // 减hp -> 最大生命值
[DBuff.DEAP]: Attrs.AP, // 减atk -> 攻击力
[DBuff.DEMGP]: Attrs.MAP, // 减魔法 -> 魔法攻击力
[DBuff.BACK]: Attrs.KNOCKBACK, // 击退 -> 击退概率
[DBuff.CRITICAL]: Attrs.CRITICAL, // -暴击率 -> 暴击率
[DBuff.CRIT_DAMAGE]: Attrs.CRITICAL_DMG, // -暴击伤害 -> 暴击伤害
[DBuff.DODGE]: Attrs.DODGE, // -闪避 -> 闪避
};
```
---
## 性能考虑
### 优化点
1. **按需重新计算**:只在 buff 变动时计算,不是每帧
2. **缓存分离**:分离存储持久和临时,便于处理
3. **类型分组**:数值型和百分比型分离,计算方式不同
### 缓存行为
- 临时 buff/debuff 每帧检查一次(在 update 中)
- 过期移除时批量重新计算一次
---
## 使用模板
### 模板 1技能中应用 Buff
```typescript
// 在 SkillEnt.ts 或 SkillConCom.ts 中
applySkillEffect(targetHero: Hero, skillId: number) {
const skillConf = SkillSet[skillId];
const heroView = targetHero.get(HeroViewComp);
// 应用所有 buff
for (const buff of skillConf.buffs) {
heroView.addBuff(buff);
}
// 应用所有 debuff
for (const debuff of skillConf.debuffs) {
heroView.addDebuff(debuff);
}
}
```
### 模板 2查询属性值
```typescript
// 获取最终计算的属性
const finalAP = heroView.Attrs[Attrs.AP];
const finalDEF = heroView.Attrs[Attrs.DEF];
```
---
## 兼容性说明
**完全兼容**
- 所有新增方法都是 public不改变现有接口
- 自动初始化,无需修改现有代码
- 可逐步集成,不需一次性改造全部
⚠️ **注意事项**
- 临时 buff/debuff 需在配置中指定持续时间
- 百分比计算基于基础值,不会重复计算
- 属性值有范围限制,防止异常
- 持久型 buff/debuff 无法移除
---
## 验证清单
- [x] 导入 BType, BuffConf, DbuffConf
- [x] 添加 buff/debuff 缓存字段
- [x] 实现初始化方法
- [x] 实现添加 buff 方法
- [x] 实现添加 debuff 方法
- [x] 实现属性计算方法
- [x] 实现临时效果更新
- [x] 在 update 中调用更新
- [x] 在 Hero.hero_init 中调用初始化
- [x] 编译通过,无错误
- [x] 精简不必要的方法
- [x] 百分比属性限制 0-85%
---
## 相关文件
- 📄 HeroViewComp.ts - 主实现文件
- 📄 Hero.ts - 初始化调用
- 📄 SkillSet.ts - BuffConf/DbuffConf 定义
- 📄 heroSet.ts - HeroInfo 定义
- 📄 BuffSystem_Guide.md - 详细使用指南
- 📄 BuffSystem_QuickRef.md - 快速参考
- 📄 BuffSystem_Implementation.md - 本文件

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@@ -1,404 +0,0 @@
# Buff 系统可维护性指南
## 🎯 系统设计目标
本 buff 系统的核心设计目标是:
-**易于使用**:简单直观的 API
-**易于扩展**:添加新 buff/debuff 无需修改核心代码
-**易于维护**:清晰的代码结构和注释
-**类型安全**TypeScript 完全类型检查
-**性能优化**:按需计算,无冗余处理
---
## 📊 系统架构
### 核心层次
```
配置层 (SkillSet.ts, HeroInfo)
应用层 (addBuff, addDebuff)
缓存层 (buffPerm, buffTemp, debuffPerm, debuffTemp)
├─ value (数值型)
└─ ratio (百分比型)
计算层 (recalculateAttrs)
属性层 (Attrs[])
```
### 模块职责
| 模块 | 职责 | 修改频率 |
|------|------|--------|
| SkillSet.ts | buff/debuff 配置 | 经常(添加新技能) |
| HeroInfo | 英雄初始配置 | 不常 |
| HeroViewComp.ts | buff 系统核心 | 很少(修复 bug |
| Hero.ts | 初始化调用 | 基本不变 |
---
## 🔧 扩展点分析
### 1. 添加新 Buff✅ 最容易)
**修改位置**SkillSet.ts 技能配置
**风险等级**:⭐️ 无风险
```typescript
// 只需添加到 buffs 数组
buffs: [
{ buff: Attrs.AP, BType: BType.VALUE, buV: 10, buC: 0, buR: 100 }
]
// 系统自动处理一切
```
**验证**
- [x] 选择有效的 Attrs
- [x] 设置有效的 BType
- [x] 测试属性是否正确应用
---
### 2. 添加新的 Debuff 类型(✅ 很容易)
**修改位置**
1. SkillSet.ts - DBuff enum
2. SkillSet.ts - getAttrFieldFromDebuff() 映射表
3. SkillSet.ts - 技能配置
**风险等级**:⭐️⭐️ 低风险
```typescript
// 步骤 1: 添加类型
export enum DBuff {
POISON = 20, // 新增
}
// 步骤 2: 在 SkillSet.ts 中添加映射
export const getAttrFieldFromDebuff = (debuffType: DBuff): number => {
const debuffAttrMap: Record<DBuff, number> = {
// ... 现有映射 ...
[DBuff.POISON]: Attrs.DEF, // 中毒降低防御
};
// ... 其他代码 ...
}
// 步骤 3: 使用
debuffs: [
{ debuff: DBuff.POISON, BType: BType.VALUE, dev: 10, deC: 6, deR: 80 }
]
```
**验证**
- [x] DBuff 类型无冲突
- [x] 映射到有效的 Attrs
- [x] 测试效果是否正确
---
### 3. 修改核心计算逻辑(⚠️ 非常困难)
**修改位置**HeroViewComp.ts - recalculateAttrs()
**风险等级**:⭐️⭐️⭐️⭐️⭐️ 高风险
**不建议修改的原因**
- 计算流程已经优化
- 修改可能导致属性计算错误
- 影响所有 buff/debuff 效果
**如需修改**
- 先写单元测试
- 验证各种 buff/debuff 组合
- 检查边界条件(最小值、最大值)
---
## 📝 最佳实践
### 1. 添加新属性
如果需要添加新的角色属性:
```typescript
// 1. 在 Attrs enum 中添加
export enum Attrs {
// ... 现有属性 ...
NEW_ATTR = 27, // 新增
}
// 2. 在 getAttrs() 中初始化为 0
export const getAttrs = () => {
let reAttrs = {};
// ... 现有初始化 ...
reAttrs[27] = 0; // 新属性初始化
return reAttrs;
};
// 3. 如果有初始值,在 recalculateAttrs() 中处理
this.Attrs[Attrs.NEW_ATTR] = this.base_new_attr || 0;
// 4. 如果需要限制范围,在 clampAttrs() 中添加
this.Attrs[Attrs.NEW_ATTR] = Math.max(min, Math.min(max, this.Attrs[Attrs.NEW_ATTR]));
// 5. 在技能配置中使用
buffs: [
{ buff: Attrs.NEW_ATTR, BType: BType.VALUE, buV: 5, buC: 0, buR: 100 }
]
```
---
### 2. 修改 Buff 计算方式
如果需要修改百分比计算基数:
```typescript
// 当前:百分比基于基础属性
const baseVal = baseValues[buff.buff] || this.Attrs[buff.buff];
this.Attrs[buff.buff] += Math.floor(baseVal * (buff.buV / 100));
// 可选:基于当前属性
const currentVal = this.Attrs[buff.buff];
this.Attrs[buff.buff] += Math.floor(currentVal * (buff.buV / 100));
// 可选:自定义计算
// ... 自定义逻辑 ...
```
---
### 3. 添加条件 Buff
如果需要条件触发的 buff仅在特定情况下生效
```typescript
// 方案 1在 addBuff 前判断
if (someCondition) {
heroView.addBuff(buffConf);
}
// 方案 2扩展 BuffConf 接口(需要修改 SkillSet.ts
interface BuffConfWithCondition extends BuffConf {
condition?: () => boolean;
}
// 方案 3在技能中判断
const skillBuff = skillConf.buffs[0];
if (shouldApplyBuff(skillBuff)) {
heroView.addBuff(skillBuff);
}
```
---
## 🧪 测试清单
### 单元测试(推荐)
```typescript
describe('Buff System', () => {
let hero: HeroViewComp;
beforeEach(() => {
hero = new HeroViewComp();
hero.initBuffsDebuffs();
});
test('数值型 buff 应用', () => {
const before = hero.Attrs[Attrs.AP];
hero.addBuff({
buff: Attrs.AP,
BType: BType.VALUE,
buV: 10,
buC: 0,
buR: 100
});
expect(hero.Attrs[Attrs.AP]).toBe(before + 10);
});
test('百分比型 buff 应用', () => {
const baseAP = hero.base_ap;
hero.addBuff({
buff: Attrs.AP,
BType: BType.RATIO,
buV: 20,
buC: 0,
buR: 100
});
const expected = Math.floor(baseAP * 1.2);
expect(hero.Attrs[Attrs.AP]).toBe(expected);
});
test('临时 buff 应过期', () => {
hero.addBuff({
buff: Attrs.AP,
BType: BType.VALUE,
buV: 10,
buC: 1 // 1 秒
});
hero.updateTemporaryBuffsDebuffs(1.1); // 超过 1 秒
// buff 应被移除,属性恢复
expect(hero.Attrs[Attrs.AP]).toBe(hero.base_ap);
});
test('debuff 正确映射', () => {
hero.addDebuff({
debuff: DBuff.SLOW,
BType: BType.RATIO,
dev: 50,
deC: 0,
deR: 100
});
// SLOW 应映射到 Attrs.AS
const expected = Math.floor(hero.base_ap * 0.5);
expect(hero.Attrs[Attrs.AS]).toBeLessThan(100);
});
});
```
### 集成测试
```typescript
// 测试完整的技能应用流程
test('技能应用完整流程', () => {
const skillId = 6001;
const skill = SkillSet[skillId];
const hero = new HeroViewComp();
hero.initBuffsDebuffs();
// 应用技能
for (const buff of skill.buffs) {
hero.addBuff(buff);
}
for (const debuff of skill.debuffs) {
hero.addDebuff(debuff);
}
// 验证属性正确应用
// ...
// 验证临时效果正确过期
// ...
});
```
---
## 🚀 性能优化建议
### 当前优化
- [x] 按需计算(不是每帧)
- [x] 缓存分离(持久/临时)
- [x] 类型分离(数值/百分比)
- [x] 批量处理(临时过期时一次重算)
### 未来优化方向
1. **Buff 去重**
- 相同 buff 只计算一次
2. **缓存预热**
- 英雄加载时预计算
3. **异步处理**
- 大量 buff 变动时异步计算
---
## 📋 维护检查清单
### 月度检查
- [ ] 检查 console 是否有 buff 相关的 warning
- [ ] 验证新增技能的 buff/debuff 配置
- [ ] 检查属性计算是否正确
### 季度检查
- [ ] 审查 DBuff 映射表是否完整
- [ ] 检查是否有重复或冲突的 buff/debuff
- [ ] 验证系统性能buff 数量、计算次数)
### 年度检查
- [ ] 评估系统是否需要重构
- [ ] 考虑是否需要添加新的系统特性
- [ ] 检查是否有安全漏洞
---
## 🐛 常见问题排查
### 症状 1: Buff 没有效果
**排查步骤**
1. 检查 Attrs 是否有效 → `console.log(Attrs.AP)`
2. 检查 BuffConf 是否正确 → `console.log(buffConf)`
3. 检查 addBuff 是否调用 → 添加 log
4. 检查 recalculateAttrs 是否执行 → 添加 log
5. 检查最终属性值 → `console.log(heroView.Attrs)`
### 症状 2: Debuff 报错
**排查步骤**
1. 检查 console 是否有 warning
2. 查看 DBuff 是否在 enum 中定义
3. 查看是否在 debuffAttrMap 中有映射
4. 验证映射的 Attrs 是否有效
### 症状 3: 属性值异常
**排查步骤**
1. 检查基础属性是否正确初始化
2. 检查百分比计算公式
3. 检查 clampAttrs 中的限制是否合理
---
## 📞 获取技术支持
如果遇到问题:
1. **检查日志**
- 查看 console 是否有 warning
- 检查 HeroViewComp 的 log
2. **查阅文档**
- BuffSystem_QuickRef.md - 快速查找
- BuffSystem_Guide.md - 详细说明
- BuffSystem_Extension.md - 扩展方法
3. **查看源码**
- HeroViewComp.ts - 核心实现
- 代码中的详细注释
4. **调试技巧**
- 添加 console.log 追踪执行
- 使用浏览器开发者工具
- 逐步调试跟踪变量值
---
## 🏆 系统特点总结
| 特性 | 评级 | 说明 |
|------|------|------|
| 易用性 | ⭐⭐⭐⭐⭐ | 简单直观的 API |
| 可扩展性 | ⭐⭐⭐⭐⭐ | 添加新 buff/debuff 无需修改核心 |
| 可维护性 | ⭐⭐⭐⭐ | 清晰的结构,充分的注释 |
| 性能 | ⭐⭐⭐⭐ | 按需计算,高效处理 |
| 类型安全 | ⭐⭐⭐⭐⭐ | 完全 TypeScript 类型检查 |
---
**系统已准备好长期维护和扩展!** 🎉

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@@ -1,249 +0,0 @@
# Buff 系统 - 快速参考卡
## 🎯 核心概念
| 概念 | 说明 |
|------|------|
| **Buff** | 增益效果(增加属性) |
| **Debuff** | 减益效果(降低属性/能力) |
| **持久** | 永不过期buC=0 或 deC=0 |
| **临时** | 按秒递减buC>0 或 deC>0 |
| **数值型** | 固定数值增减BType.VALUE=0 |
| **百分比型** | 基于基础属性的百分比BType.RATIO=1 |
---
## 🚀 快速开始
### 1⃣ 添加数值型 Buff
```typescript
heroView.addBuff({
buff: Attrs.AP, // 增加攻击力
BType: BType.VALUE, // 数值型
buV: 10, // +10
buC: 0, // 永久
buR: 100 // 100% 触发
});
```
### 2⃣ 添加临时 Buff
```typescript
heroView.addBuff({
buff: Attrs.DEF, // 增加防御
BType: BType.RATIO, // 百分比型
buV: 20, // +20%
buC: 5, // 持续 5 秒
buR: 100
});
```
### 3⃣ 添加 Debuff
```typescript
heroView.addDebuff({
debuff: DBuff.STUN, // 眩晕
BType: BType.VALUE,
dev: 0,
deC: 3, // 持续 3 秒
deR: 100
});
```
---
## 📋 属性类型 (Attrs)
### 基础属性(有初始值)
```typescript
HP_MAX // 最大生命
MP_MAX // 最大魔法
DEF // 防御
AP // 攻击力
MAP // 魔法攻击力
SHIELD_MAX // 护盾值
```
### 专项属性(无初始值,限制值 0-85%
```typescript
CRITICAL // 暴击率
CRITICAL_DMG // 暴击伤害
DODGE // 闪避
HIT // 命中
AS // 攻击速度
KNOCKBACK // 击退概率
CON_RES // 控制抗性
ICE_RES // 冰冻抗性
FIRE_RES // 火抗性
// ... 等等
```
---
## ⚡ Debuff 类型 (DBuff)
```typescript
STUN Attrs.CON_RES // 眩晕
SLOW Attrs.AS // 减速
FROST Attrs.ICE_RES // 冰冻
BURN Attrs.DEF // 易伤
DEAS Attrs.AS // 减CD
DEHP Attrs.HP_MAX // 减血量
DEAP Attrs.AP // 减攻击
DEMGP Attrs.MAP // 减魔法
BACK Attrs.KNOCKBACK // 击退
CRITICAL Attrs.CRITICAL // 降暴击
CRIT_DAMAGE Attrs.CRITICAL_DMG // 降爆伤
DODGE Attrs.DODGE // 降闪避
```
---
## 📊 计算示例
### 数值型 Buff
```
基础 AP: 100
+Buff: +10
结果: 110
```
### 百分比型 Buff
```
基础 AP: 100
+20% Buff: 100 * 1.2 = 120
```
### 混合计算
```
基础 AP: 100
+20% Buff: 100 * 1.2 = 120
+10 Buff: 120 + 10 = 130
-30% Debuff: 130 * 0.7 = 91
```
---
## 🔧 API 一览表
| 方法 | 功能 |
|------|------|
| `addBuff(conf)` | 添加 buff |
| `addDebuff(conf)` | 添加 debuff自动区分属性型/状态型) |
| `hasState(type)` | **检查状态型 debuff最简洁** ⭐ |
| `getDebuff(type)` | 获取属性型 debuff 对象 |
| `hasDebuff(type)` | 检查属性型 debuff 存在 |
| `getBuff(type)` | 获取 buff 对象 |
| `hasBuff(type)` | 检查 buff 存在 |
---
## 💾 缓存结构 & 访问方式
### 状态型 Debuff最简洁
```typescript
// 使用 Set 存储O(1) 快速判断
heroView.hasState(DBuff.STUN) // ✅ 最推荐
heroView.stateDebuffTemp.has(DBuff.STUN) // 直接访问
```
### 属性型 Buff & Debuff
```typescript
// 使用 Map 存储,支持对象访问
heroView.hasBuff(Attrs.AP) // 检查 buff
heroView.getBuff(Attrs.AP) // 获取 buff
heroView.hasDebuff(DBuff.SLOW) // 检查 debuff
heroView.getDebuff(DBuff.SLOW) // 获取 debuff
```
### 缓存结构一览
```
buffPerm/buffTemp
├─ value: Map<Attrs, buff>
└─ ratio: Map<Attrs, buff>
debuffPerm/debuffTemp属性型
├─ value: Map<DBuff, debuff>
└─ ratio: Map<DBuff, debuff>
stateDebuffPerm/stateDebuffTemp状态型
└─ Set<DBuff> ← 最简洁的访问
```
---
## ✅ 使用检查清单
- [ ] 导入 `BType, BuffConf, DbuffConf`
- [ ] 在 SkillSet 中配置 buff/debuff
- [ ] 技能释放时调用 `addBuff/addDebuff`
- [ ] 临时 buff/debuff 自动过期
- [ ] 查询属性用 `Attrs[type]`
---
## 🐛 常见错误
**错误 1**: 混淆 buC 和 deC 的含义
```typescript
buC: 0 // ✅ 正确:持久
buC: 5 // ✅ 正确5 秒临时
```
**错误 2**: DBuff 类型用错了
```typescript
// ❌ 错误
addDebuff({ debuff: Attrs.AP, ... });
// ✅ 正确
addDebuff({ debuff: DBuff.DEAP, ... });
```
---
## 🎮 实战示例
### 技能释放流程
```typescript
// 1. 获取技能配置
const skill = SkillSet[skillId];
// 2. 应用 buff
for (const buff of skill.buffs) {
heroView.addBuff(buff);
}
// 3. 应用 debuff
for (const debuff of skill.debuffs) {
heroView.addDebuff(debuff);
}
// 4. 属性自动重新计算!
```
---
## 📚 完整文档
- 📖 BuffSystem_Guide.md - 详细使用指南
- 📋 BuffSystem_Implementation.md - 实现细节
- 🎯 BuffSystem_QuickRef.md - 本快速参考
- 🚀 BuffSystem_Extension.md - 扩展指南(如何添加新 buff/debuff
---
## 🎓 学习路径
1. **快速开始** ➜ 先看这个文件
2. **详细学习** ➜ 阅读 BuffSystem_Guide.md
3. **深入理解** ➜ 查看 BuffSystem_Implementation.md
4. **需要扩展** ➜ 阅读 BuffSystem_Extension.md
5. **查看源码** ➜ 阅读 HeroViewComp.ts
---
**💡 记住**:系统会**自动**计算属性,临时效果**自动过期**

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@@ -8,7 +8,8 @@ import { BoxSet, FacSet } from "../common/config/BoxSet";
import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
import { GameEvent } from "../common/config/GameEvent";
import { Attrs, getAttrs } from "../common/config/SkillSet";
import { Attrs, getAttrs, SkillSet } from "../common/config/SkillSet";
import { time } from "console";
/** 角色实体 */
@ecs.register(`Hero`)
@@ -71,21 +72,28 @@ export class Hero extends ecs.Entity {
hv.box_group = BoxSet.HERO;
hv.hero_uuid= uuid;
hv.hero_name= hero.name;
for(let i=0;i<hero.skills.length;i++){
let skill={ uuid:SkillSet[hero.skills[i]].uuid, cd_max:SkillSet[hero.skills[i]].cd,cost:SkillSet[hero.skills[i]].cost,cd:0 }
hv.skills.push(skill)
}
hv.base_ap=hero.ap
hv.base_map=hero.mp
hv.base_def=hero.def
hv.base_hp=hero.hp
hv.base_mp=hero.mp
hv.hp=hv.base_hp
hv.mp=hv.base_mp
hv.base_dis=hero.dis
hv.base_speed=hero.speed
hv.Attrs=getAttrs()
hv.Attrs[Attrs.HP_MAX]=hv.base_hp
hv.Attrs[Attrs.MP_MAX]=hv.base_mp
hv.hp=hv.Attrs[Attrs.HP_MAX]=hv.base_hp
hv.mp=hv.Attrs[Attrs.MP_MAX]=hv.base_mp
hv.Attrs[Attrs.DEF]=hv.base_def
hv.Attrs[Attrs.AP]=hv.base_ap
hv.Attrs[Attrs.MAP]=hv.base_map
hv.Attrs[Attrs.SPEED]=hero.speed
hv.Attrs[Attrs.DIS]=hero.dis
// 初始化 buff/debuff 系统
hv.initBuffsDebuffs();
hv.initAttrs();
return hv
}
}

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@@ -5,74 +5,36 @@ 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 { Attrs, DBuff, SkillSet, BType, BuffConf, DbuffConf, getAttrFieldFromDebuff } from "../common/config/SkillSet";
import { Attrs, DBuff, SkillSet, BType, BuffConf, DbuffConf, TransformBuffs, AttrsType } from "../common/config/SkillSet";
import { BuffComp } from "./BuffComp";
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 { HeroInfo, HeroUpSet } from "../common/config/heroSet";
import { AttrSet, HeroInfo, HeroUpSet } from "../common/config/heroSet";
const { ccclass, property } = _decorator;
/**
* ==================== BUFF 系统使用说明 ====================
*
* 1. 系统架构
* - V_BUFF/V_BUFFS: 数值型 buff久/临时
* - R_BUFF/R_BUFFS: 百分比型 buff久/临时
* - V_DBUFF/V_DBUFFS: 数值型 debuff久/临时
* - R_DBUFF/R_DBUFFS: 百分比型 debuff久/临时
* 1. 系统架构
* - BUFF_V/BUFFS_V: 数值型 buff持临时
* - BUFF_R/BUFFS_R: 百分比型 buff持临时
* - DBUFF_V/DBUFFS_V: 数值型 debuff持临时
* - DBUFF_R/DBUFFS_R: 百分比型 debuff持临时
*
* 2. 初始化(在英雄加载时自动调用):
* - initBuffsDebuffs(): 从 HeroInfo 读取初始配置
* 2. 智能覆盖规则
* - 值更小:不添加(弱效果不覆盖强效果)
* - 值相同且临时:叠加时
* - 值更大:更新为新值(临时则更新值和时间
*
* 3. 添加 buff技能调用:
* const buffConf: BuffConf = {
* buff: Attrs.AP, // 增加攻击力
* BType: BType.VALUE, // 数值型
* buV: 10, // 增加值
* buC: 0, // 持久(0=持久, >0=持续时间)
* buR: 100 // 触发概率(100%)
* };
* heroView.addBuff(buffConf);
*
* 4. 添加 debuff技能调用:
* const dbuffConf: DbuffConf = {
* debuff: DBuff.STUN, // 眩晕
* BType: BType.VALUE, // 数值型
* dev: 20, // 减少值
* deC: 3, // 持续3秒
* deR: 100 // 触发概率(100%)
* };
* heroView.addDebuff(dbuffConf);
*
* 5. 百分比型示例:
* // 增加20%攻击力
* heroView.addBuff({
* buff: Attrs.AP,
* BType: BType.RATIO, // 百分比型
* buV: 20, // 20%
* buC: 5, // 持续5秒
* buR: 100
* });
*
* 6. 移除 buff/debuff:
* heroView.removeBuff(Attrs.AP, false); // 移除持久 AP buff
* heroView.removeDebuff(DBuff.STUN, true); // 移除临时眩晕
*
* 7. 属性计算:
* - 每次 buff/debuff 变动时自动调用 recalculateAttrs()
* - 重新计算基础属性 + 所有 buff/debuff 的结果
* - 临时 buff/debuff 在 update 中按时间递减
*
* 8. 初始值属性:
* - base_hp, base_mp, base_def, base_ap, base_map 是初始值
* - 百分比 buff/debuff 基于这些初始值计算
* - 其他属性默认为 0无初始值
* 3. 性能优化
* - 增量计算:添删除时只重算受影响的属
* - 批量计算initBuffsDebuffs() 中使recalculateAttrs() 一次性计算所
*/
/** 角色显示组件 */
@ccclass('HeroViewComp') // 定义Cocos Creator 组件
@ecs.register('HeroView', false) // 定义ECS 组件
@ccclass('HeroViewComp') // 定义Cocos Creator 组件
@ecs.register('HeroView', false) // 定义ECS 组件
export class HeroViewComp extends CCComp {
BUFFCOMP:BuffComp=null!
as: HeroSpine = null!
@@ -81,7 +43,7 @@ export class HeroViewComp extends CCComp {
hero_name : string = "hero";
lv:number =1;
scale: number = 1; /** 角色阵营 1hero -1 :mon */
type: number = 0; /**角色类型 0近战-需要贴1远程-保持距离 2辅助 */
type: number = 0; /**角色类型 0近战-需要贴1远程-保持距离 2辅助 */
fac:number=0; //阵营 0hero 1monster
box_group:number = BoxSet.HERO;
is_dead:boolean = false; //是否摧毁
@@ -94,31 +56,30 @@ export class HeroViewComp extends CCComp {
is_master:boolean =false;
is_friend:boolean =false;
is_kalami:boolean =false;
speed: number = 100; /** 角色移动速度 */
skills:any=[]
mp: number = 100;
hp: number = 100; /** 血*/
shield:number=0; //当前护甲
/** 基础属有初始值的基础属性,后续Attrs 属性计算时用到*/
base_ap: number = 0; //基础攻击
hp: number = 100; /** 血*/
shield:number=0; //当前护甲
/** 基础属有初始值的基础属后续Attrs 属性计算时用到*/
base_ap: number = 0; //基础攻击
base_map: number = 0;
base_def: number = 5;
base_hp: number = 100;
base_mp: number = 100;
base_speed: number = 100; /** 角色移动速度 */
base_dis: number = 100;
Attrs:any=[]
//数值型debuff
V_DBUFF:any[]=[] //持久
V_DBUFFS:any[]=[] //临时 带时间
//百分比debuff
R_DBUFF:any[]=[] //持久
R_DBUFFS:any[]=[] //临时 带时间
//数值型buff
V_BUFF:any[]=[] //持久
V_BUFFS:any[]=[] //临时 带时间
//百分比型buff
R_BUFF:any[]=[] //持久
R_BUFFS:any[]=[] //临时 带时间
// Buff/Debuff 字典结构,通过属性索引直接访
// 结构: { [attrIndex: number]: { value: number, remainTime?: number } }
DBUFF_V: Record<number, {value: number}> = {} // 持久型数debuff
DBUFF_R: Record<number, {value: number}> = {} // 持久型百分比 debuff
BUFF_V: Record<number, {value: number}> = {} // 持久型数buff
BUFF_R: Record<number, {value: number}> = {} // 持久型百分比 buff
DBUFFS_V: Record<number, {value: number, remainTime: number}> = {} // 临时型数debuff
DBUFFS_R: Record<number, {value: number, remainTime: number}> = {} // 临时型百分比 debuff
BUFFS_V: Record<number, {value: number, remainTime: number}> = {} // 临时型数buff
BUFFS_R: Record<number, {value: number, remainTime: number}> = {} // 临时型百分比 buff
atk_count: number = 0;
atked_count: number = 0;
@@ -141,7 +102,7 @@ export class HeroViewComp extends CCComp {
this.on(GameEvent.FightEnd,this.do_fight_end,this)
const collider = this.node.getComponent(BoxCollider2D);
this.scheduleOnce(()=>{
if (collider) collider.enabled = true; // 先禁
if (collider) collider.enabled = true; // 先禁
},1)
// let anm = this.node.getChildByName("anm")
// anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
@@ -157,351 +118,367 @@ export class HeroViewComp extends CCComp {
if(this.is_boss){
this.node.getChildByName("top").position=v3(this.node.position.x,this.node.position.y+100,0)
}
/* 显示角色血*/
/* 显示角色血*/
this.node.getChildByName("top").getChildByName("hp").active = true;
this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
this.node.getChildByName("top").getChildByName("pow").active = true;
}
// ==================== BUFF系统初始====================
// ==================== BUFF系统初始====================
/**
* 初始化角色的 buff debuff
* HeroInfo 读取初始配置,建立属性系
* 初始化角色的 buff debuff
* HeroInfo 读取初始配置,建立属性系
*/
initBuffsDebuffs() {
initAttrs() {
// 清空现有 buff/debuff
this.BUFF_V = {};
this.BUFFS_V = {};
this.BUFF_R = {};
this.BUFFS_R = {};
this.DBUFF_V = {};
this.DBUFFS_V = {};
this.DBUFF_R = {};
this.DBUFFS_R = {};
// 获取英雄配置
const heroInfo = HeroInfo[this.hero_uuid];
if (!heroInfo) return;
// 清空现有 buff/debuff
this.V_BUFF = [];
this.V_BUFFS = [];
this.R_BUFF = [];
this.R_BUFFS = [];
this.V_DBUFF = [];
this.V_DBUFFS = [];
this.R_DBUFF = [];
this.R_DBUFFS = [];
// 1. 重置为基础
this.Attrs[Attrs.HP_MAX] = this.base_hp;
this.Attrs[Attrs.MP_MAX] = this.base_mp;
this.Attrs[Attrs.DEF] = this.base_def;
this.Attrs[Attrs.AP] = this.base_ap;
this.Attrs[Attrs.MAP] = this.base_map;
this.Attrs[Attrs.SPEED] = this.base_speed;
this.Attrs[Attrs.DIS] = this.base_dis;
// 2. 初始化其他属性(无初始值的
for (const attrKey in this.Attrs) {
const attrIndex = parseInt(attrKey);
if(
attrIndex !== Attrs.HP_MAX &&
attrIndex !== Attrs.MP_MAX&&
attrIndex !== Attrs.DEF &&
attrIndex !== Attrs.AP &&
attrIndex !== Attrs.MAP &&
attrIndex !== Attrs.SPEED &&
attrIndex !== Attrs.DIS
) {
this.Attrs[attrIndex] = 0;
}
}
// 加载初始 buff
if (heroInfo.buff && heroInfo.buff.length > 0) {
for (const buffConf of heroInfo.buff) {
this.addBuff(buffConf);
}
}
// 加载初始 debuff
if (heroInfo.debuff && heroInfo.debuff.length > 0) {
for (const dbuffConf of heroInfo.debuff) {
this.addDebuff(dbuffConf);
}
}
// 重新计算所有属性
this.recalculateAttrs();
}
// ==================== BUFF管理 ====================
/**
* 添加 buff 效果
* @param buffConf buff 配置 (来自 SkillSet.BuffConf heroSet.buff)
* 添加 buff 效果(智能覆盖)
* @param buffConf buff 配置 (来自 SkillSet.BuffConf heroSet.buff)
*
* 智能覆盖规则
* 1. 值更小:不添
* 2. 值相同且都是临时:叠加时
* 3. 值更大:更新为新值(临时则更新值和时间
*/
addBuff(buffConf: BuffConf) {
// 基于类型和持续时间分类存储
if (buffConf.BType === BType.VALUE) {
// 数值型 buff
if (buffConf.buC === 0) {
// 持久型
this.V_BUFF.push({...buffConf});
const isValue = buffConf.BType === BType.VALUE;
const isPermanent = buffConf.time === 0;
const attrIndex = buffConf.buff;
// 根据类型选择对应buff 字典
const permanentBuffs = isValue ? this.BUFF_V : this.BUFF_R;
const temporaryBuffs = isValue ? this.BUFFS_V : this.BUFFS_R;
if (isPermanent) {
// 添加持久buff
const existing = permanentBuffs[attrIndex];
if (existing) {
// 值更小,不添
if (buffConf.value <= existing.value) {
return;
}
// 值更大,更新
existing.value = buffConf.value;
} else {
// 临时型 - 添加剩余时间属性
this.V_BUFFS.push({
...buffConf,
remainTime: buffConf.buC
});
// 没有同类型,直接添加
permanentBuffs[attrIndex] = { value: buffConf.value };
}
} else {
// 百分比型 buff
if (buffConf.buC === 0) {
// 持久型
this.R_BUFF.push({...buffConf});
// 添加临时buff
const existing = temporaryBuffs[attrIndex];
if (existing) {
if (buffConf.value < existing.value) {
// 值更小,不添
return;
} else if (buffConf.value === existing.value) {
// 值相同,叠加时间
existing.remainTime += buffConf.time;
return; // 时间叠加不需要重算属
} else {
// 值更大,更新值和时间
existing.value = buffConf.value;
existing.remainTime = buffConf.time;
}
} else {
// 临时型 - 添加剩余时间属性
this.R_BUFFS.push({
...buffConf,
remainTime: buffConf.buC
});
// 没有同类型,直接添加
temporaryBuffs[attrIndex] = {
value: buffConf.value,
remainTime: buffConf.time
};
}
}
// 立即重新计算属性
this.recalculateAttrs();
this.recalculateSingleAttr(buffConf.buff);
}
// ==================== DEBUFF管理 ====================
/**
* 添加 debuff 效果
* @param dbuffConf debuff 配置 (来自 SkillSet.DbuffConf heroSet.debuff)
* 添加 debuff 效果(智能覆盖)
* @param dbuffConf debuff 配置 (来自 SkillSet.DbuffConf heroSet.debuff)
*
* 支持两种 debuff
* 1. 属性型 debuff直接修改属性值有对应的 Attrs
* 支持两种 debuff
* 1. 属性型 debuff直接修改属性值有对应的 Attrs
* 2. 状态型 debuff只缓存状态无对应的 Attrs用于状态检查
*
* 智能覆盖规则
* 1. 值更小:不添
* 2. 值相同且都是临时:叠加时
* 3. 值更大:更新为新值(临时则更新值和时间
*/
addDebuff(dbuffConf: DbuffConf) {
// 获取 debuff 对应的属性字
// attrField = -1 表示状态类 debuff只缓存不修改属性
// attrField >= 0 表示属性类 debuff会修改属性
const attrField = getAttrFieldFromDebuff(dbuffConf.debuff);
// 获取 debuff 对应的属性字
// 基于类型和持续时间分类存储
if (dbuffConf.BType === BType.VALUE) {
// 数值型 debuff
if (dbuffConf.deC === 0) {
// 持久型
this.V_DBUFF.push({
...dbuffConf,
attrField: attrField
});
const isValue = dbuffConf.BType === BType.VALUE;
const isPermanent = dbuffConf.time === 0;
// 根据类型选择对应debuff 字典
const permanentDebuffs = isValue ? this.DBUFF_V : this.DBUFF_R;
const temporaryDebuffs = isValue ? this.DBUFFS_V : this.DBUFFS_R;
// 状态类 debuff 使用 debuff 类型作为 key属性类 debuff 使用 attrField 作为 key
const key = dbuffConf.debuff;
if (isPermanent) {
// 添加持久debuff
const existing = permanentDebuffs[key];
if (existing) {
// 值更小,不添
if (dbuffConf.value <= existing.value) {
return;
}
// 值更大,更新
existing.value = dbuffConf.value;
} else {
// 临时型 - 添加剩余时间属性
this.V_DBUFFS.push({
...dbuffConf,
attrField: attrField,
remainTime: dbuffConf.deC
});
// 没有同类型,直接添加
permanentDebuffs[key] = { value: dbuffConf.value };
}
} else {
// 百分比型 debuff
if (dbuffConf.deC === 0) {
// 持久型
this.R_DBUFF.push({
...dbuffConf,
attrField: attrField
});
// 添加临时debuff
const existing = temporaryDebuffs[key];
if (existing) {
if (dbuffConf.value < existing.value) {
// 值更小,不添
return;
} else if (dbuffConf.value === existing.value) {
// 值相同,叠加时间
existing.remainTime += dbuffConf.time;
return; // 时间叠加不需要重算属
} else {
// 值更大,更新值和时间
existing.value = dbuffConf.value;
existing.remainTime = dbuffConf.time;
}
} else {
// 临时型 - 添加剩余时间属性
this.R_DBUFFS.push({
...dbuffConf,
attrField: attrField,
remainTime: dbuffConf.deC
});
// 没有同类型,直接添加
temporaryDebuffs[key] = {
value: dbuffConf.value,
remainTime: dbuffConf.time
};
}
}
// 立即重新计算属性
this.recalculateAttrs();
}
// ==================== 属性计算系统 ====================
/**
* 重新计算所有角色属性
* 基于基础属性 + 所有有效的 buff/debuff 计算
* 注意某些属性有初始值HP_MAX, MP_MAX, DEF, AP, MAP
*/
recalculateAttrs() {
// 1. 重置为基础值
this.Attrs[Attrs.HP_MAX] = this.base_hp;
this.Attrs[Attrs.MP_MAX] = this.base_mp;
this.Attrs[Attrs.DEF] = this.base_def;
this.Attrs[Attrs.AP] = this.base_ap;
this.Attrs[Attrs.MAP] = this.base_map;
this.Attrs[Attrs.SHIELD_MAX] = 0; // 护盾默认为 0
// 2. 初始化其他属性(无初始值的)
for (let i = 0; i <= 26; i++) {
if (!(i in this.Attrs) ||
(i !== Attrs.HP_MAX && i !== Attrs.MP_MAX && i !== Attrs.DEF &&
i !== Attrs.AP && i !== Attrs.MAP && i !== Attrs.SHIELD_MAX)) {
this.Attrs[i] = 0;
}
}
// 3. 应用数值型 buff (持久 + 临时)
this.applyValueBuffs();
// 4. 应用百分比型 buff (持久 + 临时)
this.applyRatioBuffs();
// 5. 应用数值型 debuff (持久 + 临时)
this.applyValueDebuffs();
// 6. 应用百分比型 debuff (持久 + 临时)
this.applyRatioDebuffs();
// 7. 确保关键属性不为负数
this.clampAttrs();
}
/**
* 应用数值型 buff
*/
private applyValueBuffs() {
// 持久型 buff
for (const buff of this.V_BUFF) {
if (buff.buff !== undefined) {
this.Attrs[buff.buff] += buff.buV;
}
}
// 临时型 buff
for (const buff of this.V_BUFFS) {
if (buff.buff !== undefined) {
this.Attrs[buff.buff] += buff.buV;
}
let attrField = TransformBuffs(dbuffConf.debuff,true);
// 只重新计算受影响的属性(状态类 debuff 不需要计算)
if (attrField > 0 ) {
this.recalculateSingleAttr(attrField);
}
}
// ==================== 属性计算系====================
/**
* 应用百分比型 buff
* 百分比型 buff 是基于基础属性的百分比增加
* 重新计算单个属性
* @param attrIndex 属性索引
*
* 计算公式:
* - 数值型属性:最终值 = (基础值 + 数值型buff - 数值型debuff) × (1 + 百分比buff/100 - 百分比debuff/100)
* - 百分比型属性:最终值 = 基础值 + 数值型buff - 数值型debuff + 百分比buff - 百分比debuff
*/
private applyRatioBuffs() {
// 获取基础值映射
const baseValues: Record<number, number> = {};
baseValues[Attrs.HP_MAX] = this.base_hp;
baseValues[Attrs.MP_MAX] = this.base_mp;
baseValues[Attrs.DEF] = this.base_def;
baseValues[Attrs.AP] = this.base_ap;
baseValues[Attrs.MAP] = this.base_map;
private recalculateSingleAttr(attrIndex: number) {
// 1. 获取基础值
const baseValues: Record<number, number> = {
[Attrs.HP_MAX]: this.base_hp,
[Attrs.MP_MAX]: this.base_mp,
[Attrs.DEF]: this.base_def,
[Attrs.AP]: this.base_ap,
[Attrs.MAP]: this.base_map,
[Attrs.SPEED]: this.base_speed,
[Attrs.SHIELD_MAX]: 0
};
// 持久型 buff
for (const buff of this.R_BUFF) {
if (buff.buff !== undefined) {
const baseVal = baseValues[buff.buff] || this.Attrs[buff.buff];
this.Attrs[buff.buff] += Math.floor(baseVal * (buff.buV / 100));
const baseVal = baseValues[attrIndex] !== undefined ? baseValues[attrIndex] : 0;
// 2. 收集所有数值型 buff/debuff
let totalValue = baseVal;
// Buff直接使用 Attrs 索引
if (this.BUFF_V[attrIndex]) {
totalValue += this.BUFF_V[attrIndex].value;
}
if (this.BUFFS_V[attrIndex]) {
totalValue += this.BUFFS_V[attrIndex].value;
}
// Debuff需要通过 DBuff key 查找
const deKey = TransformBuffs(attrIndex, false);
if (deKey !== -1) {
if (this.DBUFF_V[deKey]) {
totalValue -= this.DBUFF_V[deKey].value;
}
if (this.DBUFFS_V[deKey]) {
totalValue -= this.DBUFFS_V[deKey].value;
}
}
// 3. 收集所有百分比型 buff/debuff
let totalRatio = 0; // 总百分比(可正可负)
// Buff直接使用 Attrs 索引
if (this.BUFF_R[attrIndex]) {
totalRatio += this.BUFF_R[attrIndex].value;
}
if (this.BUFFS_R[attrIndex]) {
totalRatio += this.BUFFS_R[attrIndex].value;
}
// Debuff需要通过 DBuff key 查找
if (deKey !== -1) {
if (this.DBUFF_R[deKey]) {
totalRatio -= this.DBUFF_R[deKey].value;
}
if (this.DBUFFS_R[deKey]) {
totalRatio -= this.DBUFFS_R[deKey].value;
}
}
// 临时型 buff
for (const buff of this.R_BUFFS) {
if (buff.buff !== undefined) {
const baseVal = baseValues[buff.buff] || this.Attrs[buff.buff];
this.Attrs[buff.buff] += Math.floor(baseVal * (buff.buV / 100));
}
// 4. 根据属性类型计算最终值
const attrType = AttrsType[attrIndex];
const isRatioAttr = attrType === BType.RATIO;
if (isRatioAttr) {
// 百分比型属性:直接加减
this.Attrs[attrIndex] = totalValue + totalRatio;
} else {
// 数值型属性:(基础值+数值) × (1 + 百分比/100)
this.Attrs[attrIndex] = Math.floor(totalValue * (1 + totalRatio / 100));
}
// 5. 确保属性值合理
this.clampSingleAttr(attrIndex);
}
/**
* 应用数值型 debuff
* 确保单个属性值合
*/
private applyValueDebuffs() {
// 持久型 debuff
for (const debuff of this.V_DBUFF) {
// 跳过状态类 debuffattrField === -1
if (debuff.attrField !== undefined && debuff.attrField >= 0) {
this.Attrs[debuff.attrField] -= debuff.dev;
}
private clampSingleAttr(attrIndex: number) {
switch(attrIndex) {
case Attrs.HP_MAX:
case Attrs.MP_MAX:
this.Attrs[attrIndex] = Math.max(1, this.Attrs[attrIndex]);
break;
case Attrs.DEF:
case Attrs.AP:
case Attrs.MAP:
this.Attrs[attrIndex] = Math.max(1, this.Attrs[attrIndex]);
break;
case Attrs.CRITICAL:
case Attrs.DODGE:
case Attrs.HIT:
this.Attrs[attrIndex] = Math.max(0, Math.min(AttrSet.ATTR_MAX, this.Attrs[attrIndex])); //AttrSet.ATTR_MAX =85
break;
}
// 临时型 debuff
for (const debuff of this.V_DBUFFS) {
// 跳过状态类 debuffattrField === -1
if (debuff.attrField !== undefined && debuff.attrField >= 0) {
this.Attrs[debuff.attrField] -= debuff.dev;
}
}
}
/**
* 应用百分比型 debuff
* 百分比型 debuff 是基于基础属性的百分比减少
*/
private applyRatioDebuffs() {
// 获取基础值映射
const baseValues: Record<number, number> = {};
baseValues[Attrs.HP_MAX] = this.base_hp;
baseValues[Attrs.MP_MAX] = this.base_mp;
baseValues[Attrs.DEF] = this.base_def;
baseValues[Attrs.AP] = this.base_ap;
baseValues[Attrs.MAP] = this.base_map;
// 持久型 debuff
for (const debuff of this.R_DBUFF) {
// 跳过状态类 debuffattrField === -1
if (debuff.attrField !== undefined && debuff.attrField >= 0) {
const baseVal = baseValues[debuff.attrField] || this.Attrs[debuff.attrField];
this.Attrs[debuff.attrField] -= Math.floor(baseVal * (debuff.dev / 100));
}
}
// 临时型 debuff
for (const debuff of this.R_DBUFFS) {
// 跳过状态类 debuffattrField === -1
if (debuff.attrField !== undefined && debuff.attrField >= 0) {
const baseVal = baseValues[debuff.attrField] || this.Attrs[debuff.attrField];
this.Attrs[debuff.attrField] -= Math.floor(baseVal * (debuff.dev / 100));
}
}
}
/**
* 确保关键属性不为负数
*/
private clampAttrs() {
// HP_MAX 最少 1
this.Attrs[Attrs.HP_MAX] = Math.max(1, this.Attrs[Attrs.HP_MAX]);
// MP_MAX 最少 1
this.Attrs[Attrs.MP_MAX] = Math.max(1, this.Attrs[Attrs.MP_MAX]);
// DEF 最少 0
this.Attrs[Attrs.DEF] = Math.max(0, this.Attrs[Attrs.DEF]);
// AP 最少 0
this.Attrs[Attrs.AP] = Math.max(0, this.Attrs[Attrs.AP]);
// MAP 最少 0
this.Attrs[Attrs.MAP] = Math.max(0, this.Attrs[Attrs.MAP]);
// 百分比属性限制在 0-100 之间
this.Attrs[Attrs.CRITICAL] = Math.max(0, Math.min(85, this.Attrs[Attrs.CRITICAL]));
this.Attrs[Attrs.DODGE] = Math.max(0, Math.min(85, this.Attrs[Attrs.DODGE]));
this.Attrs[Attrs.HIT] = Math.max(0, Math.min(85, this.Attrs[Attrs.HIT]));
}
// ==================== 临时 BUFF/DEBUFF 更新 ====================
/**
* 更新临时 buff/debuff 的剩余时
* 应在 update 中定期调
* @param dt 时间
* 更新临时 buff/debuff 的剩余时
* 应在 update 中定期调
* @param dt 时间
*/
updateTemporaryBuffsDebuffs(dt: number) {
let needRecalculate = false;
// 更新临时型数值 buff
for (let i = this.V_BUFFS.length - 1; i >= 0; i--) {
this.V_BUFFS[i].remainTime -= dt;
if (this.V_BUFFS[i].remainTime <= 0) {
this.V_BUFFS.splice(i, 1);
needRecalculate = true;
const affectedAttrs = new Set<number>();
// 更新临时型数buff
for (const attrIndex in this.BUFFS_V) {
const buff = this.BUFFS_V[attrIndex];
buff.remainTime -= dt;
if (buff.remainTime <= 0) {
delete this.BUFFS_V[attrIndex];
affectedAttrs.add(parseInt(attrIndex));
}
}
// 更新临时型百分比 buff
for (let i = this.R_BUFFS.length - 1; i >= 0; i--) {
this.R_BUFFS[i].remainTime -= dt;
if (this.R_BUFFS[i].remainTime <= 0) {
this.R_BUFFS.splice(i, 1);
needRecalculate = true;
for (const attrIndex in this.BUFFS_R) {
const buff = this.BUFFS_R[attrIndex];
buff.remainTime -= dt;
if (buff.remainTime <= 0) {
delete this.BUFFS_R[attrIndex];
affectedAttrs.add(parseInt(attrIndex));
}
}
// 更新临时型数debuff
for (let i = this.V_DBUFFS.length - 1; i >= 0; i--) {
this.V_DBUFFS[i].remainTime -= dt;
if (this.V_DBUFFS[i].remainTime <= 0) {
this.V_DBUFFS.splice(i, 1);
needRecalculate = true;
// 更新临时型数debuff
for (const key in this.DBUFFS_V) {
const debuff = this.DBUFFS_V[key];
debuff.remainTime -= dt;
if (debuff.remainTime <= 0) {
delete this.DBUFFS_V[key];
const keyNum = parseInt(key);
const attrField = TransformBuffs(keyNum,true)
if(attrField > 0) affectedAttrs.add(attrField);
}
}
// 更新临时型百分比 debuff
for (let i = this.R_DBUFFS.length - 1; i >= 0; i--) {
this.R_DBUFFS[i].remainTime -= dt;
if (this.R_DBUFFS[i].remainTime <= 0) {
this.R_DBUFFS.splice(i, 1);
needRecalculate = true;
for (const key in this.DBUFFS_R) {
const debuff = this.DBUFFS_R[key];
debuff.remainTime -= dt;
if (debuff.remainTime <= 0) {
delete this.DBUFFS_R[key];
const keyNum = parseInt(key);
const attrField = TransformBuffs(keyNum,true)
if(attrField > 0) affectedAttrs.add(attrField);
}
}
// 如果有 buff/debuff 过期,重新计算属性
if (needRecalculate) {
this.recalculateAttrs();
}
// 只重新计算受影响的属
affectedAttrs.forEach(attrIndex => {
this.recalculateSingleAttr(attrIndex);
});
}
public isStun() {
return this.DBUFFS_V[DBuff.STUN] !== undefined?true:false
}
public isFrost() {
return this.DBUFFS_V[DBuff.FROST] !== undefined?true:false
}
update(dt: number){
if(!smc.mission.play||smc.mission.pause) return
@@ -517,12 +494,16 @@ export class HeroViewComp extends CCComp {
this.processDamageQueue();
// 更新临时 buff/debuff 时间
this.updateTemporaryBuffsDebuffs(dt);
this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX])
this.BUFFCOMP.mp_show(this.mp,this.Attrs[Attrs.MP_MAX])
this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
}
BaseUp(dt:number){
this.mp += HeroUpSet.MP*dt
this.hp += HeroUpSet.HP*dt
if(this.mp > this.Attrs[Attrs.MP_MAX]) this.mp = this.Attrs[Attrs.MP_MAX]
if(this.hp > this.Attrs[Attrs.HP_MAX]) this.hp = this.Attrs[Attrs.HP_MAX]
}
do_fight_end(){
this.as.do_buff()
@@ -530,7 +511,7 @@ export class HeroViewComp extends CCComp {
get isActive() {
return this.ent.has(HeroViewComp) && this.node?.isValid;
}
//状态切
//状态切
status_change(type:string){
this.status=type
if(type == "idle"){
@@ -610,23 +591,15 @@ export class HeroViewComp extends CCComp {
}
do_atked(remainingDamage:number,
crit:number=0,crit_d:number=0,
burn_count:number=0,burn_value:number=0,
stun_time:number=0,stun_ratio:number=0,
frost_time:number=0,frost_ratio:number=0,
atked_anm:string="atked"
){
do_atked(remainingDamage:number,CAttrs:any,s_uuid:number){
let SConf=SkillSet[s_uuid]
this.do_atked_trigger()
if(this.check_dodge()) return
let is_crit = this.check_crit(crit)
let is_crit = this.check_crit(CAttrs[Attrs.CRITICAL])
if(this == null) return;
let damage = this.count_damage(remainingDamage)
if(is_crit) {
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100))
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+CAttrs[Attrs.CRITICAL_DMG])/100))
}
// console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX])
damage=this.check_shield(damage)
@@ -648,12 +621,9 @@ export class HeroViewComp extends CCComp {
}
}
// this.update_vm
this.back()
this.showDamage(damage, is_crit,atked_anm);
this.showDamage(damage, is_crit,SConf.AtkedType);
}
//后退
back(){
@@ -798,7 +768,7 @@ export class HeroViewComp extends CCComp {
this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit,damageInfo.anm);
// 设置延时处理下一个伤
// 设置延时处理下一个伤
this.scheduleOnce(() => {
this.isProcessingDamage = false;
}, this.damageInterval);
@@ -812,7 +782,7 @@ export class HeroViewComp extends CCComp {
this.atked_count++;
if (isCrit) {
this.BUFFCOMP.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage);
// //console.log("暴击伤害" + damage);
// //console.log("暴击伤害 + damage);
} else {
this.BUFFCOMP.hp_tip(TooltipTypes.life, damage.toFixed(0), damage);
// //console.log("普通伤害:" + damage);

View File

@@ -8,7 +8,7 @@ import { HeroInfo } from "../common/config/heroSet";
import { MonModelComp } from "./MonModelComp";
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
import { SkillConComp } from "./SkillConComp";
import { BuffAttr, getBuffNum, SkillSet } from "../common/config/SkillSet";
import { Attrs, getAttrs, SkillSet } from "../common/config/SkillSet";
/** 角色实体 */
@ecs.register(`Monster`)
export class Monster extends ecs.Entity {
@@ -30,7 +30,7 @@ export class Monster extends ecs.Entity {
}
/** 加载角色 */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,enhancement?: any, stageMultipliers?: any) {
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false, strengthMultiplier: number = 1.0) {
scale=-1
let box_group=BoxSet.MONSTER
// console.log("mon load",uuid)
@@ -45,7 +45,7 @@ export class Monster extends ecs.Entity {
const collider = node.getComponent(BoxCollider2D);
if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
node.setPosition(pos)
this.hero_init(uuid,node,scale,box_group,is_boss,is_call,enhancement,stageMultipliers)
this.hero_init(uuid,node,scale,box_group,is_boss,is_call, strengthMultiplier)
oops.message.dispatchEvent("monster_load",this)
// 初始化移动参数
@@ -62,11 +62,13 @@ export class Monster extends ecs.Entity {
node.parent = scene.entityLayer!.node!
node.setPosition(pos)
}
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false,enhancement?: any, stageMultipliers?: any) {
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false, strengthMultiplier: number = 1.0) {
var hv = node.getComponent(HeroViewComp)!;
hv.hide_info()
// console.log("hero_init",buff)
let hero= HeroInfo[uuid] // 共用英雄数据
hv.scale = scale;
hv.fac = FacSet.MON;
hv.type = hero.type;
@@ -78,61 +80,34 @@ export class Monster extends ecs.Entity {
hv.hero_uuid= uuid;
hv.hero_name= hero.name;
// 初始化Attrs属性系统参考Hero.ts的实现
hv.Attrs = getBuffNum();
// 计算基础属性(使用关卡倍数)
const baseHp = hero.hp;
const baseAp = hero.ap;
// 应用关卡倍数
let finalHp = baseHp;
let finalAp = baseAp;
if (stageMultipliers) {
finalHp = Math.floor(baseHp * stageMultipliers.hp);
finalAp = Math.floor(baseAp * stageMultipliers.attack);
// console.log(`[Monster]: 怪物${hero.name} 关卡倍数 - HP: ${baseHp} x ${stageMultipliers.hp.toFixed(2)} = ${finalHp}, AP: ${baseAp} x ${stageMultipliers.attack.toFixed(2)} = ${finalAp}`);
} else {
// console.log(`[Monster]: 怪物${hero.name} 使用基础属性 - HP: ${finalHp}, AP: ${finalAp}`);
}
hv.hp = hv.hp_max = finalHp;
hv.ap = finalAp;
hv.ap_base = finalAp;
// 设置基础属性到Attrs系统
hv.Attrs[BuffAttr.SPEED] = hv.speed = hv.speed_base = hero.speed;
hv.Attrs[BuffAttr.DIS] = hv.dis = hero.dis;
hv.Attrs[BuffAttr.ATK_CD] = hv.cd = hero.cd;
hv.Attrs[BuffAttr.HP_MAX] = hv.hp_max;
hv.Attrs[BuffAttr.AP] = hv.ap;
hv.Attrs[BuffAttr.DEF] = hv.def;
// 处理原有Buff使用统一的apply_buff方法
hero.buff.forEach((buff:any)=>{
hv.apply_buff(buff.type, buff.value);
})
// 处理肉鸽模式的增强属性
if (enhancement && enhancement.buffList && enhancement.buffList.length > 0) {
// console.log(`[Monster]: 怪物${hero.name}应用增强属性:`, enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`));
enhancement.buffList.forEach((buff:any)=>{
hv.apply_buff(buff.buffType, buff.value);
})
}
// 重新计算最终HP因为buff可能修改了hp_max
hv.hp = hv.hp_max;
// 初始化基础属性,并根据强度倍率调整
const baseHp = Math.floor(hero.hp * strengthMultiplier);
const baseAp = Math.floor(hero.ap * strengthMultiplier);
const baseDef = Math.floor(hero.def * strengthMultiplier);
for(let i=0;i<hero.skills.length;i++){
hv.skills.push({
cd:0,
uuid:hero.skills[i],
cd_max:i==0?hero.cd:SkillSet[hero.skills[i]].cd
})
let skill={ uuid:SkillSet[hero.skills[i]].uuid, cd_max:SkillSet[hero.skills[i]].cd,cost:SkillSet[hero.skills[i]].cost,cd:0 }
hv.skills.push(skill)
}
hv.base_ap=baseAp
hv.base_map=hero.mp
hv.base_def=baseDef
hv.base_hp=baseHp
hv.base_mp=hero.mp
hv.hp=hv.base_hp
hv.mp=hv.base_mp
hv.Attrs=getAttrs()
hv.Attrs[Attrs.HP_MAX]=hv.base_hp
hv.Attrs[Attrs.MP_MAX]=hv.base_mp
hv.Attrs[Attrs.DEF]=hv.base_def
hv.Attrs[Attrs.AP]=hv.base_ap
hv.Attrs[Attrs.MAP]=hv.base_map
hv.Attrs[Attrs.SPEED]=hero.speed
hv.Attrs[Attrs.DIS]=hero.dis
// 初始化 buff/debuff 系统
hv.initAttrs();
this.add(hv);
}
}

View File

@@ -32,13 +32,14 @@ export class SkillConComp extends CCComp {
update(dt: number) {
if(!smc.mission.play||smc.mission.pause) return
const hasStun = this.HeroView.V_DBUFF.some(d => d.debuff === DBuff.STUN);
const hasFrost = this.HeroView.V_DBUFF.some(d => d.debuff === DBuff.FROST);
if(!hasStun && !hasFrost) {
if(!this.HeroView.isStun() && !this.HeroView.isFrost()) {
let skills=this.HeroView.skills
console.log(this.HeroView.uuid+"=>"+this.HeroView.hero_name+"技能列表:",skills)
for(let i=0;i<skills.length;i++){
skills[i].cd += dt;
console.log(this.HeroView.uuid+"=>"+skills[i].cost,this.HeroView.mp)
if(skills[i].cd > skills[i].cd_max&&this.HeroView.mp >= skills[i].cost){
if(SkillSet[skills[i].uuid].SType==SType.damage&&this.HeroView.is_atking){
this.castSkill(SkillSet[skills[i].uuid])
this.HeroView.skills[i].cd = 0
@@ -49,7 +50,6 @@ export class SkillConComp extends CCComp {
}
}
}

View File

@@ -12,8 +12,8 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { UIID } from "../common/config/GameUIConfig";
import { LoadingViewComp } from "./view/LoadingViewComp";
import { smc } from "../common/SingletonModuleComp";
import { WxCloudApi, UserGameData } from "../wx_clound_client_api/WxCloudApi";
import { GameDataSyncManager } from "../common/GameDataSyncManager";
import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
import { Test } from "../common/Test";
// import {data} from "../data/data";
@@ -136,12 +136,26 @@ export class Initialize extends ecs.Entity {
const loginResult = await WxCloudApi.login();
const response = loginResult.result;
if (response.code === 200) {
if (loginResult.result.code === 200) {
console.log("[Initialize]: 云端登录成功");
const cloudData = response.data;
const cloudData = loginResult.result.data;
try {
// 直接覆盖基础游戏数据
if (cloudData.openid) {
smc.openid=cloudData.openid
}
// 直接覆盖出战英雄配置
if (cloudData.game_data) {
let gameDate=cloudData.game_data
if( gameDate.gold ) smc.vmdata.gold=gameDate.gold
if( gameDate.heros ) smc.heros=gameDate.heros
if( gameDate.fight_hero ) smc.fight_hero=gameDate.fight_hero
}
} catch (error) {
console.error(`[SMC]: 数据覆盖失败:`, error);
}
// 3. 用云端数据覆盖本地数据
GameDataSyncManager.getInstance().overrideLocalDataWithRemote(cloudData, "云端");
} else {
console.warn("[Initialize]: 云端登录失败:", response.msg);
// 登录失败时使用本地数据 游戏需要退出
@@ -160,10 +174,9 @@ export class Initialize extends ecs.Entity {
private async loadFromLocalDebug() {
try {
// 使用本地调试API模拟云端接口
const loginResult = new Test().load_data_from_local()
// 用本地调试数据覆盖客户端数据
GameDataSyncManager.getInstance().overrideLocalDataWithRemote(loginResult, "本地调试");
} catch (error) {
console.error("[Initialize]: 本地调试数据加载异常:", error);
}

View File

@@ -18,7 +18,7 @@ export class HInfoComp extends Component {
this.ap_node=this.node.getChildByName("info").getChildByName("base").getChildByName("ap").getChildByName("num")
this.hp_node=this.node.getChildByName("info").getChildByName("base").getChildByName("hp").getChildByName("num")
this.def_node=this.node.getChildByName("info").getChildByName("base").getChildByName("def").getChildByName("num")
this.h_uuid=smc.fight_heros[0]
this.h_uuid=smc.fight_hero
this.update_data(this.h_uuid)
}
update(deltaTime: number) {

View File

@@ -42,8 +42,7 @@ export class MissionHeroCompComp extends CCComp {
// this.current_hero_uuid=0
smc.vmdata.mission_data.hero_num=0
// console.log("[MissionHeroComp]:fight_ready",smc.fight_heros,Object.keys(smc.fight_heros).length)
let heros:any = smc.fight_heros
this.addHero(heros[0],false)
this.addHero(smc.fight_hero,false)
// for(let i=0;i<Object.keys(heros).length;i++){
// if(heros[i]!=0){
// // console.log("[MissionHeroComp]:fight_ready",heros[i])

View File

@@ -7,12 +7,11 @@ import { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent";
// 导入肉鸽配置
import {
generateStageConfig,
getStageMonsterConfigs,
getStageAllMultipliers,
MonsterType,
StageType,
getStageType
getStageType,
EventType,
getRandomEvent
} from "./RogueConfig";
import { MonModelComp } from "../hero/MonModelComp";
@@ -21,14 +20,14 @@ const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MissionMonCompComp')
@ecs.register('MissionMonComp', false)
export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使用新的RogueConfig格式
export class MissionMonCompComp extends CCComp {
// 添加刷怪队列 - 使用新的RogueConfig格式
private monsterQueue: Array<{
uuid: number,
position: number,
type: MonsterType,
level: number,
enhancement?: any, // 增强属性配置
stageMultipliers?: any // 关卡倍数配置
strengthMultiplier: number
}> = [];
private isSpawning: boolean = false;// 是否正在生成怪物
private spawnInterval: number = 0.1; // 每个怪物生成间隔时间
@@ -36,13 +35,15 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
private spawnCount: number = 0; // 召唤计数器
private pauseInterval: number = 5.0; // 暂停间隔时间5秒
private isPausing: boolean = false; // 是否正在暂停
private currentEvent: EventType | null = null; // 当前关卡的随机事件
private eventProcessed: boolean = false; // 事件是否已处理
onLoad(){
this.on(GameEvent.FightReady,this.fight_ready,this)
this.on(GameEvent.NewWave,this.fight_ready,this)
}
/** 视图层逻辑代码分离演示 */
start() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
@@ -55,10 +56,15 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
this.do_mon_wave()
}
protected update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
// 处理随机事件
if (this.currentEvent && !this.eventProcessed) {
this.processRandomEvent();
this.eventProcessed = true;
}
// 处理刷怪队列
if (this.monsterQueue.length > 0 && !this.isSpawning) {
this.spawnTimer += dt;
@@ -90,22 +96,56 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
}
}
do_mon_wave(){
// 重置召唤相关状态
this.spawnCount = 0;
this.isPausing = false;
this.spawnTimer = 0;
this.eventProcessed = false;
const currentStage = smc.data.mission;
// 使用新的肉鸽关卡配置
let level=smc.vmdata.mission_data.level
const stageType = getStageType(currentStage,level);
// 检查是否为事件关卡
if (stageType === "event") {
this.currentEvent = getRandomEvent();
} else {
this.currentEvent = null;
}
const monsterConfigs = getStageMonsterConfigs(currentStage,level);
// console.log(`[MissionMonComp]:第${currentStage}关 - ${stageType}类型,怪物数量: ${monsterConfigs.length}`);
this.generateMonstersFromStageConfig(monsterConfigs);
}
// 处理随机事件
private processRandomEvent() {
if (!this.currentEvent) return;
switch (this.currentEvent) {
case EventType.TREASURE:
// 发送获得奖励事件
smc.vmdata.mission_data.gold += 50; // 增加50金币
// 可以触发UI提示
// oops.message.dispatchEvent("event_treasure");
break;
case EventType.TRAP:
// 对玩家造成伤害
// 这里可以实现对玩家英雄造成伤害的逻辑
// oops.message.dispatchEvent("event_trap");
break;
case EventType.BUFF:
// 给玩家增加临时增益效果
// oops.message.dispatchEvent("event_buff");
break;
case EventType.DEBUFF:
// 给玩家增加临时减益效果
// oops.message.dispatchEvent("event_debuff");
break;
}
}
// 根据新的关卡配置生成怪物
private generateMonstersFromStageConfig(monsterConfigs: any[]) {
@@ -120,7 +160,7 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
// 为每个怪物配置生成怪物
monsterConfigs.forEach((monsterConfig: any, index: number) => {
const { uuid, type, enhancement, stageMultipliers } = monsterConfig;
const { uuid, type, strengthMultiplier } = monsterConfig;
// 位置循环使用 (0-4)
const position = index % 5;
@@ -130,20 +170,11 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
position,
type,
1, // 默认等级1
enhancement,
stageMultipliers
strengthMultiplier // 强度倍率
);
});
// console.log(`[MissionMonComp]:关卡${currentStage}将生成 ${monsterConfigs.length} 只怪物`);
// 输出增强属性信息
monsterConfigs.forEach((monsterConfig: any) => {
if (monsterConfig.enhancement && monsterConfig.enhancement.buffList.length > 0) {
// console.log(`[MissionMonComp]:怪物 ${monsterConfig.uuid} (${monsterConfig.type}) 拥有增强属性:`,
// monsterConfig.enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`));
}
});
}
// 添加到关卡刷怪队列 - 使用新的配置格式
@@ -152,16 +183,14 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
position: number,
type: MonsterType,
level: number = 1,
enhancement?: any,
stageMultipliers?: any
strengthMultiplier: number = 1.0
) {
this.monsterQueue.push({
uuid: uuid,
position: position,
type: type,
level: level,
enhancement: enhancement,
stageMultipliers: stageMultipliers
strengthMultiplier: strengthMultiplier
});
}
@@ -179,8 +208,7 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
isBoss,
false,
monsterData.level,
monsterData.enhancement,
monsterData.stageMultipliers
monsterData.strengthMultiplier
);
// 增加召唤计数
@@ -195,27 +223,16 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
is_boss: boolean = false,
is_call: boolean = false,
lv: number = 1,
enhancement?: any,
stageMultipliers?: any
strengthMultiplier: number = 1.0
) {
let mon = ecs.getEntity<Monster>(Monster);
let scale = -1;
let pos: Vec3 = v3(MonSet[i].pos);
// 生成怪物,传递增强属性和关卡倍数
mon.load(pos,scale,uuid,is_boss,is_call,enhancement, stageMultipliers);
// 如果有增强属性,记录到控制台
if (enhancement && enhancement.buffList && enhancement.buffList.length > 0) {
// console.log(`[MissionMonComp]: 怪物 ${uuid} 获得增强属性:`,
// enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`));
}
// 如果有关卡倍数,记录到控制台
if (stageMultipliers) {
// console.log(`[MissionMonComp]: 怪物 ${uuid} 关卡倍数 - HP: x${stageMultipliers.hp.toFixed(2)}, 攻击: x${stageMultipliers.attack.toFixed(2)}`);
}
// 生成怪物
mon.load(pos,scale,uuid,is_boss,is_call,strengthMultiplier);
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
// this.node.destroy();

View File

@@ -1,19 +1,33 @@
/**
* 肉鸽模式配置脚本 - 简化
* 肉鸽模式配置脚本 - 增强
*
* 功能说明:
* - 提供基于怪物类型的属性加成配置
* - 使用BuffAttr枚举定义属性增强
* - 供游戏系统调用获取怪物增强数据
* - 提供基础的刷怪配置:刷什么怪,刷多少怪
* - 支持程序化关卡生成逻辑,每一关的怪物组合、数量和强度应随关卡进度递增而变化
* - 支持随机事件系统
*
* @author 游戏开发团队
* @version 3.0 简化
* @date 2025-07-12
* @version 2.0 增强
* @date 2025-10-19
*/
import { QualitySet } from "../common/config/BoxSet";
import { BuffAttr } from "../common/config/SkillSet";
import { getMonList } from "../common/config/heroSet";
import { getMonList, HeroInfo } from "../common/config/heroSet";
import { Attrs } from "../common/config/SkillSet";
// 精英怪物配置表
export const EliteMonsterList = [
5201, // 兽人战士
5202, // 兽人刺客
5203, // 兽人护卫
// 可以添加更多精英怪物UUID
];
// Boss怪物配置表
export const BossMonsterList = [
5201, // 兽人战士
5202, // 兽人刺客
// 可以添加更多Boss怪物UUID
];
/**
* 怪物类型枚举
@@ -24,207 +38,104 @@ export enum MonsterType {
BOSS = "boss" // Boss怪物
}
/**
* 怪物类型增强属性个数配置
*/
export const MonsterEnhancementCountConfig = {
[MonsterType.NORMAL]: 0, // 普通怪物0个增强属性
[MonsterType.ELITE]: 1, // 精英怪物1个增强属性
[MonsterType.BOSS]: 2 // Boss怪物2个增强属性
};
/**
* 关卡类型枚举
*/
export enum StageType {
NORMAL = "normal", // 普通关卡1-4关
ELITE = "elite", // 精英关卡5关
BOSS = "boss" // Boss关卡10关
NORMAL = "normal", // 普通关卡
ELITE = "elite", // 精英关卡
BOSS = "boss", // Boss关卡
EVENT = "event" // 事件关卡
}
/**
* 关卡配置数据接口
* 随机事件类型枚举
*/
export interface StageConfig {
stageNumber: number;
stageType: StageType;
description: string;
monsters: Array<{
type: MonsterType;
count: number;
}>;
export enum EventType {
TREASURE = "treasure", // 额外奖励
TRAP = "trap", // 陷阱伤害
BUFF = "buff", // 临时增益效果
DEBUFF = "debuff" // 临时减益效果
}
/**
* 关卡配置规则
* 关卡配置规则 - 增强版,支持怪物数量和强度随关卡递增
*/
export const StageConfigRules = {
// 普通关卡1-4关
// 普通关卡
[StageType.NORMAL]: {
description: "普通关卡",
monsters: [
{ type: MonsterType.NORMAL, count: 5 } // 5个小怪
{ type: MonsterType.NORMAL, count: 3, minCount: 2, maxCount: 6 } // 普通怪物数量随关卡递增
]
},
// 精英关卡5关
// 精英关卡
[StageType.ELITE]: {
description: "精英关卡",
monsters: [
{ type: MonsterType.ELITE, count: 2 }, // 2个精英
{ type: MonsterType.NORMAL, count: 3 } // 3个小怪
{ type: MonsterType.ELITE, count: 2, minCount: 1, maxCount: 4 }, // 精英怪物
{ type: MonsterType.NORMAL, count: 3, minCount: 2, maxCount: 5 } // 普通怪物
]
},
// Boss关卡10关
// Boss关卡
[StageType.BOSS]: {
description: "Boss关卡",
monsters: [
{ type: MonsterType.BOSS, count: 1 }, // 1个Boss
{ type: MonsterType.ELITE, count: 2 }, // 2个精英
{ type: MonsterType.NORMAL, count: 2 } // 2个小怪
{ type: MonsterType.BOSS, count: 1, minCount: 1, maxCount: 1 }, // 1个Boss怪物
{ type: MonsterType.ELITE, count: 2, minCount: 1, maxCount: 3 }, // 精英怪物
{ type: MonsterType.NORMAL, count: 2, minCount: 1, maxCount: 4 } // 普通怪物
]
},
// 事件关卡
[StageType.EVENT]: {
description: "事件关卡",
monsters: [
{ type: MonsterType.NORMAL, count: 2, minCount: 1, maxCount: 4 } // 少量普通怪物
]
}
};
/**
* 可用的增强属性池
* 按权重排序,数值越大优先级越高
* 随机事件配置
*/
export const AvailableEnhancementPool = [
{ buffType: BuffAttr.HP, weight: 10, baseValue: 80, name: "生命值增强" },
{ buffType: BuffAttr.ATK, weight: 9, baseValue: 50, name: "攻击力增强" },
{ buffType: BuffAttr.CRITICAL, weight: 8, baseValue: 30, name: "暴击率增强" },
{ buffType: BuffAttr.DEF, weight: 7, baseValue: 40, name: "防御增强" },
{ buffType: BuffAttr.CRITICAL_DMG, weight: 6, baseValue: 60, name: "暴击伤害增强" },
{ buffType: BuffAttr.DODGE, weight: 5, baseValue: 25, name: "闪避增强" },
{ buffType: BuffAttr.ATK_CD, weight: 4, baseValue: 20, name: "攻击速度增强" },
{ buffType: BuffAttr.LIFESTEAL, weight: 3, baseValue: 15, name: "吸血" },
{ buffType: BuffAttr.DMG_RED, weight: 2, baseValue: 20, name: "免伤" },
{ buffType: BuffAttr.PUNCTURE, weight: 1, baseValue: 2, name: "穿刺" }
];
/**
* 基于怪物类型的基础配置
*/
export const MonsterTypeBaseConfig = {
[MonsterType.NORMAL]: {
name: "普通怪物",
description: "基础属性无增强"
export const EventConfig = {
[EventType.TREASURE]: {
description: "宝箱事件",
probability: 0.3, // 30%概率触发
effect: "获得额外奖励"
},
[MonsterType.ELITE]: {
name: "精英怪物",
description: "单一属性增强"
[EventType.TRAP]: {
description: "陷阱事件",
probability: 0.25, // 25%概率触发
effect: "受到一定伤害"
},
[MonsterType.BOSS]: {
name: "Boss怪物",
description: "双重属性增强"
[EventType.BUFF]: {
description: "增益事件",
probability: 0.25, // 25%概率触发
effect: "获得临时增益效果"
},
[EventType.DEBUFF]: {
description: "减益事件",
probability: 0.2, // 20%概率触发
effect: "受到临时减益效果"
}
};
/**
* 怪物增强数据接口
*/
export interface MonsterEnhancementData {
name: string;
description: string;
buffs: { [key in BuffAttr]?: number };
buffList: Array<{ buffType: BuffAttr; value: number; name: string }>;
}
/**
* 根据权重随机选择增强属性
* @param count 需要选择的属性个数
* @param excludeTypes 排除的属性类型
* @returns 选中的增强属性数组
*/
export function selectRandomEnhancements(count: number, excludeTypes: BuffAttr[] = []): Array<{buffType: BuffAttr, weight: number, baseValue: number, name: string}> {
if (count <= 0) return [];
// 过滤掉排除的属性类型
const availablePool = AvailableEnhancementPool.filter(item => !excludeTypes.includes(item.buffType));
if (availablePool.length === 0) return [];
const selectedEnhancements = [];
const usedTypes = new Set<BuffAttr>();
for (let i = 0; i < count && i < availablePool.length; i++) {
// 计算权重总和
const totalWeight = availablePool
.filter(item => !usedTypes.has(item.buffType))
.reduce((sum, item) => sum + item.weight, 0);
if (totalWeight === 0) break;
// 随机选择
let randomValue = Math.random() * totalWeight;
for (const enhancement of availablePool) {
if (usedTypes.has(enhancement.buffType)) continue;
randomValue -= enhancement.weight;
if (randomValue <= 0) {
selectedEnhancements.push(enhancement);
usedTypes.add(enhancement.buffType);
break;
}
}
}
return selectedEnhancements;
}
/**
* 获取怪物类型的属性加成配置
* @param monsterType 怪物类型
* @param useRandom 是否使用随机生成默认true
* @returns 属性加成配置包含buffs字段
*/
export function getMonsterEnhancement(monsterType: MonsterType, useRandom: boolean = true): MonsterEnhancementData {
const baseConfig = MonsterTypeBaseConfig[monsterType];
const enhancementCount = MonsterEnhancementCountConfig[monsterType];
let selectedEnhancements: Array<{buffType: BuffAttr, weight: number, baseValue: number, name: string}> = [];
if (useRandom) {
// 随机生成增强属性
selectedEnhancements = selectRandomEnhancements(enhancementCount);
} else {
// 使用固定的最高权重属性
selectedEnhancements = AvailableEnhancementPool
.slice(0, enhancementCount)
.map(item => ({...item}));
}
// 构建buffs对象
const buffs: { [key in BuffAttr]?: number } = {};
const buffList: Array<{ buffType: BuffAttr; value: number; name: string }> = [];
selectedEnhancements.forEach(enhancement => {
buffs[enhancement.buffType] = enhancement.baseValue;
buffList.push({
buffType: enhancement.buffType,
value: enhancement.baseValue,
name: enhancement.name
});
});
return {
name: baseConfig.name,
description: `${baseConfig.description} (${enhancementCount}个属性)`,
buffs: buffs,
buffList: buffList
};
}
/**
* 根据关卡号和等级判断关卡类型
* @param stageNumber 关卡号从1开始
* @param level 等级1-5
* @returns 关卡类型
*/
export function getStageType(stageNumber: number, level: number = 1): StageType {
// 每隔5关设置特殊事件关卡
if (stageNumber % 5 === 0 && level === 3) {
return StageType.EVENT;
}
// 第10关的特殊规则
if (stageNumber % 10 === 0) {
if (level === 5) {
@@ -245,6 +156,39 @@ export function getStageType(stageNumber: number, level: number = 1): StageType
}
}
/**
* 计算怪物数量,随关卡进度递增
* @param stageNumber 关卡号
* @param baseCount 基础数量
* @param minCount 最小数量
* @param maxCount 最大数量
* @returns 实际怪物数量
*/
export function calculateMonsterCount(stageNumber: number, baseCount: number, minCount: number, maxCount: number): number {
// 随关卡递增每5关增加1个怪物最多不超过最大数量
const increment = Math.floor(stageNumber / 5);
let count = baseCount + increment;
// 确保在最小和最大数量之间
count = Math.max(minCount, Math.min(maxCount, count));
return count;
}
/**
* 计算怪物强度倍率,随关卡进度递增
* @param stageNumber 关卡号
* @param level 等级
* @returns 强度倍率
*/
export function calculateMonsterStrengthMultiplier(stageNumber: number, level: number): number {
// 基础倍率基于关卡号和等级
const stageMultiplier = 1 + (stageNumber - 1) * 0.1; // 每关增加10%
const levelMultiplier = 1 + (level - 1) * 0.05; // 每级增加5%
return stageMultiplier * levelMultiplier;
}
/**
* 生成关卡配置
* @param stageNumber 关卡号从1开始
@@ -258,7 +202,15 @@ export function generateStageConfig(stageNumber: number, level: number = 1): Mon
// 根据配置生成怪物类型数组
rule.monsters.forEach(monsterGroup => {
for (let i = 0; i < monsterGroup.count; i++) {
// 计算实际怪物数量
const actualCount = calculateMonsterCount(
stageNumber,
monsterGroup.count,
monsterGroup.minCount,
monsterGroup.maxCount
);
for (let i = 0; i < actualCount; i++) {
monsterArray.push(monsterGroup.type);
}
});
@@ -267,21 +219,21 @@ export function generateStageConfig(stageNumber: number, level: number = 1): Mon
}
/**
* 根据怪物类型获取对应品质的怪物UUID数组
* 根据怪物类型获取对应配置表中的怪物UUID数组
* @param monsterType 怪物类型
* @returns 怪物UUID数组
*/
export function getMonsterUUIDsByType(monsterType: MonsterType): number[] {
switch (monsterType) {
case MonsterType.NORMAL:
return getMonList(QualitySet.GREEN); // 绿色品质为普通怪物
// 普通怪物使用原有的getMonList方法
return getMonList();
case MonsterType.ELITE:
return getMonList(QualitySet.BLUE); // 蓝色品质为精英怪物
// 精英怪物使用精英配置表
return EliteMonsterList;
case MonsterType.BOSS:
// 紫色及以上品质为Boss怪物
const purpleMonsters = getMonList(QualitySet.PURPLE);
const orangeMonsters = getMonList(QualitySet.ORANGE);
return [...purpleMonsters, ...orangeMonsters];
// Boss怪物使用Boss配置表
return BossMonsterList;
default:
return [];
}
@@ -310,31 +262,29 @@ export function getStageMonsterUUIDs(stageNumber: number, level: number = 1): nu
}
/**
* 获取关卡怪物配置包含UUID和增强属性
* 获取关卡怪物配置包含UUID和强度信息
* @param stageNumber 关卡号
* @param level 等级1-5
* @param useRandomBuff 是否使用随机buff
* @returns 完整的怪物配置数组
* @returns 怪物配置数组
*/
export function getStageMonsterConfigs(stageNumber: number, level: number = 1, useRandomBuff: boolean = true) {
export function getStageMonsterConfigs(stageNumber: number, level: number = 1) {
const monsterTypes = generateStageConfig(stageNumber, level);
const stageMultipliers = getStageAllMultipliers(stageNumber);
const monsterConfigs = [];
// 计算强度倍率
const strengthMultiplier = calculateMonsterStrengthMultiplier(stageNumber, level);
monsterTypes.forEach((monsterType, index) => {
const availableUUIDs = getMonsterUUIDsByType(monsterType);
if (availableUUIDs.length > 0) {
const randomUUID = availableUUIDs[Math.floor(Math.random() * availableUUIDs.length)];
const enhancement = getMonsterEnhancement(monsterType, useRandomBuff);
monsterConfigs.push({
id: `stage_${stageNumber}_level_${level}_${index}`,
uuid: randomUUID,
type: monsterType,
stageNumber: stageNumber,
level: level,
enhancement: enhancement,
stageMultipliers: stageMultipliers
strengthMultiplier: strengthMultiplier // 强度倍率
});
}
});
@@ -343,57 +293,19 @@ export function getStageMonsterConfigs(stageNumber: number, level: number = 1, u
}
/**
* 关卡基础属性倍数配置
* 随机决定是否触发事件
* @returns 事件类型或null
*/
export const StageMultiplierConfig = {
// 每级提升的基础倍数
baseMultiplierPerLevel: 0.05, // 每级基础属性提升5%
export function getRandomEvent(): EventType | null {
const random = Math.random();
let cumulativeProbability = 0;
// 每10级的大幅提升倍数
bigBoostMultiplier: 0.3, // 每10级额外提升30%
// 不同属性的提升权重
attributeWeights: {
hp: 1.2, // 生命值提升权重较高
attack: 1.0, // 攻击力标准权重
for (const eventType in EventConfig) {
cumulativeProbability += EventConfig[eventType].probability;
if (random <= cumulativeProbability) {
return eventType as EventType;
}
}
};
/**
* 计算关卡的基础属性倍数
* @param stageNumber 关卡号从1开始
* @param attributeType 属性类型hp, attack
* @returns 属性倍数
*/
export function calculateStageMultiplier(stageNumber: number, attributeType: 'hp' | 'attack'): number {
const config = StageMultiplierConfig;
// 基础倍数1.0第1关不变
let multiplier = 1.0;
// 每级小提升:(关卡-1) * 每级提升率 * 属性权重
const levelBoost = (stageNumber - 1) * config.baseMultiplierPerLevel * config.attributeWeights[attributeType];
// 每10级大提升向下取整(关卡/10) * 大幅提升率 * 属性权重
const bigBoostCount = Math.floor(stageNumber / 10);
const bigBoost = bigBoostCount * config.bigBoostMultiplier * config.attributeWeights[attributeType];
multiplier += levelBoost + bigBoost;
return multiplier;
return null; // 不触发事件
}
/**
* 获取关卡所有属性的倍数
* @param stageNumber 关卡号
* @returns 所有属性倍数对象
*/
export function getStageAllMultipliers(stageNumber: number) {
return {
stageNumber: stageNumber,
hp: calculateStageMultiplier(stageNumber, 'hp'),
attack: calculateStageMultiplier(stageNumber, 'attack'),
description: `${stageNumber}关基础属性倍数`
};
}

View File

@@ -9,8 +9,6 @@ const { ccclass, property } = _decorator;
export class topComp extends Component {
protected onLoad(): void {
oops.message.on(GameEvent.GOLD_UPDATE,this.onGoldUpdate,this);
oops.message.on(GameEvent.DIAMOND_UPDATE,this.onDiamondUpdate,this);
oops.message.on(GameEvent.MEAT_UPDATE,this.onMeatUpdate,this);
this.update_all()
}
start() {
@@ -23,26 +21,12 @@ export class topComp extends Component {
.to(0.1,{scale:v3(1,1,1)})
.start()
}
onDiamondUpdate(event:string,data:any){
}
onMeatUpdate(event:string,data:any){
}
update_gold(gold:number){
this.node.getChildByName("bar").getChildByName("gold").getChildByName("num").getComponent(Label).string=NumberFormatter.formatNumber(gold);
}
update_diamond(diamond:number){
}
update_meat(meat:number){
}
update_all(){
this.update_gold(smc.data.gold)
this.update_diamond(smc.data.diamond)
this.update_meat(smc.data.meat)
this.update_gold(smc.vmdata.gold)
}
update(deltaTime: number) {

View File

@@ -1,8 +1,8 @@
import { _decorator, Animation, CCBoolean, Collider2D, Contact2DType, Tween, v3, Vec3 } from "cc";
import { _decorator, Animation, CCBoolean, Collider2D, Contact2DType, Tween, UITransform, v3, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { BezierMove } from "../BezierMove/BezierMove";
import { DTType, EType, SkillSet, SType } from "../common/config/SkillSet";
import { Attrs, DTType, EType, SkillSet, SType } from "../common/config/SkillSet";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { HeroViewComp } from "../hero/HeroViewComp";
import { GameEvent } from "../common/config/GameEvent";
@@ -28,6 +28,7 @@ export class AtkConCom extends CCComp {
run_time:number = 0;
// 战斗相关运行时数据
Attrs:any=null
hit_count:number = 0;
// 组件引用
anim:Animation=null;
tweenInstance:Tween<any> = null;
@@ -133,29 +134,16 @@ export class AtkConCom extends CCComp {
// if(this.hit_count > 0&&!is_range) this.ap=this.ap*(50+this.puncture_damage)/100 // 穿刺后 伤害减半,过滤范围伤害
if(target == null) return;
if (!this.Config) return;
// let ap=this.ap
// if(this.hit_count > 0 &&!is_range ){
// ap=ap*(50+this.puncture_damage)/100
// }
// target.do_atked(ap,this.caster_crit,this.caster_crit_d,
// this.burn_count,this.burn_value,
// this.stun_time,this.stun_ratio,
// this.frost_time,this.frost_ratio,
// this.Config.AtkedType
// ) // ap 及暴击 属性已经在skill.ts 处理
// // console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
// if(this.Config.debuff>0){
// let debuff=this.Config
// let dev=debuff.deV*(100+this.debuff_value)/100
// let deR=debuff.deR+this.debuff_up
// dev=Math.round(dev*100)/100
// let deC=debuff.deC+this.debuff_count //dec只作为次数叠加
// // //console.log("[SkillCom]:debuff",this.Config.name,debuff.debuff,deUP.deV,deUP.deC)
// target.add_debuff(debuff.debuff,dev,deC,deR)
// }
// this.hit_count++
// // console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture)
// if(this.hit_count>=(this.Config.hit+this.puncture)&&(this.Config.DTType!=DTType.range)&&(this.Config.EType!=EType.animationEnd)&&(this.Config.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
let damage=Math.floor(this.Attrs[Attrs.AP]*(SkillSet[this.s_uuid].ap/100))
if(this.hit_count > 0 &&!is_range ){
let Percentage=Math.pow((50+this.Attrs[Attrs.PUNCTURE_DMG])/100, this.hit_count)
damage=damage*Percentage
}
target.do_atked(damage,this.Attrs,this.s_uuid) // ap 及暴击 属性已经在skill.ts 处理
// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
this.hit_count++
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture)
if(this.hit_count>=(this.Config.hit+this.Attrs[Attrs.PUNCTURE])&&(this.Config.DTType!=DTType.range)&&(this.Config.EType!=EType.animationEnd)&&(this.Config.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
}
update(deltaTime: number) {
// 确保配置已初始化(处理 update 可能先于 start 执行的情况)
@@ -181,7 +169,50 @@ export class AtkConCom extends CCComp {
this.toDestroy();
}
public atk(args:any){
let dis=this.node.getComponent(UITransform).width/2
let targetsInRange: HeroViewComp[] = []
// 收集范围内所有敌方目标
ecs.query(ecs.allOf(HeroViewComp)).some(e => {
const view = e.get(HeroViewComp);
if(view.fac!=this.fac) {
const distance = Math.abs(this.node.position.x - view.node.position.x);
if(distance <= dis) {
targetsInRange.push(view);
}
}
});
// 根据配置的hit_num决定攻击模式
const hitNum = SkillSet[this.s_uuid].hit_num || 0;
if(hitNum > 0) {
// 限制目标数量按距离排序选择最近的N个目标
if(targetsInRange.length > 0) {
// 按距离排序(从近到远)
targetsInRange.sort((a, b) => {
const distanceA = Math.abs(this.node.position.x - a.node.position.x);
const distanceB = Math.abs(this.node.position.x - b.node.position.x);
return distanceA - distanceB;
});
// 限制目标数量
const maxTargets = Math.min(hitNum, targetsInRange.length);
const selectedTargets = targetsInRange.slice(0, maxTargets);
selectedTargets.forEach(target => {
this.single_damage(target, false);
});
}
} else {
// 范围伤害:对所有范围内目标造成伤害
if(targetsInRange.length > 0) {
targetsInRange.forEach(target => {
this.single_damage(target, false);
});
}
}
}
toDestroy() {
if(this.is_destroy){
if (this.ent) {

View File

@@ -38,7 +38,6 @@ load(startPos: Vec3, parent: Node, uuid: number, targetPos: any[], caster:Hero
node.setPosition(startPos);
if(caster.fac==FacSet.MON){
node.scale=v3(node.scale.x*-1,1,1)
}else{
if(caster.type==HType.warrior){
if(caster.node.scale.x<0){
@@ -49,21 +48,18 @@ load(startPos: Vec3, parent: Node, uuid: number, targetPos: any[], caster:Hero
// 添加技能组件
const SComp = node.getComponent(SkillViewCom); // 初始化技能参数
// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
Object.assign(SComp, {
// 核心标识
s_uuid: uuid,
cName:caster.hero_name,
scale: caster.node.scale.x,
// 位置和施法者信息
startPos: startPos,
targetPos: targetPos,
group: caster.box_group,
fac: caster.fac,
// 技能数值
ap: caster.Attrs[Attrs.AP],
caster: caster,
});
SComp.s_uuid= uuid
SComp.cName=caster.hero_name
SComp.scale= caster.node.scale.x
// 位置和施法者信息
SComp.startPos= startPos
SComp.targetPos= targetPos
SComp.group= caster.box_group
SComp.fac= caster.fac,
// 技能数值(深拷贝避免引用问题)
SComp.Attrs = { ...caster.Attrs } // 或使用 Object.assign({}, caster.Attrs)
SComp.caster= caster,
this.add(SComp);
}

View File

@@ -1,4 +1,4 @@
import { _decorator, CCBoolean, CCInteger, instantiate, Node, Prefab, v3, Vec3 } from "cc";
import { _decorator, CCBoolean, CCFloat, CCInteger, instantiate, Node, Prefab, v3, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { HeroViewComp } from "../hero/HeroViewComp";
@@ -17,34 +17,41 @@ export class SkillViewCom extends CCComp {
atkPrefab: Prefab = null!
@property
hasReady: boolean = false;
@property
ReadyLoop: boolean = false // 预备是否循环
@property({ type: CCFloat })
SkillTime: number = 0 // 技能控制存续时间时间
@property({ type: CCFloat })
ReadyTime: number = 0 // 技能前摇时间
@property({ type: CCInteger })
ReadyTime: number = 0
@property({ type: CCInteger })
runType: number = 0
runType: number = 0 //技能运行类型 0-线性 1-贝塞尔 2-开始位置固定 3-目标位置固定
@property({ type: CCInteger })
ready_y: number = 0
@property({ type: CCInteger })
atk_x: number = 0
@property({ type: CCInteger })
atk_y: number = 0
@property({ type: CCInteger })
s_count:number=1;
@property({ type: CCFloat })
s_interval:number=0.2;
endTime: number = 0;
readyFinish: boolean = false;
caster:HeroViewComp=null!;
s_uuid:number=0;
s_count:number=1;
s_interval:number=0.2;
s_cd:number=0;
scale: number = 0;
cName:string="";
target:HeroViewComp=null;
parent:Node=null;
target_postions:any[]=null
group:0
fac: 0
group:number=0
fac:number=0
// 战斗相关运行时数据
Attrs:any=null
targetPos:any[]=null
startPos:any=null
targetPos:any=null
start() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
this.node.getChildByName("ready").active = this.hasReady
@@ -59,7 +66,7 @@ export class SkillViewCom extends CCComp {
}
doEnd(dt: number) {
this.endTime += dt
if(this.endTime >= SkillSet[this.s_uuid].in) {
if(this.endTime >= this.SkillTime) {
this.ent.destroy()
}
}

View File

@@ -2,7 +2,7 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { HType } from "../common/config/heroSet";
import { BuffAttr, SkillSet } from "../common/config/SkillSet";
import {Attrs, SkillSet } from "../common/config/SkillSet";
import { smc } from "../common/SingletonModuleComp";
import { HeroViewComp } from "../hero/HeroViewComp";
import { SkillCom } from "./SkillCom";
@@ -82,20 +82,7 @@ export class Skill extends ecs.Entity {
group: caster.box_group,
fac: caster.fac,
// 技能数值
ap: caster.Attrs[BuffAttr.AP],
caster_crit: caster.Attrs[BuffAttr.CRITICAL],
caster_crit_d: caster.Attrs[BuffAttr.CRITICAL_DMG],
puncture: caster.Attrs[BuffAttr.PUNCTURE],
puncture_damage: caster.Attrs[BuffAttr.PUNCTURE_DMG],
burn_count: caster.Attrs[BuffAttr.BURN_COUNT],
burn_value: caster.Attrs[BuffAttr.BURN_VALUE],
stun_time: caster.Attrs[BuffAttr.STUN_TIME],
stun_ratio: caster.Attrs[BuffAttr.STUN_RATIO],
frost_time: caster.Attrs[BuffAttr.FROST_TIME],
frost_ratio: caster.Attrs[BuffAttr.FROST_RATIO],
debuff_up: caster.Attrs[BuffAttr.DEBUFF_UP],
debuff_value: caster.Attrs[BuffAttr.DEBUFF_VALUE],
debuff_count: caster.Attrs[BuffAttr.DEBUFF_COUNT],
});
this.add(SComp);

View File

@@ -3,7 +3,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent";
import { AType, BuffAttr, DTType, EType, SkillSet, SType, TGroup } from "../common/config/SkillSet";
import { Attrs, DTType, EType, SkillSet, SType, TGroup } from "../common/config/SkillSet";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { HeroViewComp } from "../hero/HeroViewComp";
import { BezierMove } from "../BezierMove/BezierMove";
@@ -85,50 +85,50 @@ export class SkillCom extends CCComp {
}
let bm=this.node.getComponent(BezierMove)
// //console.log(this.group +"技能 collider ",collider);
switch(this.skillConfig.AType){
case AType.parabolic:
this.node.angle +=10
// bm.speed=700
if(this.group==BoxSet.MONSTER) {bm.controlPointSide=-1 }
bm.rotationSmoothness=0.6
bm.moveTo(this.targetPos)
break;
case AType.linear:
let s_x=this.startPos.x
let s_y=this.startPos.y
let t_x=this.targetPos.x
let t_y=this.targetPos.y
// 设定目标x
this.targetPos.x = 400;
if(this.group == BoxSet.MONSTER) {
bm.controlPointSide = -1;
this.targetPos.x = -400;
}
// 计算斜率
const k = (t_y - s_y) / (t_x - s_x);
// 按直线公式计算新的y
this.targetPos.y = k * (this.targetPos.x - s_x) + s_y;
bm.controlPointOffset=0
bm.rotationSmoothness=0.6
bm.moveTo(this.targetPos);
break;
case AType.StartEnd:
// 2段位移先升高然后移到目的地
this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
this.do_anim()
break;
case AType.fixedEnd:
this.node.setPosition(this.targetPos.x > 360?300:this.targetPos.x,0,0)
this.do_anim()
break;
case AType.fixedStart: //
if(this.s_uuid==6001){
console.log("skillcom startPos",this.startPos)
}
this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
this.do_anim()
break;
}
// switch(this.skillConfig.AType){
// case AType.parabolic:
// this.node.angle +=10
// // bm.speed=700
// if(this.group==BoxSet.MONSTER) {bm.controlPointSide=-1 }
// bm.rotationSmoothness=0.6
// bm.moveTo(this.targetPos)
// break;
// case AType.linear:
// let s_x=this.startPos.x
// let s_y=this.startPos.y
// let t_x=this.targetPos.x
// let t_y=this.targetPos.y
// // 设定目标x
// this.targetPos.x = 400;
// if(this.group == BoxSet.MONSTER) {
// bm.controlPointSide = -1;
// this.targetPos.x = -400;
// }
// // 计算斜率
// const k = (t_y - s_y) / (t_x - s_x);
// // 按直线公式计算新的y
// this.targetPos.y = k * (this.targetPos.x - s_x) + s_y;
// bm.controlPointOffset=0
// bm.rotationSmoothness=0.6
// bm.moveTo(this.targetPos);
// break;
// case AType.StartEnd:
// // 2段位移先升高然后移到目的地
// this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
// this.do_anim()
// break;
// case AType.fixedEnd:
// this.node.setPosition(this.targetPos.x > 360?300:this.targetPos.x,0,0)
// this.do_anim()
// break;
// case AType.fixedStart: //
// if(this.s_uuid==6001){
// console.log("skillcom startPos",this.startPos)
// }
// this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
// this.do_anim()
// break;
// }
}
@@ -156,7 +156,7 @@ export class SkillCom extends CCComp {
switch(this.skillConfig.SType){
case SType.shield:
this.caster.add_shield(this.caster[BuffAttr.HP_MAX]*(100+this.skillConfig.buV/100))
this.caster.add_shield(this.caster[Attrs.HP_MAX]*(100+this.skillConfig.buV/100))
break;
}
}
@@ -170,12 +170,12 @@ export class SkillCom extends CCComp {
if(this.hit_count > 0 &&!is_range ){
ap=ap*(50+this.puncture_damage)/100
}
target.do_atked(ap,this.caster_crit,this.caster_crit_d,
this.burn_count,this.burn_value,
this.stun_time,this.stun_ratio,
this.frost_time,this.frost_ratio,
this.skillConfig.AtkedType
) // ap 及暴击 属性已经在skill.ts 处理
// target.do_atked(ap,this.caster_crit,this.caster_crit_d,
// this.burn_count,this.burn_value,
// this.stun_time,this.stun_ratio,
// this.frost_time,this.frost_ratio,
// this.skillConfig.AtkedType
// ) // ap 及暴击 属性已经在skill.ts 处理
// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
if(this.skillConfig.debuff>0){
let debuff=this.skillConfig
@@ -184,7 +184,7 @@ export class SkillCom extends CCComp {
dev=Math.round(dev*100)/100
let deC=debuff.deC+this.debuff_count //dec只作为次数叠加
// //console.log("[SkillCom]:debuff",this.skillConfig.name,debuff.debuff,deUP.deV,deUP.deC)
target.add_debuff(debuff.debuff,dev,deC,deR)
target.addDebuff(debuff.debuff)
}
this.hit_count++
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.skillConfig.hit,this.puncture)

View File

@@ -4,6 +4,7 @@ import { CCComp } from "../../../../../extensions/oops-plugin-framework/assets/m
import { HeroViewComp } from "../../hero/HeroViewComp";
import { SkillCom } from "../SkillCom";
import { AtkConCom } from "../../skill/AtkConCom";
import { SkillSet } from "../../common/config/SkillSet";
const { ccclass, property } = _decorator;
@@ -17,53 +18,7 @@ export class AtkComComp extends CCComp {
// this.on(ModuleEvent.Cmd, this.onHandler, this);
}
public atk(args:any){
let scom=this.node.getComponent(SkillCom)
let acom=this.node.getComponent(AtkConCom)
let skill=scom?scom:acom
let dis=this.node.getComponent(UITransform).width/2
let targetsInRange: HeroViewComp[] = []
// 收集范围内所有敌方目标
ecs.query(ecs.allOf(HeroViewComp)).some(e => {
const view = e.get(HeroViewComp);
if(view.fac!=skill.fac) {
const distance = Math.abs(skill.node.position.x - view.node.position.x);
if(distance <= dis) {
targetsInRange.push(view);
}
}
});
// 根据配置的hit_num决定攻击模式
const hitNum = skill.skillConfig?.hit_num || 0;
if(hitNum > 0) {
// 限制目标数量按距离排序选择最近的N个目标
if(targetsInRange.length > 0) {
// 按距离排序(从近到远)
targetsInRange.sort((a, b) => {
const distanceA = Math.abs(skill.node.position.x - a.node.position.x);
const distanceB = Math.abs(skill.node.position.x - b.node.position.x);
return distanceA - distanceB;
});
// 限制目标数量
const maxTargets = Math.min(hitNum, targetsInRange.length);
const selectedTargets = targetsInRange.slice(0, maxTargets);
selectedTargets.forEach(target => {
skill.single_damage(target, false);
});
}
} else {
// 范围伤害:对所有范围内目标造成伤害
if(targetsInRange.length > 0) {
targetsInRange.forEach(target => {
skill.single_damage(target, false);
});
}
}
}
/** 全局消息逻辑处理 */
// private onHandler(event: string, args: any) {
// switch (event) {

View File

@@ -1,84 +1,11 @@
// 云函数返回类型定义
import { get } from "http";
export type CloudReturnType<T = any> = {
code: number, // 200成功,其他都是失败
msg?: string, // 消息信息
data?: T, // 返回数据
timestamp?: number, // 时间戳
version?: string, // 数据版本
execution_time?: number // 执行时间(ms)
code: number,// 200成功
msg?:string,
data?:T
}
// 用户信息类型
export type UserInfo = {
user_id: string,
openid: string,
regist_time: number,
init_time?: number,
data_version?: string,
last_save_time?: number
}
// 完整用户数据类型
export type UserGameData = UserInfo & {
data: GameData,
fight_heros: FightHeros,
heros: Heros,
items: Items,
tals: Tals,
equips: Equips
}
// 基础游戏数据类型
export type GameData = {
score: number,
mission: number,
gold: number,
diamond: number,
meat: number,
exp: number,
}
// 出战英雄类型
export type FightHeros = {
[position: number]: number // 位置 -> 英雄ID
}
// 英雄数据类型
export type HeroData = {
uuid: number,
lv: number,
exp?: number,
star?: number,
power?: number
}
export type Heros = {
[heroId: number]: HeroData
}
// 库存类型
export type Items = {
[itemId: number]: number
}
export type Tals = {
[talId: number]: number
}
export type Equips = {
[equipId: number]: number
}
// 版本兼容性检查结果
export type VersionCompatibility = {
compatible: boolean,
needsUpgrade: boolean,
message: string
}
// 库存类型枚举
export type InventoryType = 'items' | 'tals' | 'equips'
export class WxCloudApi{
/**
* @en init the cloud
@@ -91,14 +18,30 @@ export class WxCloudApi{
});
}
// ==================== 认证相关接口 ====================
/**
* @en Login to the cloud
* @zh 用户登录,获取完整的用户和游戏数据
* @return Promise<CloudCallFunctionResult<CloudReturnType<UserGameData>>>
* @zh 登录云
* @return 返回结果
* 参考:
* result.result = {
* code: number, // 200成功其他都是失败
* msg: string, // 如果失败,这里是失败原因等信息
* data: { // 成功才有
* openid: string, // 用户微信平台openid
* regist_time: number, // 时间戳,用户注册时间
* game_data: object, // 开发者自己保存的数据
* }
* }
* 如果这个泛型令你报错一般是因为你删了wx.api.d.ts导致请使用以下签名
* login():Promise<{result: CloudReturnType<{openid: string, regist_time: number, game_data: object}>}>
* 或者你是个“不拘小节”的老哥,可以用以下简洁版签名(参考上方的数据结构例子使用即可)
* login():Promise<any>
*/
public static async login(): Promise<CloudCallFunctionResult<CloudReturnType<UserGameData>>> {
public static async login(): Promise<CloudCallFunctionResult<CloudReturnType<{
openid:string,
regist_time:number,
game_data:any
}>>>{
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
@@ -108,486 +51,29 @@ export class WxCloudApi{
}
/**
* @en Get user basic info
* @zh 获取用户基本信息(不包含游戏数据)
* @return Promise<CloudCallFunctionResult<CloudReturnType<UserInfo>>>
*/
public static async getUserInfo(): Promise<CloudCallFunctionResult<CloudReturnType<UserInfo>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "user_info"
}
});
}
/**
* @en Check data version compatibility
* @zh 检查数据版本兼容性
* @return Promise<CloudCallFunctionResult<CloudReturnType<{user_version: string, current_version: string, compatibility: VersionCompatibility}>>>
*/
public static async checkVersion(): Promise<CloudCallFunctionResult<CloudReturnType<{
user_version: string,
current_version: string,
compatibility: VersionCompatibility,
init_time: number,
regist_time: number,
last_save_time: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "version"
}
});
}
/**
* @en Force upgrade user data
* @zh 强制升级用户数据结构
* @return Promise<CloudCallFunctionResult<CloudReturnType<{old_version: string, new_version: string, upgrade_time: number} & UserGameData>>>
*/
public static async upgradeUserData(): Promise<CloudCallFunctionResult<CloudReturnType<{
old_version: string,
new_version: string,
upgrade_time: number
} & UserGameData>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "upgrade"
}
});
}
// ==================== 基础游戏数据接口 ====================
/**
* @en Get game data
* @zh 获取基础游戏数据(金币、钻石、经验等)
* @return Promise<CloudCallFunctionResult<CloudReturnType<GameData>>>
*/
public static async getGameData(): Promise<CloudCallFunctionResult<CloudReturnType<GameData>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "data_get"
}
});
}
/**
* @en Update game data
* @zh 批量更新基础游戏数据
* @param data 要更新的数据
* @param merge 是否合并更新默认true
* @return Promise<CloudCallFunctionResult<CloudReturnType<GameData>>>
*/
public static async updateGameData(data: Partial<GameData>, merge: boolean = true): Promise<CloudCallFunctionResult<CloudReturnType<GameData>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "data_update",
data: data,
merge: merge
}
});
}
/**
* @en Add to game data field
* @zh 增加指定字段的数值
* @param field 字段名
* @param amount 增加的数量
* @return Promise<CloudCallFunctionResult<CloudReturnType<{field: string, old_value: number, new_value: number, change: number}>>>
*/
public static async addGameDataField(field:string, amount: number): Promise<CloudCallFunctionResult<CloudReturnType<{
field: string,
old_value: number,
new_value: number,
change: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "data_add",
field: field,
amount: amount
}
});
}
/**
* @en Spend game data field
* @zh 消耗指定字段的数值(会检查是否足够)
* @param field 字段名
* @param amount 消耗的数量
* @return Promise<CloudCallFunctionResult<CloudReturnType<{field: string, old_value: number, new_value: number, change: number}>>>
*/
public static async spendGameDataField(field:string|Record<string, number>, amount: number): Promise<CloudCallFunctionResult<CloudReturnType<{
field: string|Record<string, number>,
old_value: number,
new_value: number,
change: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "data_spend",
field: field,
amount: amount
}
});
}
/**
* @en Set game data field
* @zh 直接设置某个字段的值
* @param field 字段名
* @param value 新的值
* @return Promise<CloudCallFunctionResult<CloudReturnType<{field: string, old_value: any, new_value: any}>>>
*/
public static async setGameDataField(field: keyof GameData, value: any): Promise<CloudCallFunctionResult<CloudReturnType<{
field: string,
old_value: any,
new_value: any
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "data_set",
field: field,
value: value
}
});
}
/**
* @en Reset game data
* @zh 重置基础游戏数据为默认值
* @return Promise<CloudCallFunctionResult<CloudReturnType<GameData>>>
*/
public static async resetGameData(): Promise<CloudCallFunctionResult<CloudReturnType<GameData>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "data_reset"
}
});
}
// 便捷方法:金币操作
/**
* @en Add gold
* @zh 增加金币
* @param amount 金币数量
*/
public static async addGold(amount: number) {
return await this.addGameDataField('gold', amount);
}
/**
* @en Spend gold
* @zh 消耗金币
* @param amount 金币数量
*/
public static async spendGold(amount: number) {
return await this.spendGameDataField('gold', amount);
}
// 便捷方法:钻石操作
/**
* @en Add diamond
* @zh 增加钻石
* @param amount 钻石数量
*/
public static async addDiamond(amount: number) {
return await this.addGameDataField('diamond', amount);
}
/**
* @en Spend diamond
* @zh 消耗钻石
* @param amount 钻石数量
*/
public static async spendDiamond(amount: number) {
return await this.spendGameDataField('diamond', amount);
}
// ==================== 出战英雄接口 ====================
/**
* @en Get fight heros
* @zh 获取出战英雄配置
* @return Promise<CloudCallFunctionResult<CloudReturnType<FightHeros>>>
*/
public static async getFightHeros(): Promise<CloudCallFunctionResult<CloudReturnType<FightHeros>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "fight_heros_get"
}
});
}
/**
* @en Set fight hero
* @zh 设置指定位置的出战英雄
* @param position 出战位置 (0-4)
* @param heroId 英雄ID0表示移除
* @return Promise<CloudCallFunctionResult<CloudReturnType<{position: number, old_hero_id: number, new_hero_id: number}>>>
*/
public static async setFightHero(position: number, heroId: number): Promise<CloudCallFunctionResult<CloudReturnType<{
position: number,
old_hero_id: number,
new_hero_id: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "fight_hero_set",
position: position,
hero_id: heroId
}
});
}
/**
* @en Update fight heros
* @zh 批量更新出战英雄配置
* @param fightHeros 出战英雄配置对象
* @return Promise<CloudCallFunctionResult<CloudReturnType<FightHeros>>>
*/
public static async updateFightHeros(fightHeros: Partial<FightHeros>): Promise<CloudCallFunctionResult<CloudReturnType<FightHeros>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "fight_heros_update",
fight_heros: fightHeros
}
});
}
/**
* @en Get active fight heros
* @zh 获取当前出战的英雄列表(不包含空位)
* @return Promise<CloudCallFunctionResult<CloudReturnType<{active_heros: Array<{position: number, hero_id: number, hero_data: HeroData}>, total_count: number}>>>
*/
public static async getActiveFightHeros(): Promise<CloudCallFunctionResult<CloudReturnType<{
active_heros: Array<{
position: number,
hero_id: number,
hero_data: HeroData
}>,
total_count: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "fight_heros_active"
}
});
}
/**
* @en Swap fight heros
* @zh 交换两个出战位置的英雄
* @param position1 位置1 (0-4)
* @param position2 位置2 (0-4)
* @return Promise<CloudCallFunctionResult<CloudReturnType<{position1: number, position2: number, hero1_moved_to: number, hero2_moved_to: number}>>>
*/
public static async swapFightHeros(position1: number, position2: number): Promise<CloudCallFunctionResult<CloudReturnType<{
position1: number,
position2: number,
hero1_moved_to: number,
hero2_moved_to: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "fight_heros_swap",
position1: position1,
position2: position2
}
});
}
/**
* @en Reset fight heros
* @zh 重置出战英雄配置为默认值
* @return Promise<CloudCallFunctionResult<CloudReturnType<FightHeros>>>
*/
public static async resetFightHeros(): Promise<CloudCallFunctionResult<CloudReturnType<FightHeros>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "fight_heros_reset"
}
});
}
// ==================== 英雄管理接口 ====================
/**
* @en Get all heros
* @zh 获取用户拥有的所有英雄数据
* @return Promise<CloudCallFunctionResult<CloudReturnType<Heros>>>
*/
public static async getHeros(): Promise<CloudCallFunctionResult<CloudReturnType<Heros>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "heros_get"
}
});
}
/**
* @en Get single hero
* @zh 获取指定英雄的详细数据
* @param heroId 英雄ID
* @return Promise<CloudCallFunctionResult<CloudReturnType<HeroData>>>
*/
public static async getHero(heroId: number): Promise<CloudCallFunctionResult<CloudReturnType<HeroData>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "hero_get",
hero_id: heroId
}
});
}
/**
* @en Add new hero
* @zh 添加新英雄到用户库存
* @param heroId 英雄ID
* @param heroData 英雄数据(可选)
* @return Promise<CloudCallFunctionResult<CloudReturnType<HeroData>>>
*/
public static async addHero(heroId: number, heroData?: Partial<HeroData>): Promise<CloudCallFunctionResult<CloudReturnType<HeroData>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "hero_add",
hero_id: heroId,
hero_data: heroData
}
});
}
/**
* @en Update hero
* @zh 批量更新英雄的多个属性
* @param heroId 英雄ID
* @param updateData 要更新的属性
* @return Promise<CloudCallFunctionResult<CloudReturnType<{old_data: HeroData, new_data: HeroData}>>>
*/
public static async updateHero(heroId: number, updateData: Partial<HeroData>): Promise<CloudCallFunctionResult<CloudReturnType<{
old_data: HeroData,
new_data: HeroData
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "hero_update",
hero_id: heroId,
update_data: updateData
}
});
}
/**
* @en Set hero property
* @zh 设置英雄的单个属性值
* @param heroId 英雄ID
* @param property 属性名
* @param value 属性值
* @return Promise<CloudCallFunctionResult<CloudReturnType<{hero_id: number, property: string, old_value: any, new_value: any}>>>
*/
public static async setHeroProperty(heroId: number, property: keyof HeroData, value: any): Promise<CloudCallFunctionResult<CloudReturnType<{
hero_id: number,
property: string,
old_value: any,
new_value: any
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "hero_property_set",
hero_id: heroId,
property: property,
value: value
}
});
}
/**
* @en Level up hero
* @zh 英雄升级指定级数
* @param heroId 英雄ID
* @param levels 升级级数默认1级
* @return Promise<CloudCallFunctionResult<CloudReturnType<{hero_id: number, property: string, old_value: number, new_value: number}>>>
*/
public static async levelUpHero(heroId: number,levels: number = 1): Promise<CloudCallFunctionResult<CloudReturnType<{
hero_id: number,
property: string,
old_value: number,
new_value: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "hero_levelup",
hero_id: heroId,
levels: levels
}
});
}
/**
* @en Delete hero
* @zh 删除指定英雄(会检查是否在出战阵容中)
* @param heroId 英雄ID
* @return Promise<CloudCallFunctionResult<CloudReturnType<HeroData>>>
*/
public static async deleteHero(heroId: number): Promise<CloudCallFunctionResult<CloudReturnType<HeroData>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "hero_delete",
hero_id: heroId
}
});
}
/**
* @en Get owned hero IDs
* @zh 获取用户拥有的所有英雄ID
* @return Promise<CloudCallFunctionResult<CloudReturnType<{hero_ids: number[], total_count: number}>>>
*/
public static async getOwnedHeroIds(): Promise<CloudCallFunctionResult<CloudReturnType<{
hero_ids: number[],
total_count: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "heros_owned"
}
});
}
// ==================== 兼容旧接口 ====================
/**
* @en Save game data to the cloud (Legacy)
* @zh 把客户端数据写入云,此为全覆盖写入,请自行管理完整数据(兼容旧接口)
* @param gameData 游戏数据
* @return Promise<CloudCallFunctionResult<CloudReturnType<{results: any[]}>>>
* @en Save game data to the cloud
* @zh 把客户端数据写入云,此为全覆盖写入,请自行管理完整数据
* @return 返回结果
* 参考:
* result.result = {
* code: number, // 200成功其他都是失败
* msg: string, // 如果失败,这里是失败原因等信息
* data: {
* errMsg: "document.update:ok", // 数据库返回结果
* stats: {
* updated: number, // 更新了几条数据正常是1
* }
* }
* 如果这个泛型令你报错一般是因为你删了wx.api.d.ts导致请使用以下签名
* save(gameData: any): Promise<{resoult:CloudReturnType}>
* 或者你是个“不拘小节”的老哥,可以用以下简洁版签名(参考上方的数据结构例子使用即可)
* login():Promise<any>
*/
public static async save(gameData: any): Promise<CloudCallFunctionResult<CloudReturnType<{
results: any[]
errMsg: string,
status:{
updated: number
}
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
@@ -597,284 +83,12 @@ export class WxCloudApi{
}
});
}
// ==================== 库存管理接口 (items, tals, equips) ====================
/**
* @en Get inventory
* @zh 获取指定类型的所有库存数据
* @param type 库存类型 ('items', 'tals', 'equips')
* @return Promise<CloudCallFunctionResult<CloudReturnType<Items | Tals | Equips>>>
*/
public static async getInventory(type: InventoryType): Promise<CloudCallFunctionResult<CloudReturnType<Items | Tals | Equips>>> {
public static async get(): Promise<CloudCallFunctionResult<CloudReturnType<{}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_get",
type: type
cmd: 'get',
}
});
}
/**
* @en Get inventory item
* @zh 获取指定物品的数量
* @param type 库存类型
* @param itemId 物品ID
* @return Promise<CloudCallFunctionResult<CloudReturnType<{item_id: number, count: number}>>>
*/
public static async getInventoryItem(type: InventoryType, itemId: number): Promise<CloudCallFunctionResult<CloudReturnType<{
item_id: number,
count: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_item_get",
type: type,
item_id: itemId
}
});
}
/**
* @en Add inventory item
* @zh 增加指定物品的数量
* @param type 库存类型
* @param itemId 物品ID
* @param count 添加数量
* @return Promise<CloudCallFunctionResult<CloudReturnType<{item_id: number, old_count: number, new_count: number, added: number}>>>
*/
public static async addInventoryItem(type: InventoryType, itemId: number, count: number): Promise<CloudCallFunctionResult<CloudReturnType<{
item_id: number,
old_count: number,
new_count: number,
added: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_item_add",
type: type,
item_id: itemId,
count: count
}
});
}
/**
* @en Consume inventory item
* @zh 消耗指定数量的物品(会检查是否足够)
* @param type 库存类型
* @param itemId 物品ID
* @param count 消耗数量
* @return Promise<CloudCallFunctionResult<CloudReturnType<{item_id: number, old_count: number, new_count: number, added: number}>>>
*/
public static async consumeInventoryItem(type: InventoryType, itemId: number, count: number): Promise<CloudCallFunctionResult<CloudReturnType<{
item_id: number,
old_count: number,
new_count: number,
added: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_item_consume",
type: type,
item_id: itemId,
count: count
}
});
}
/**
* @en Set inventory item
* @zh 直接设置物品的数量
* @param type 库存类型
* @param itemId 物品ID
* @param count 新的数量
* @return Promise<CloudCallFunctionResult<CloudReturnType<{item_id: number, old_count: number, new_count: number}>>>
*/
public static async setInventoryItem(type: InventoryType, itemId: number, count: number): Promise<CloudCallFunctionResult<CloudReturnType<{
item_id: number,
old_count: number,
new_count: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_item_set",
type: type,
item_id: itemId,
count: count
}
});
}
/**
* @en Update inventory
* @zh 批量更新多个物品的数量
* @param type 库存类型
* @param data 更新数据对象
* @param merge 是否合并更新默认true
* @return Promise<CloudCallFunctionResult<CloudReturnType<Items | Tals | Equips>>>
*/
public static async updateInventory(type: InventoryType, data: Partial<Items | Tals | Equips>, merge: boolean = true): Promise<CloudCallFunctionResult<CloudReturnType<Items | Tals | Equips>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_update",
type: type,
data: data,
merge: merge
}
});
}
/**
* @en Reset inventory
* @zh 重置指定类型的库存为默认值
* @param type 库存类型
* @return Promise<CloudCallFunctionResult<CloudReturnType<Items | Tals | Equips>>>
*/
public static async resetInventory(type: InventoryType): Promise<CloudCallFunctionResult<CloudReturnType<Items | Tals | Equips>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_reset",
type: type
}
});
}
/**
* @en Get owned items
* @zh 获取数量大于0的物品列表
* @param type 库存类型
* @return Promise<CloudCallFunctionResult<CloudReturnType<{owned_items: Array<{item_id: number, count: number}>, total_types: number}>>>
*/
public static async getOwnedItems(type: InventoryType): Promise<CloudCallFunctionResult<CloudReturnType<{
owned_items: Array<{
item_id: number,
count: number
}>,
total_types: number
}>>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: "inventory_owned",
type: type
}
});
}
// ==================== 便捷方法:道具操作 ====================
/**
* @en Get items
* @zh 获取所有道具数据
*/
public static async getItems() {
return await this.getInventory('items');
}
/**
* @en Add item
* @zh 添加道具
* @param itemId 道具ID
* @param count 数量
*/
public static async addItem(itemId: number, count: number) {
return await this.addInventoryItem('items', itemId, count);
}
/**
* @en Consume item
* @zh 消耗道具
* @param itemId 道具ID
* @param count 数量
*/
public static async consumeItem(itemId: number, count: number) {
return await this.consumeInventoryItem('items', itemId, count);
}
// ==================== 便捷方法:天赋操作 ====================
/**
* @en Get talents
* @zh 获取所有天赋数据
*/
public static async getTalents() {
return await this.getInventory('tals');
}
/**
* @en Add talent
* @zh 添加天赋点
* @param talId 天赋ID
* @param count 数量
*/
public static async addTalent(talId: number, count: number) {
return await this.addInventoryItem('tals', talId, count);
}
/**
* @en Consume talent
* @zh 消耗天赋点
* @param talId 天赋ID
* @param count 数量
*/
public static async consumeTalent(talId: number, count: number) {
return await this.consumeInventoryItem('tals', talId, count);
}
// ==================== 便捷方法:装备操作 ====================
/**
* @en Get equipments
* @zh 获取所有装备数据
*/
public static async getEquipments() {
return await this.getInventory('equips');
}
/**
* @en Add equipment
* @zh 添加装备
* @param equipId 装备ID
* @param count 数量
*/
public static async addEquipment(equipId: number, count: number) {
return await this.addInventoryItem('equips', equipId, count);
}
/**
* @en Consume equipment
* @zh 消耗装备
* @param equipId 装备ID
* @param count 数量
*/
public static async consumeEquipment(equipId: number, count: number) {
return await this.consumeInventoryItem('equips', equipId, count);
}
// ==================== 其他便捷方法 ====================
/**
* @en Load game data (Legacy compatible)
* @zh 加载游戏数据(兼容旧接口)
*/
public static async load() {
return await this.login();
}
/**
* @en Get all game data at once
* @zh 一次性获取所有游戏数据
* @return Promise<CloudCallFunctionResult<CloudReturnType<UserGameData>>>
*/
public static async getAllGameData(): Promise<CloudCallFunctionResult<CloudReturnType<UserGameData>>> {
return await this.login();
}
}

View File

@@ -1,920 +0,0 @@
# 游戏云函数 API 文档
## 📋 概述
本文档详细说明了游戏云函数的所有可用接口,包括认证、数据管理、英雄系统、库存管理等功能。
## 🏗️ 项目结构
```
cocos_cloud/
├── index.js # 路由入口文件
├── user_init_data.js # 用户初始化数据配置
├── modules/ # 功能模块目录
│ ├── auth.js # 认证模块
│ ├── gameData.js # 基础游戏数据模块
│ ├── fightHeros.js # 出战英雄模块
│ ├── heros.js # 英雄管理模块
│ ├── inventory.js # 库存管理模块
│ └── response.js # 响应处理模块
├── README.md # 项目说明文档
└── API.md # API接口文档
```
## 🚀 通用调用格式
```javascript
wx.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: '命令名',
// 其他参数...
}
}).then(res => {
console.log('调用结果:', res.result);
}).catch(err => {
console.error('调用失败:', err);
});
```
## 📊 通用响应格式
```javascript
{
code: 200, // 状态码 (200=成功, 负数=错误)
msg: "Success", // 响应消息
data: { /* 返回数据 */ }, // 具体数据
timestamp: 1234567890, // 时间戳
version: "1.0.0", // 数据版本
execution_time: 50 // 执行时间(ms)
}
```
## 🔐 认证相关接口
### 1. 用户登录
获取用户完整信息和游戏数据。
```javascript
// 请求
{ cmd: 'login' }
// 响应
{
code: 200,
data: {
user_id: "用户ID",
openid: "微信OpenID",
regist_time: 1234567890,
data: { /* 基础游戏数据 */ },
fight_heros: { /* 出战英雄配置 */ },
heros: { /* 英雄属性数据 */ },
items: { /* 道具数据 */ },
tals: { /* 天赋数据 */ },
equips: { /* 装备数据 */ },
data_version: "1.0.0",
last_save_time: 1234567890
}
}
```
### 2. 获取用户信息
获取用户基本信息(不包含游戏数据)。
```javascript
// 请求
{ cmd: 'user_info' }
// 响应
{
code: 200,
data: {
user_id: "用户ID",
openid: "微信OpenID",
regist_time: 1234567890,
init_time: 1234567890,
data_version: "1.0.0",
last_save_time: 1234567890
}
}
```
### 3. 检查版本信息
检查用户数据版本兼容性。
```javascript
// 请求
{ cmd: 'version' }
// 响应
{
code: 200,
data: {
user_version: "1.0.0",
current_version: "1.1.0",
compatibility: {
compatible: true,
needsUpgrade: true,
message: "Minor version update available"
},
init_time: 1234567890,
regist_time: 1234567890,
last_save_time: 1234567890
}
}
```
### 4. 强制升级数据
手动触发用户数据结构升级。
```javascript
// 请求
{ cmd: 'upgrade' }
// 响应
{
code: 200,
data: {
old_version: "1.0.0",
new_version: "1.1.0",
upgrade_time: 1234567890,
// ... 升级后的完整数据
}
}
```
## 🎮 基础游戏数据接口
### 1. 获取游戏数据
获取用户的基础游戏数据(金币、钻石、经验等)。
```javascript
// 请求
{ cmd: 'data_get' }
// 响应
{
code: 200,
data: {
score: 0,
mission: 1,
gold: 100,
diamond: 100,
meat: 0,
exp: 0,
// ... 更多字段
}
}
```
### 2. 更新游戏数据
批量更新基础游戏数据。
```javascript
// 请求
{
cmd: 'data_update',
data: {
gold: 1000,
diamond: 200,
exp: 500
},
merge: true // 可选默认true合并更新
}
// 响应
{
code: 200,
data: {
// 更新后的完整数据
}
}
```
### 3. 增加指定字段
增加某个字段的数值。
```javascript
// 请求
{
cmd: 'data_add',
field: 'gold',
amount: 100
}
// 响应
{
code: 200,
data: {
field: 'gold',
old_value: 1000,
new_value: 1100,
change: 100
}
}
```
### 4. 消耗指定字段
消耗某个字段的数值(会检查是否足够)。
```javascript
// 请求
{
cmd: 'data_spend',
field: 'gold',
amount: 50
}
// 响应
{
code: 200,
data: {
field: 'gold',
old_value: 1100,
new_value: 1050,
change: -50
}
}
```
### 5. 设置指定字段
直接设置某个字段的值。
```javascript
// 请求
{
cmd: 'data_set',
field: 'mission',
value: 5
}
// 响应
{
code: 200,
data: {
field: 'mission',
old_value: 1,
new_value: 5
}
}
```
### 6. 重置游戏数据
重置基础游戏数据为默认值。
```javascript
// 请求
{ cmd: 'data_reset' }
// 响应
{
code: 200,
data: {
// 重置后的默认数据
}
}
```
## ⚔️ 出战英雄接口
### 1. 获取出战英雄配置
获取当前的出战英雄配置。
```javascript
// 请求
{ cmd: 'fight_heros_get' }
// 响应
{
code: 200,
data: {
0: 5001, // 位置0: 英雄5001
1: 5005, // 位置1: 英雄5005
2: 0, // 位置2: 空
3: 0, // 位置3: 空
4: 0 // 位置4: 空
}
}
```
### 2. 设置单个出战英雄
设置指定位置的出战英雄。
```javascript
// 请求
{
cmd: 'fight_hero_set',
position: 2,
hero_id: 5007
}
// 响应
{
code: 200,
data: {
position: 2,
old_hero_id: 0,
new_hero_id: 5007
}
}
```
### 3. 批量更新出战英雄
批量更新多个位置的出战英雄。
```javascript
// 请求
{
cmd: 'fight_heros_update',
fight_heros: {
0: 5001,
1: 5005,
2: 5007
}
}
// 响应
{
code: 200,
data: {
// 更新后的完整出战配置
}
}
```
### 4. 获取激活的出战英雄
获取当前出战的英雄列表(不包含空位)。
```javascript
// 请求
{ cmd: 'fight_heros_active' }
// 响应
{
code: 200,
data: {
active_heros: [
{
position: 0,
hero_id: 5001,
hero_data: { /* 英雄详细数据 */ }
},
{
position: 1,
hero_id: 5005,
hero_data: { /* 英雄详细数据 */ }
}
],
total_count: 2
}
}
```
### 5. 交换出战英雄位置
交换两个位置的英雄。
```javascript
// 请求
{
cmd: 'fight_heros_swap',
position1: 0,
position2: 2
}
// 响应
{
code: 200,
data: {
position1: 0,
position2: 2,
hero1_moved_to: 5007,
hero2_moved_to: 5001
}
}
```
### 6. 重置出战英雄
重置出战英雄配置为默认值。
```javascript
// 请求
{ cmd: 'fight_heros_reset' }
// 响应
{
code: 200,
data: {
// 重置后的默认配置
}
}
```
## 🦸 英雄管理接口
### 1. 获取所有英雄
获取用户拥有的所有英雄数据。
```javascript
// 请求
{ cmd: 'heros_get' }
// 响应
{
code: 200,
data: {
5001: { uuid: 5001, lv: 10, exp: 500, star: 2, power: 150 },
5005: { uuid: 5005, lv: 8, exp: 300, star: 1, power: 120 },
5007: { uuid: 5007, lv: 1, exp: 0, star: 1, power: 90 }
}
}
```
### 2. 获取单个英雄
获取指定英雄的详细数据。
```javascript
// 请求
{
cmd: 'hero_get',
hero_id: 5001
}
// 响应
{
code: 200,
data: {
uuid: 5001,
lv: 10,
exp: 500,
star: 2,
power: 150
}
}
```
### 3. 添加新英雄
添加新英雄到用户库存。
```javascript
// 请求
{
cmd: 'hero_add',
hero_id: 5008,
hero_data: { // 可选,不提供则使用默认数据
lv: 1,
exp: 0,
star: 1,
power: 110
}
}
// 响应
{
code: 200,
data: {
uuid: 5008,
lv: 1,
exp: 0,
star: 1,
power: 110
}
}
```
### 4. 更新英雄属性
批量更新英雄的多个属性。
```javascript
// 请求
{
cmd: 'hero_update',
hero_id: 5001,
update_data: {
lv: 15,
exp: 800,
star: 3
}
}
// 响应
{
code: 200,
data: {
old_data: { /* 更新前的数据 */ },
new_data: { /* 更新后的数据 */ }
}
}
```
### 5. 设置英雄单个属性
设置英雄的单个属性值。
```javascript
// 请求
{
cmd: 'hero_property_set',
hero_id: 5001,
property: 'lv',
value: 20
}
// 响应
{
code: 200,
data: {
hero_id: 5001,
property: 'lv',
old_value: 15,
new_value: 20
}
}
```
### 6. 英雄升级
英雄升级指定级数。
```javascript
// 请求
{
cmd: 'hero_levelup',
hero_id: 5001,
levels: 3 // 可选默认1级
}
// 响应
{
code: 200,
data: {
hero_id: 5001,
property: 'lv',
old_value: 20,
new_value: 23
}
}
```
### 7. 删除英雄
删除指定英雄(会检查是否在出战阵容中)。
```javascript
// 请求
{
cmd: 'hero_delete',
hero_id: 5008
}
// 响应
{
code: 200,
data: {
// 被删除的英雄数据
}
}
```
### 8. 获取拥有的英雄ID列表
获取用户拥有的所有英雄ID。
```javascript
// 请求
{ cmd: 'heros_owned' }
// 响应
{
code: 200,
data: {
hero_ids: [5001, 5005, 5007],
total_count: 3
}
}
```
## 🎒 库存管理接口
库存管理接口支持三种类型的数据:
- `items`: 道具
- `tals`: 天赋
- `equips`: 装备
### 1. 获取库存数据
获取指定类型的所有库存数据。
```javascript
// 请求
{
cmd: 'inventory_get',
type: 'items' // 'items', 'tals', 'equips'
}
// 响应
{
code: 200,
data: {
1001: 5, // 道具1001: 5个
1002: 3, // 道具1002: 3个
1003: 0, // 道具1003: 0个
// ...
}
}
```
### 2. 获取单个物品
获取指定物品的数量。
```javascript
// 请求
{
cmd: 'inventory_item_get',
type: 'items',
item_id: 1001
}
// 响应
{
code: 200,
data: {
item_id: 1001,
count: 5
}
}
```
### 3. 添加物品
增加指定物品的数量。
```javascript
// 请求
{
cmd: 'inventory_item_add',
type: 'items',
item_id: 1001,
count: 10
}
// 响应
{
code: 200,
data: {
item_id: 1001,
old_count: 5,
new_count: 15,
added: 10
}
}
```
### 4. 消耗物品
消耗指定数量的物品(会检查是否足够)。
```javascript
// 请求
{
cmd: 'inventory_item_consume',
type: 'items',
item_id: 1001,
count: 3
}
// 响应
{
code: 200,
data: {
item_id: 1001,
old_count: 15,
new_count: 12,
added: -3
}
}
```
### 5. 设置物品数量
直接设置物品的数量。
```javascript
// 请求
{
cmd: 'inventory_item_set',
type: 'items',
item_id: 1001,
count: 20
}
// 响应
{
code: 200,
data: {
item_id: 1001,
old_count: 12,
new_count: 20
}
}
```
### 6. 批量更新库存
批量更新多个物品的数量。
```javascript
// 请求
{
cmd: 'inventory_update',
type: 'items',
data: {
1001: 25,
1002: 10,
1003: 5
},
merge: true // 可选默认true合并更新
}
// 响应
{
code: 200,
data: {
// 更新后的完整库存数据
}
}
```
### 7. 重置库存
重置指定类型的库存为默认值。
```javascript
// 请求
{
cmd: 'inventory_reset',
type: 'items'
}
// 响应
{
code: 200,
data: {
// 重置后的默认库存数据
}
}
```
### 8. 获取拥有的物品
获取数量大于0的物品列表。
```javascript
// 请求
{
cmd: 'inventory_owned',
type: 'items'
}
// 响应
{
code: 200,
data: {
owned_items: [
{ item_id: 1001, count: 25 },
{ item_id: 1002, count: 10 },
{ item_id: 1003, count: 5 }
],
total_types: 3
}
}
```
## 🔄 兼容旧接口
为了保持向后兼容,保留了一些旧接口:
### 1. 加载数据 (兼容)
等同于 `login` 命令。
```javascript
// 请求
{ cmd: 'load' }
// 响应与login相同
```
### 2. 保存数据 (兼容)
批量保存多种类型的数据。
```javascript
// 请求
{
cmd: 'save',
data: {
data: { gold: 1000, diamond: 200 },
fight_heros: { 0: 5001, 1: 5005 },
heros: { 5001: { lv: 10, exp: 500 } },
items: { 1001: 10, 1002: 5 },
tals: { 1001: 1 },
equips: { 1001: 2 }
}
}
// 响应
{
code: 200,
data: {
results: [
// 各个模块的保存结果
]
},
msg: "All data saved successfully"
}
```
## ❌ 错误码说明
| 错误码 | 说明 | 示例 |
|-------|------|------|
| 200 | 成功 | 操作成功完成 |
| -1 | 操作失败 | 数据库更新失败 |
| -2 | 未知命令 | 命令不存在 |
| -3 | 参数错误 | 缺少必需参数或参数格式错误 |
| -4 | 用户未找到 | 用户不存在或创建失败 |
| -5 | 系统错误 | 服务器内部错误 |
| -6 | 资源不足 | 金币、道具等资源不够 |
| -7 | 资源已存在 | 英雄已存在等 |
| -8 | 操作被拒绝 | 英雄正在出战中无法删除等 |
## 📝 使用示例
### 完整的游戏流程示例
```javascript
// 1. 用户登录
wx.cloud.callFunction({
name: 'cocos_cloud',
data: { cmd: 'login' }
}).then(res => {
console.log('用户登录成功:', res.result.data);
// 2. 增加金币
return wx.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: 'data_add',
field: 'gold',
amount: 100
}
});
}).then(res => {
console.log('金币增加成功:', res.result.data);
// 3. 添加新英雄
return wx.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: 'hero_add',
hero_id: 5008
}
});
}).then(res => {
console.log('英雄添加成功:', res.result.data);
// 4. 设置出战英雄
return wx.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: 'fight_hero_set',
position: 2,
hero_id: 5008
}
});
}).then(res => {
console.log('出战英雄设置成功:', res.result.data);
}).catch(err => {
console.error('操作失败:', err);
});
```
## 🔧 开发调试
### 1. 启用调试日志
在开发环境中,云函数会输出详细的调试日志:
```javascript
// 请求日志
[data_add] Request from oxxx: { field: 'gold', amount: 100 }
// 响应日志
[data_add] Response (45ms): 200 gold updated successfully
```
### 2. 性能监控
每个响应都包含 `execution_time` 字段,显示接口执行时间。
### 3. 版本管理
使用 `version` 命令检查数据版本兼容性,确保客户端和服务端数据结构一致。
---
**版本**: 1.0.0
**更新时间**: 2024年
**维护者**: 游戏开发团队

View File

@@ -1,270 +0,0 @@
# 微信云函数游戏数据管理系统
## 📁 文件结构
```
cocos_cloud/
├── index.js # 主云函数文件
├── user_init_data.js # 新用户初始化数据配置
└── README.md # 说明文档
```
## 🎮 功能特性
### 1. 数据结构管理
- **平级数据存储**: 所有游戏数据字段与用户基本信息平级存储
- **版本控制**: 支持数据结构版本管理和自动升级
- **数据验证**: 完整的数据结构和类型验证
- **默认值管理**: 集中管理新用户初始化数据
### 2. 支持的命令
| 命令 | 功能 | 说明 |
|------|------|------|
| `login` | 用户登录 | 返回完整的用户和游戏数据 |
| `load` | 加载游戏数据 | 获取用户的所有游戏数据 |
| `save` | 保存游戏数据 | 支持增量更新,自动合并数据 |
| `reset` | 重置游戏数据 | 恢复为默认初始值 |
| `backup` | 创建数据备份 | 在独立集合中创建备份记录 |
| `version` | 查看版本信息 | 检查数据版本兼容性 |
| `upgrade` | 强制升级数据 | 手动触发数据结构升级 |
## 📊 数据结构
### 用户数据库结构 (cocos_users 集合)
```javascript
{
_id: "用户ID",
_openid: "微信OpenID",
regist_time: "注册时间戳",
init_time: "初始化时间戳",
last_save_time: "最后保存时间",
data_version: "数据版本号",
// 游戏数据字段(与基本信息平级)
data: {
score: 0, // 游戏分数
mission: 1, // 当前关卡
gold: 100, // 金币
diamond: 100, // 钻石
meat: 0, // 肉类资源
exp: 0, // 升级经验
ghstone: 0, // 绿色英雄石
bhstone: 0, // 蓝色英雄石
phlestone: 0, // 紫色英雄石
rhstone: 0, // 红色英雄石
herocard: 0, // 英雄卡
ckey: 0, // 铜钥匙
skey: 0, // 银钥匙
gkey: 0 // 金钥匙
},
fight_heros: {
0: 5001, // 出战位置1
1: 5005, // 出战位置2
2: 0, // 出战位置3
3: 0, // 出战位置4
4: 0 // 出战位置5
},
heros: {
5001: { uuid: 5001, lv: 1, exp: 0, star: 1, power: 100 },
5005: { uuid: 5005, lv: 1, exp: 0, star: 1, power: 120 },
5007: { uuid: 5007, lv: 1, exp: 0, star: 1, power: 90 }
},
items: {
1001: 0, // 生命药水
1002: 0, // 魔法药水
1003: 0, // 力量药水
// ... 更多道具
},
tals: {
1001: 0, // 攻击强化
1002: 0, // 防御强化
1003: 0, // 生命强化
// ... 更多天赋
},
equips: {
1001: 0, // 武器
1002: 0, // 头盔
1003: 0, // 胸甲
// ... 更多装备
}
}
```
### 备份数据库结构 (game_backups 集合)
```javascript
{
user_id: "用户ID",
openid: "微信OpenID",
data: { /* 基础游戏数据 */ },
fight_heros: { /* 出战英雄配置 */ },
heros: { /* 英雄属性数据 */ },
items: { /* 道具数据 */ },
tals: { /* 天赋数据 */ },
equips: { /* 装备数据 */ },
backup_time: "备份时间戳",
original_save_time: "原始保存时间"
}
```
## 🚀 使用示例
### 客户端调用示例
#### 1. 用户登录
```javascript
wx.cloud.callFunction({
name: 'cocos_cloud',
data: { cmd: 'login' }
}).then(res => {
console.log('登录成功:', res.result);
// res.result.data 包含完整的用户和游戏数据
});
```
#### 2. 保存游戏数据
```javascript
wx.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: 'save',
data: {
data: { gold: 1000, diamond: 50 },
fight_heros: { 0: 5001, 1: 5005 },
heros: { 5001: { lv: 10, exp: 100 } },
items: { 1001: 5 }
}
}
});
```
#### 3. 加载游戏数据
```javascript
wx.cloud.callFunction({
name: 'cocos_cloud',
data: { cmd: 'load' }
}).then(res => {
const gameData = res.result.data;
console.log('游戏数据:', gameData);
});
```
#### 4. 检查版本信息
```javascript
wx.cloud.callFunction({
name: 'cocos_cloud',
data: { cmd: 'version' }
}).then(res => {
console.log('版本信息:', res.result.data);
if (res.result.data.compatibility.needsUpgrade) {
console.log('需要升级数据');
}
});
```
#### 5. 创建数据备份
```javascript
wx.cloud.callFunction({
name: 'cocos_cloud',
data: { cmd: 'backup' }
}).then(res => {
console.log('备份成功:', res.result.data.backup_id);
});
```
## 🔧 配置管理
### 修改默认数据
编辑 `user_init_data.js` 文件中的常量:
```javascript
// 修改默认金币数量
const DEFAULT_GAME_DATA = {
// ...
gold: 200, // 从100改为200
// ...
};
// 添加新英雄
const DEFAULT_HEROS = {
// 现有英雄...
5008: { uuid: 5008, lv: 1, exp: 0, star: 1, power: 110 }
};
```
### 版本升级
当数据结构发生变化时,更新版本号:
```javascript
// 在 user_init_data.js 中
const DATA_VERSION = "1.1.0"; // 从1.0.0升级到1.1.0
```
## 📈 版本控制
### 版本号格式
- **MAJOR.MINOR.PATCH** (如: 1.2.3)
- **MAJOR**: 重大结构变更,不向后兼容
- **MINOR**: 新增字段,向后兼容
- **PATCH**: 数值调整,完全兼容
### 自动升级机制
- 用户登录时自动检查版本兼容性
- 如需升级,自动合并新的默认数据
- 保留用户的现有数据,只补充缺失字段
## 🛡️ 错误处理
### 错误码说明
- `200`: 成功
- `-1`: 操作失败
- `-2`: 未知命令
- `-3`: 数据结构无效
- `-4`: 用户创建/获取失败
- `-5`: 系统错误
### 日志记录
- 新用户创建日志
- 数据版本升级日志
- 错误操作日志
- 性能监控日志
## 🔍 调试和监控
### 查看用户数据版本
```javascript
wx.cloud.callFunction({
name: 'cocos_cloud',
data: { cmd: 'version' }
});
```
### 强制升级用户数据
```javascript
wx.cloud.callFunction({
name: 'cocos_cloud',
data: { cmd: 'upgrade' }
});
```
## 📝 注意事项
1. **数据备份**: 重要操作前建议创建备份
2. **版本兼容**: 升级数据结构时注意向后兼容性
3. **性能优化**: 大量数据操作时注意性能影响
4. **安全验证**: 所有输入数据都经过严格验证
5. **错误处理**: 完善的错误处理和日志记录
## 🚀 部署说明
1. 将整个 `cocos_cloud` 文件夹上传到微信云开发
2. 在微信开发者工具中部署云函数
3. 确保数据库权限配置正确
4. 测试各项功能是否正常工作
---
**版本**: 1.0.0
**更新时间**: 2024年
**维护者**: 游戏开发团队

View File

@@ -0,0 +1,32 @@
# 云函数部署指南
## 问题描述
```
Error: cloud.callFunction:fail Error: errCode: -504002 functions execute fail | errMsg: Error: Cannot find module 'wx-server-sdk'
```
## 解决方案
### 1. 安装依赖
在云函数目录下执行:
```bash
npm install
```
### 2. 验证依赖安装
检查 `node_modules` 目录是否存在且包含 `wx-server-sdk`
```bash
ls node_modules/wx-server-sdk
```
### 3. 重新部署云函数
使用微信开发者工具重新上传并部署云函数。
### 4. 检查云开发环境
确保云开发环境已正确初始化,并且云函数配置正确。
## 注意事项
1. 确保网络连接正常,能够访问 npm 源
2. 如果使用了代理,需要正确配置 npm 代理
3. 确保云开发环境 ID 配置正确
4. 检查云函数名称是否与代码中调用的一致

View File

@@ -1,371 +1,85 @@
// 云函数路由入口文件
// 云函数入口文件
const cloud = require('wx-server-sdk');
// 导入各个模块
const authModule = require('./modules/auth');
const gameDataModule = require('./modules/gameData');
const fightHerosModule = require('./modules/fightHeros');
const herosModule = require('./modules/heros');
const inventoryModule = require('./modules/inventory');
const itemsModule = require('./modules/items');
const talsModule = require('./modules/tals');
const equipsModule = require('./modules/equips');
const responseModule = require('./modules/response');
const user_db_name = "cocos_users";
cloud.init({ env: cloud.DYNAMIC_CURRENT_ENV }); // 使用当前云环境
// 云函数入口函数
exports.main = async (event, context) => {
const startTime = Date.now();
let cmd = event.cmd;
if (cmd == null) {
return {
code: -1,
msg: "no cmd!"
};
}
try {
// 验证命令参数
const validation = responseModule.validateRequiredParams(event, ['cmd']);
if (validation) {
return validation;
}
const { cmd, ...params } = event;
const wxContext = cloud.getWXContext();
const db = cloud.database({
env: cloud.DYNAMIC_CURRENT_ENV,
throwOnNotFound: false
});
const _ = db.command;
console.log(`[${cmd}] Request from ${wxContext.OPENID}:`, params);
if (cmd === "login") {
let user = await getOrCreaterUser(db, wxContext.OPENID);
return {
code: 200,
data: user,
};
} else if (cmd === "save") {
let data = event.data;
let user = await getOrCreaterUser(db, wxContext.OPENID);
let saveDataRes = await db.collection(user_db_name).doc(user._id).update({
data: {
game_data: _.set(data)
}
});
// 路由分发
let result;
switch (cmd) {
// ==================== 认证相关 ====================
case 'login':
result = await authModule.login(db, wxContext);
break;
case 'user_info':
result = await authModule.getUserInfo(db, wxContext.OPENID);
break;
case 'version':
result = await authModule.checkVersion(db, wxContext.OPENID);
break;
case 'upgrade':
result = await authModule.upgradeUserData(db, wxContext.OPENID);
break;
// ==================== 基础游戏数据 ====================
case 'data_get':
result = await gameDataModule.getData(db, wxContext.OPENID);
break;
case 'data_update':
const merge = params.merge !== false; // 默认合并
result = await gameDataModule.updateData(db, wxContext.OPENID, params.data, merge);
break;
case 'data_add':
const fieldValidation = responseModule.validateRequiredParams(params, ['field', 'amount']);
if (fieldValidation) return fieldValidation;
result = await gameDataModule.addDataField(db, wxContext.OPENID, params.field, params.amount);
break;
case 'data_spend':
const spendValidation = responseModule.validateRequiredParams(params, ['field', 'amount']);
if (spendValidation) return spendValidation;
result = await gameDataModule.spendDataField(db, wxContext.OPENID, params.field, params.amount);
break;
case 'data_reset':
result = await gameDataModule.resetData(db, wxContext.OPENID);
break;
// ==================== 出战英雄 ====================
case 'fight_heros_get':
result = await fightHerosModule.getFightHeros(db, wxContext.OPENID);
break;
case 'fight_hero_set':
const heroSetValidation = responseModule.validateRequiredParams(params, ['position', 'hero_id']);
if (heroSetValidation) return heroSetValidation;
result = await fightHerosModule.setFightHero(db, wxContext.OPENID, params.position, params.hero_id);
break;
case 'fight_heros_update':
const herosUpdateValidation = responseModule.validateRequiredParams(params, ['fight_heros']);
if (herosUpdateValidation) return herosUpdateValidation;
result = await fightHerosModule.updateFightHeros(db, wxContext.OPENID, params.fight_heros);
break;
case 'fight_heros_active':
result = await fightHerosModule.getActiveFightHeros(db, wxContext.OPENID);
break;
case 'fight_heros_swap':
const swapValidation = responseModule.validateRequiredParams(params, ['position1', 'position2']);
if (swapValidation) return swapValidation;
result = await fightHerosModule.swapFightHeros(db, wxContext.OPENID, params.position1, params.position2);
break;
case 'fight_heros_reset':
result = await fightHerosModule.resetFightHeros(db, wxContext.OPENID);
break;
// ==================== 英雄管理 ====================
case 'heros_get':
result = await herosModule.getHeros(db, wxContext.OPENID);
break;
case 'hero_get':
const heroGetValidation = responseModule.validateRequiredParams(params, ['hero_id']);
if (heroGetValidation) return heroGetValidation;
result = await herosModule.getHero(db, wxContext.OPENID, params.hero_id);
break;
case 'hero_add':
const heroAddValidation = responseModule.validateRequiredParams(params, ['hero_id']);
if (heroAddValidation) return heroAddValidation;
result = await herosModule.addHero(db, wxContext.OPENID, params.hero_id, params.hero_data);
break;
case 'hero_update':
const heroUpdateValidation = responseModule.validateRequiredParams(params, ['hero_id', 'update_data']);
if (heroUpdateValidation) return heroUpdateValidation;
result = await herosModule.updateHero(db, wxContext.OPENID, params.hero_id, params.update_data);
break;
case 'hero_property_set':
const propValidation = responseModule.validateRequiredParams(params, ['hero_id', 'property', 'value']);
if (propValidation) return propValidation;
result = await herosModule.setHeroProperty(db, wxContext.OPENID, params.hero_id, params.property, params.value);
break;
case 'hero_levelup':
const levelValidation = responseModule.validateRequiredParams(params, ['hero_id']);
if (levelValidation) return levelValidation;
result = await herosModule.levelUpHero(db, wxContext.OPENID, params.hero_id, params.levels);
break;
case 'hero_delete':
const deleteValidation = responseModule.validateRequiredParams(params, ['hero_id']);
if (deleteValidation) return deleteValidation;
result = await herosModule.deleteHero(db, wxContext.OPENID, params.hero_id);
break;
case 'heros_owned':
result = await herosModule.getOwnedHeroIds(db, wxContext.OPENID);
break;
// ==================== 库存管理 (通用接口) ====================
case 'inventory_get':
const invGetValidation = responseModule.validateRequiredParams(params, ['type']);
if (invGetValidation) return invGetValidation;
result = await inventoryModule.getInventory(db, wxContext.OPENID, params.type);
break;
case 'inventory_item_get':
const itemGetValidation = responseModule.validateRequiredParams(params, ['type', 'item_id']);
if (itemGetValidation) return itemGetValidation;
result = await inventoryModule.getInventoryItem(db, wxContext.OPENID, params.type, params.item_id);
break;
case 'inventory_item_add':
const itemAddValidation = responseModule.validateRequiredParams(params, ['type', 'item_id', 'count']);
if (itemAddValidation) return itemAddValidation;
result = await inventoryModule.addInventoryItem(db, wxContext.OPENID, params.type, params.item_id, params.count);
break;
case 'inventory_item_consume':
const itemConsumeValidation = responseModule.validateRequiredParams(params, ['type', 'item_id', 'count']);
if (itemConsumeValidation) return itemConsumeValidation;
result = await inventoryModule.consumeInventoryItem(db, wxContext.OPENID, params.type, params.item_id, params.count);
break;
case 'inventory_item_set':
const itemSetValidation = responseModule.validateRequiredParams(params, ['type', 'item_id', 'count']);
if (itemSetValidation) return itemSetValidation;
result = await inventoryModule.setInventoryItem(db, wxContext.OPENID, params.type, params.item_id, params.count);
break;
case 'inventory_update':
const invUpdateValidation = responseModule.validateRequiredParams(params, ['type', 'data']);
if (invUpdateValidation) return invUpdateValidation;
const invMerge = params.merge !== false;
result = await inventoryModule.updateInventory(db, wxContext.OPENID, params.type, params.data, invMerge);
break;
case 'inventory_reset':
const invResetValidation = responseModule.validateRequiredParams(params, ['type']);
if (invResetValidation) return invResetValidation;
result = await inventoryModule.resetInventory(db, wxContext.OPENID, params.type);
break;
case 'inventory_owned':
const invOwnedValidation = responseModule.validateRequiredParams(params, ['type']);
if (invOwnedValidation) return invOwnedValidation;
result = await inventoryModule.getOwnedItems(db, wxContext.OPENID, params.type);
break;
// ==================== 物品管理 (items) ====================
case 'items_get':
result = await itemsModule.getItems(db, wxContext.OPENID);
break;
case 'item_get':
const itemIdValidation = responseModule.validateRequiredParams(params, ['item_id']);
if (itemIdValidation) return itemIdValidation;
result = await itemsModule.getItem(db, wxContext.OPENID, params.item_id);
break;
case 'item_add':
const addItemValidation = responseModule.validateRequiredParams(params, ['item_id', 'count']);
if (addItemValidation) return addItemValidation;
result = await itemsModule.addItem(db, wxContext.OPENID, params.item_id, params.count);
break;
case 'item_consume':
const consumeItemValidation = responseModule.validateRequiredParams(params, ['item_id', 'count']);
if (consumeItemValidation) return consumeItemValidation;
result = await itemsModule.consumeItem(db, wxContext.OPENID, params.item_id, params.count);
break;
case 'item_set':
const setItemValidation = responseModule.validateRequiredParams(params, ['item_id', 'count']);
if (setItemValidation) return setItemValidation;
result = await itemsModule.setItem(db, wxContext.OPENID, params.item_id, params.count);
break;
case 'items_update':
const updateItemsValidation = responseModule.validateRequiredParams(params, ['data']);
if (updateItemsValidation) return updateItemsValidation;
const itemsMerge = params.merge !== false;
result = await itemsModule.updateItems(db, wxContext.OPENID, params.data, itemsMerge);
break;
case 'items_reset':
result = await itemsModule.resetItems(db, wxContext.OPENID);
break;
case 'items_owned':
result = await itemsModule.getOwnedItems(db, wxContext.OPENID);
break;
// ==================== 天赋管理 (tals) ====================
case 'tals_get':
result = await talsModule.getTals(db, wxContext.OPENID);
break;
case 'tal_get':
const talIdValidation = responseModule.validateRequiredParams(params, ['tal_id']);
if (talIdValidation) return talIdValidation;
result = await talsModule.getTal(db, wxContext.OPENID, params.tal_id);
break;
case 'tal_add':
const addTalValidation = responseModule.validateRequiredParams(params, ['tal_id', 'count']);
if (addTalValidation) return addTalValidation;
result = await talsModule.addTal(db, wxContext.OPENID, params.tal_id, params.count);
break;
case 'tal_consume':
const consumeTalValidation = responseModule.validateRequiredParams(params, ['tal_id', 'count']);
if (consumeTalValidation) return consumeTalValidation;
result = await talsModule.consumeTal(db, wxContext.OPENID, params.tal_id, params.count);
break;
case 'tal_set':
const setTalValidation = responseModule.validateRequiredParams(params, ['tal_id', 'count']);
if (setTalValidation) return setTalValidation;
result = await talsModule.setTal(db, wxContext.OPENID, params.tal_id, params.count);
break;
case 'tals_update':
const updateTalsValidation = responseModule.validateRequiredParams(params, ['data']);
if (updateTalsValidation) return updateTalsValidation;
const talsMerge = params.merge !== false;
result = await talsModule.updateTals(db, wxContext.OPENID, params.data, talsMerge);
break;
case 'tals_reset':
result = await talsModule.resetTals(db, wxContext.OPENID);
break;
case 'tals_owned':
result = await talsModule.getOwnedTals(db, wxContext.OPENID);
break;
// ==================== 装备管理 (equips) ====================
case 'equips_get':
result = await equipsModule.getEquips(db, wxContext.OPENID);
break;
case 'equip_get':
const equipIdValidation = responseModule.validateRequiredParams(params, ['equip_id']);
if (equipIdValidation) return equipIdValidation;
result = await equipsModule.getEquip(db, wxContext.OPENID, params.equip_id);
break;
case 'equip_add':
const addEquipValidation = responseModule.validateRequiredParams(params, ['equip_id', 'count']);
if (addEquipValidation) return addEquipValidation;
result = await equipsModule.addEquip(db, wxContext.OPENID, params.equip_id, params.count);
break;
case 'equip_consume':
const consumeEquipValidation = responseModule.validateRequiredParams(params, ['equip_id', 'count']);
if (consumeEquipValidation) return consumeEquipValidation;
result = await equipsModule.consumeEquip(db, wxContext.OPENID, params.equip_id, params.count);
break;
case 'equip_set':
const setEquipValidation = responseModule.validateRequiredParams(params, ['equip_id', 'count']);
if (setEquipValidation) return setEquipValidation;
result = await equipsModule.setEquip(db, wxContext.OPENID, params.equip_id, params.count);
break;
case 'equips_update':
const updateEquipsValidation = responseModule.validateRequiredParams(params, ['data']);
if (updateEquipsValidation) return updateEquipsValidation;
const equipsMerge = params.merge !== false;
result = await equipsModule.updateEquips(db, wxContext.OPENID, params.data, equipsMerge);
break;
case 'equips_reset':
result = await equipsModule.resetEquips(db, wxContext.OPENID);
break;
case 'equips_owned':
result = await equipsModule.getOwnedEquips(db, wxContext.OPENID);
break;
default:
const availableCommands = [
'login', 'user_info', 'version', 'upgrade',
'data_get', 'data_update', 'data_add', 'data_spend', 'data_set', 'data_reset',
'fight_heros_get', 'fight_hero_set', 'fight_heros_update', 'fight_heros_active', 'fight_heros_swap', 'fight_heros_reset',
'heros_get', 'hero_get', 'hero_add', 'hero_update', 'hero_property_set', 'hero_levelup', 'hero_delete', 'heros_owned',
'inventory_get', 'inventory_item_get', 'inventory_item_add', 'inventory_item_consume', 'inventory_item_set', 'inventory_update', 'inventory_reset', 'inventory_owned',
'items_get', 'item_get', 'item_add', 'item_consume', 'item_set', 'items_update', 'items_reset', 'items_owned',
'tals_get', 'tal_get', 'tal_add', 'tal_consume', 'tal_set', 'tals_update', 'tals_reset', 'tals_owned',
'equips_get', 'equip_get', 'equip_add', 'equip_consume', 'equip_set', 'equips_update', 'equips_reset', 'equips_owned',
'load', 'save'
];
result = responseModule.unknownCommand(cmd, availableCommands);
break;
console.log("Save data:", saveDataRes, data);
if (saveDataRes?.stats?.updated >= 1) {
return {
code: 200,
data: saveDataRes
};
} else {
return {
code: -1,
msg: `Save fail, ${JSON.stringify(saveDataRes)}`
};
}
// 添加执行时间
const executionTime = Date.now() - startTime;
if (result && typeof result === 'object') {
result.execution_time = executionTime;
}
console.log(`[${cmd}] Response (${executionTime}ms):`, result.code, result.msg);
return result;
} catch (error) {
console.error("Cloud function error:", error);
return responseModule.systemError("Cloud function execution failed", error);
}else if (event?.cmd === "get") {
let user = await getOrCreaterUser(db, wxContext.OPENID);
return {
code: 200,
data: user,
};
}
return {
code: -2,
msg: `Unknow cmd: ${event?.cmd}`,
};
};
async function getOrCreaterUser(db, openid) {
try {
let res = await db.collection(user_db_name).where({ _openid: openid }).get();
let userData = null;
if (res == null || res.data == null || res.data.length <= 0) {
userData = {
_openid: openid,
regist_time: Date.now(),
};
let addResult = await db.collection(user_db_name).add({
data: userData
});
userData._id = addResult._id;
} else {
userData = res.data[0];
}
return userData;
} catch (err) {
console.error(`Get or create user err`, err);
return null;
}
}

View File

@@ -1,283 +0,0 @@
// 登录认证模块
const {
getNewUserInitData,
mergeUserDataWithDefaults,
checkDataVersionCompatibility
} = require('../user_init_data');
const user_db_name = "cocos_users";
/**
* 用户登录处理
* @param {Object} db 数据库实例
* @param {Object} wxContext 微信上下文
* @returns {Object} 登录结果
*/
async function login(db, wxContext) {
try {
let user = await getOrCreaterUser(db, wxContext.OPENID);
if (!user) {
return {
code: -4,
msg: "获取或创建用户失败"
};
}
return {
code: 200,
data: {
user_id: user._id,
openid: user._openid,
regist_time: user.regist_time,
data: user.data,
fight_heros: user.fight_heros,
heros: user.heros,
items: user.items,
tals: user.tals,
equips: user.equips,
data_version: user.data_version,
last_save_time: user.last_save_time || null
},
msg: "登录成功"
};
} catch (error) {
console.error("登录错误:", error);
return {
code: -5,
msg: `登录错误: ${error.message}`
};
}
}
/**
* 获取或创建用户
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @returns {Object} 用户数据
*/
async function getOrCreaterUser(db, openid) {
try {
let res = await db.collection(user_db_name).where({ _openid: openid }).get();
let userData = null;
if (res == null || res.data == null || res.data.length <= 0) {
// 创建新用户时使用初始化数据配置
let initData = getNewUserInitData();
userData = {
_openid: openid,
regist_time: Date.now(),
data: initData.data,
fight_heros: initData.fight_heros,
heros: initData.heros,
items: initData.items,
tals: initData.tals,
equips: initData.equips,
data_version: initData.data_version,
init_time: initData.init_time
};
let addResult = await db.collection(user_db_name).add({
data: userData
});
userData._id = addResult._id;
// console.log(`新用户已创建: ${openid}, 版本: ${initData.data_version}`);
} else {
userData = res.data[0];
// 检查数据版本兼容性
const versionCheck = checkDataVersionCompatibility(userData.data_version);
// console.log(`用户 ${openid} 数据版本检查:`, versionCheck);
if (versionCheck.needsUpgrade) {
// 使用新的数据管理系统合并和升级数据
const upgradedData = mergeUserDataWithDefaults({
data: userData.data,
fight_heros: userData.fight_heros,
heros: userData.heros,
items: userData.items,
tals: userData.tals,
equips: userData.equips,
data_version: userData.data_version
});
// 更新用户数据
userData.data = upgradedData.data;
userData.fight_heros = upgradedData.fight_heros;
userData.heros = upgradedData.heros;
userData.items = upgradedData.items;
userData.tals = upgradedData.tals;
userData.equips = upgradedData.equips;
userData.data_version = upgradedData.data_version;
// console.log(`用户 ${openid} 数据已升级到版本: ${upgradedData.data_version}`);
}
}
return userData;
} catch (err) {
console.error(`获取或创建用户错误`, err);
return null;
}
}
/**
* 获取用户基本信息
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @returns {Object} 用户基本信息
*/
async function getUserInfo(db, openid) {
try {
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
return {
code: 200,
data: {
user_id: user._id,
openid: user._openid,
regist_time: user.regist_time,
init_time: user.init_time,
data_version: user.data_version,
last_save_time: user.last_save_time
},
msg: "用户信息获取成功"
};
} catch (error) {
console.error("获取用户信息错误:", error);
return {
code: -5,
msg: `获取用户信息错误: ${error.message}`
};
}
}
/**
* 检查用户数据版本
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @returns {Object} 版本检查结果
*/
async function checkVersion(db, openid) {
try {
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
const versionCheck = checkDataVersionCompatibility(user.data_version);
return {
code: 200,
data: {
user_version: user.data_version || "unknown",
current_version: require('../user_init_data').DATA_VERSION,
compatibility: versionCheck,
init_time: user.init_time,
regist_time: user.regist_time,
last_save_time: user.last_save_time
},
msg: "版本信息获取成功"
};
} catch (error) {
console.error("检查版本错误:", error);
return {
code: -5,
msg: `检查版本错误: ${error.message}`
};
}
}
/**
* 强制升级用户数据
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @returns {Object} 升级结果
*/
async function upgradeUserData(db, openid) {
try {
const _ = db.command;
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "User not found"
};
}
// 强制升级用户数据
const upgradedData = mergeUserDataWithDefaults({
data: user.data,
fight_heros: user.fight_heros,
heros: user.heros,
items: user.items,
tals: user.tals,
equips: user.equips,
data_version: user.data_version
});
let upgradeDataRes = await db.collection(user_db_name).doc(user._id).update({
data: {
data: _.set(upgradedData.data),
fight_heros: _.set(upgradedData.fight_heros),
heros: _.set(upgradedData.heros),
items: _.set(upgradedData.items),
tals: _.set(upgradedData.tals),
equips: _.set(upgradedData.equips),
data_version: _.set(upgradedData.data_version),
last_save_time: _.set(Date.now()),
upgrade_time: _.set(Date.now())
}
});
if (upgradeDataRes?.stats?.updated >= 1) {
return {
code: 200,
data: {
old_version: user.data_version || "unknown",
new_version: upgradedData.data_version,
upgrade_time: Date.now(),
data: upgradedData.data,
fight_heros: upgradedData.fight_heros,
heros: upgradedData.heros,
items: upgradedData.items,
tals: upgradedData.tals,
equips: upgradedData.equips
},
msg: "数据升级成功完成"
};
} else {
return {
code: -1,
msg: `升级失败, ${JSON.stringify(upgradeDataRes)}`
};
}
} catch (error) {
console.error("升级用户数据错误:", error);
return {
code: -5,
msg: `升级错误: ${error.message}`
};
}
}
module.exports = {
login,
getOrCreaterUser,
getUserInfo,
checkVersion,
upgradeUserData
};

View File

@@ -1,370 +0,0 @@
// 出战英雄操作模块
const { getOrCreaterUser } = require('./auth');
const user_db_name = "cocos_users";
/**
* 获取出战英雄配置
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @returns {Object} 操作结果
*/
async function getFightHeros(db, openid) {
try {
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
return {
code: 200,
data: user.fight_heros,
msg: "出战英雄获取成功"
};
} catch (error) {
console.error("获取出战英雄错误:", error);
return {
code: -5,
msg: `获取出战英雄错误: ${error.message}`
};
}
}
/**
* 设置出战英雄
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {number} position 出战位置 (0-4)
* @param {number} heroId 英雄ID0表示移除
* @returns {Object} 操作结果
*/
async function setFightHero(db, openid, position, heroId) {
try {
const _ = db.command;
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
// 验证位置参数
if (position < 0 || position > 4) {
return {
code: -3,
msg: "无效的位置必须是0-4"
};
}
// 验证英雄ID
if (typeof heroId !== 'number' || heroId < 0) {
return {
code: -3,
msg: "无效的英雄ID"
};
}
// 如果不是移除操作,检查英雄是否存在
if (heroId > 0 && !user.heros[heroId]) {
return {
code: -6,
msg: "未拥有该英雄"
};
}
const oldHeroId = user.fight_heros[position];
let updateRes = await db.collection(user_db_name).doc(user._id).update({
data: {
[`fight_heros.${position}`]: _.set(heroId),
last_save_time: _.set(Date.now())
}
});
if (updateRes?.stats?.updated >= 1) {
return {
code: 200,
data: {
position: position,
old_hero_id: oldHeroId,
new_hero_id: heroId
},
msg: `出战英雄位置 ${position} 更新成功`
};
} else {
return {
code: -1,
msg: `设置出战英雄失败`
};
}
} catch (error) {
console.error("设置出战英雄错误:", error);
return {
code: -5,
msg: `设置出战英雄错误: ${error.message}`
};
}
}
/**
* 批量设置出战英雄
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {Object} fightHeros 出战英雄配置对象
* @returns {Object} 操作结果
*/
async function updateFightHeros(db, openid, fightHeros) {
try {
const _ = db.command;
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
// 验证数据格式
if (!fightHeros || typeof fightHeros !== 'object') {
return {
code: -3,
msg: "无效的出战英雄数据格式"
};
}
// 验证每个位置和英雄ID
for (const pos in fightHeros) {
const position = parseInt(pos);
const heroId = fightHeros[pos];
if (isNaN(position) || position < 0 || position > 4) {
return {
code: -3,
msg: `无效的位置: ${pos}`
};
}
if (typeof heroId !== 'number' || heroId < 0) {
return {
code: -3,
msg: `位置 ${pos} 的英雄ID无效: ${heroId}`
};
}
// 如果不是移除操作,检查英雄是否存在
if (heroId > 0 && !user.heros[heroId]) {
return {
code: -6,
msg: `位置 ${pos} 未拥有英雄 ${heroId}`
};
}
}
const newFightHeros = { ...user.fight_heros, ...fightHeros };
let updateRes = await db.collection(user_db_name).doc(user._id).update({
data: {
fight_heros: _.set(newFightHeros),
last_save_time: _.set(Date.now())
}
});
if (updateRes?.stats?.updated >= 1) {
return {
code: 200,
data: newFightHeros,
msg: "出战英雄更新成功"
};
} else {
return {
code: -1,
msg: `更新出战英雄失败`
};
}
} catch (error) {
console.error("更新出战英雄错误:", error);
return {
code: -5,
msg: `更新出战英雄错误: ${error.message}`
};
}
}
/**
* 获取当前出战英雄列表(不包含空位)
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @returns {Object} 操作结果
*/
async function getActiveFightHeros(db, openid) {
try {
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
const activeHeros = [];
for (let i = 0; i < 5; i++) {
const heroId = user.fight_heros[i];
if (heroId && heroId > 0) {
activeHeros.push({
position: i,
hero_id: heroId,
hero_data: user.heros[heroId] || null
});
}
}
return {
code: 200,
data: {
active_heros: activeHeros,
total_count: activeHeros.length
},
msg: "获取活跃出战英雄成功"
};
} catch (error) {
console.error("获取活跃出战英雄错误:", error);
return {
code: -5,
msg: `获取活跃出战英雄错误: ${error.message}`
};
}
}
/**
* 交换两个出战位置的英雄
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {number} position1 位置1 (0-4)
* @param {number} position2 位置2 (0-4)
* @returns {Object} 操作结果
*/
async function swapFightHeros(db, openid, position1, position2) {
try {
const _ = db.command;
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
// 验证位置参数
if (position1 < 0 || position1 > 4 || position2 < 0 || position2 > 4) {
return {
code: -3,
msg: "无效的位置必须是0-4"
};
}
if (position1 === position2) {
return {
code: -3,
msg: "不能交换相同位置"
};
}
const hero1 = user.fight_heros[position1];
const hero2 = user.fight_heros[position2];
let updateRes = await db.collection(user_db_name).doc(user._id).update({
data: {
[`fight_heros.${position1}`]: _.set(hero2),
[`fight_heros.${position2}`]: _.set(hero1),
last_save_time: _.set(Date.now())
}
});
if (updateRes?.stats?.updated >= 1) {
return {
code: 200,
data: {
position1: position1,
position2: position2,
hero1_moved_to: hero1,
hero2_moved_to: hero2
},
msg: `出战英雄交换成功`
};
} else {
return {
code: -1,
msg: `交换出战英雄失败`
};
}
} catch (error) {
console.error("交换出战英雄错误:", error);
return {
code: -5,
msg: `交换出战英雄错误: ${error.message}`
};
}
}
/**
* 重置出战英雄配置
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @returns {Object} 操作结果
*/
async function resetFightHeros(db, openid) {
try {
const _ = db.command;
const { getNewUserInitData } = require('../user_init_data');
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
const defaultData = getNewUserInitData();
let resetRes = await db.collection(user_db_name).doc(user._id).update({
data: {
fight_heros: _.set(defaultData.fight_heros),
last_save_time: _.set(Date.now()),
reset_time: _.set(Date.now())
}
});
if (resetRes?.stats?.updated >= 1) {
return {
code: 200,
data: defaultData.fight_heros,
msg: "出战英雄重置成功"
};
} else {
return {
code: -1,
msg: `重置失败, ${JSON.stringify(resetRes)}`
};
}
} catch (error) {
console.error("重置出战英雄错误:", error);
return {
code: -5,
msg: `重置出战英雄错误: ${error.message}`
};
}
}
module.exports = {
getFightHeros,
setFightHero,
updateFightHeros,
getActiveFightHeros,
swapFightHeros,
resetFightHeros
};

View File

@@ -1,386 +0,0 @@
// 基础游戏数据操作模块 (data字段)
const { getOrCreaterUser } = require('./auth');
const { validateDataStructure, mergeUserDataWithDefaults } = require('../user_init_data');
const user_db_name = "cocos_users";
/**
* 获取基础游戏数据
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @returns {Object} 操作结果
*/
async function getData(db, openid) {
try {
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "用户未找到"
};
}
return {
code: 200,
data: user.data,
msg: "游戏数据获取成功"
};
} catch (error) {
console.error("获取游戏数据错误:", error);
return {
code: -5,
msg: `获取游戏数据错误: ${error.message}`
};
}
}
/**
* 更新基础游戏数据
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {Object} updateData 要更新的数据
* @param {boolean} merge 是否合并更新默认true
* @returns {Object} 操作结果
*/
async function updateData(db, openid, updateData, merge = true) {
try {
const _ = db.command;
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "用户未找到"
};
}
// 验证数据格式
if (!updateData || typeof updateData !== 'object') {
return {
code: -3,
msg: "无效的更新数据格式"
};
}
let newData;
if (merge) {
// 合并更新
newData = { ...user.data, ...updateData };
} else {
// 完全替换
newData = updateData;
}
let updateRes = await db.collection(user_db_name).doc(user._id).update({
data: {
data: _.set(newData),
last_save_time: _.set(Date.now())
}
});
if (updateRes?.stats?.updated >= 1) {
return {
code: 200,
data: newData,
msg: "游戏数据更新成功"
};
} else {
return {
code: -1,
msg: `更新失败, ${JSON.stringify(updateRes)}`
};
}
} catch (error) {
console.error("更新游戏数据错误:", error);
return {
code: -5,
msg: `更新游戏数据错误: ${error.message}`
};
}
}
/**
* 增加指定字段的数值
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {string} field 字段名
* @param {number} amount 增加的数量
* @returns {Object} 操作结果
*/
async function addDataField(db, openid, field, amount) {
try {
const _ = db.command;
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "用户未找到"
};
}
if (typeof amount !== 'number') {
return {
code: -3,
msg: "数量必须是数字"
};
}
const currentValue = user.data[field] || 0;
const newValue = Math.max(0, currentValue + amount);
let updateRes = await db.collection(user_db_name).doc(user._id).update({
data: {
[`data.${field}`]: _.set(newValue),
last_save_time: _.set(Date.now())
}
});
if (updateRes?.stats?.updated >= 1) {
return {
code: 200,
data: {
field: field,
old_value: currentValue,
new_value: newValue,
change: amount
},
msg: `${field} 更新成功`
};
} else {
return {
code: -1,
msg: `更新 ${field} 失败`
};
}
} catch (error) {
console.error(`增加 ${field} 错误:`, error);
return {
code: -5,
msg: `增加 ${field} 错误: ${error.message}`
};
}
}
/**
* 消耗指定字段的数值
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {string|Object[]} field 字段名或字段对象数组 [{field: 字段名, amount: 数量}]
* @param {number} [amount] 消耗的数量 (当field为字符串时使用)
* @returns {Object} 操作结果
*/
async function spendDataField(db, openid, field, amount) {
try {
const _ = db.command;
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "用户未找到"
};
}
// 处理单个字段的情况
if (typeof field === 'string') {
if (typeof amount !== 'number' || amount < 0) {
return {
code: -3,
msg: "数量必须是正数"
};
}
const currentValue = user.data[field] || 0;
if (currentValue < amount) {
return {
code: -6,
msg: `${field} 不足, 当前: ${currentValue}, 需要: ${amount}`
};
}
return await addDataField(db, openid, field, -amount);
}
// 处理多个字段的情况
if (Array.isArray(field)) {
const fieldsToSpend = field;
// 验证参数格式
for (const item of fieldsToSpend) {
if (!item.field || typeof item.amount !== 'number' || item.amount < 0) {
return {
code: -3,
msg: "字段参数格式错误,需要 {field, amount} 结构且amount必须是正数"
};
}
}
// 检查所有资源是否足够
for (const item of fieldsToSpend) {
const currentValue = user.data[item.field] || 0;
if (currentValue < item.amount) {
return {
code: -6,
msg: `${item.field} 不足, 当前: ${currentValue}, 需要: ${item.amount}`
};
}
}
// 所有资源都足够,开始扣除
const updateData = {};
const changes = [];
for (const item of fieldsToSpend) {
const currentValue = user.data[item.field] || 0;
const newValue = Math.max(0, currentValue - item.amount);
updateData[`data.${item.field}`] = _.set(newValue);
changes.push({
field: item.field,
old_value: currentValue,
new_value: newValue,
change: -item.amount
});
}
// 更新数据库
updateData['last_save_time'] = _.set(Date.now());
let updateRes = await db.collection(user_db_name).doc(user._id).update({
data: updateData
});
if (updateRes?.stats?.updated >= 1) {
return {
code: 200,
data: changes,
msg: "资源消耗成功"
};
} else {
return {
code: -1,
msg: "资源消耗失败"
};
}
}
return {
code: -3,
msg: "参数格式错误"
};
} catch (error) {
console.error(`消耗资源错误:`, error);
return {
code: -5,
msg: `消耗资源错误: ${error.message}`
};
}
}
/**
* 设置指定字段的数值
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {string} field 字段名
* @param {any} value 新的值
* @returns {Object} 操作结果
*/
async function setDataField(db, openid, field, value) {
try {
const _ = db.command;
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "用户未找到"
};
}
const oldValue = user.data[field];
let updateRes = await db.collection(user_db_name).doc(user._id).update({
data: {
[`data.${field}`]: _.set(value),
last_save_time: _.set(Date.now())
}
});
if (updateRes?.stats?.updated >= 1) {
return {
code: 200,
data: {
field: field,
old_value: oldValue,
new_value: value
},
msg: `${field} 设置成功`
};
} else {
return {
code: -1,
msg: `设置 ${field} 失败`
};
}
} catch (error) {
console.error(`设置 ${field} 错误:`, error);
return {
code: -5,
msg: `设置 ${field} 错误: ${error.message}`
};
}
}
/**
* 重置基础游戏数据
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @returns {Object} 操作结果
*/
async function resetData(db, openid) {
try {
const _ = db.command;
const { getNewUserInitData } = require('../user_init_data');
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "用户未找到"
};
}
const defaultData = getNewUserInitData();
let resetRes = await db.collection(user_db_name).doc(user._id).update({
data: {
data: _.set(defaultData.data),
last_save_time: _.set(Date.now()),
reset_time: _.set(Date.now())
}
});
if (resetRes?.stats?.updated >= 1) {
return {
code: 200,
data: defaultData.data,
msg: "游戏数据重置成功"
};
} else {
return {
code: -1,
msg: `重置失败, ${JSON.stringify(resetRes)}`
};
}
} catch (error) {
console.error("重置游戏数据错误:", error);
return {
code: -5,
msg: `重置游戏数据错误: ${error.message}`
};
}
}
module.exports = {
getData,
updateData,
addDataField,
spendDataField,
setDataField,
resetData
};

View File

@@ -1,440 +0,0 @@
// 英雄数据操作模块
const { getOrCreaterUser } = require('./auth');
const user_db_name = "cocos_users";
/**
* 获取所有英雄数据
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @returns {Object} 操作结果
*/
async function getHeros(db, openid) {
try {
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
return {
code: 200,
data: user.heros,
msg: "获取英雄列表成功"
};
} catch (error) {
console.error("获取英雄列表错误:", error);
return {
code: -5,
msg: `获取英雄列表错误: ${error.message}`
};
}
}
/**
* 获取单个英雄数据
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {number} heroId 英雄ID
* @returns {Object} 操作结果
*/
async function getHero(db, openid, heroId) {
try {
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
const hero = user.heros[heroId];
if (!hero) {
return {
code: -6,
msg: "未找到英雄"
};
}
return {
code: 200,
data: hero,
msg: "获取英雄成功"
};
} catch (error) {
console.error("获取英雄错误:", error);
return {
code: -5,
msg: `获取英雄错误: ${error.message}`
};
}
}
/**
* 添加新英雄
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {number} heroId 英雄ID
* @param {Object} heroData 英雄数据(可选)
* @returns {Object} 操作结果
*/
async function addHero(db, openid, heroId, heroData = null) {
try {
const _ = db.command;
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
// 检查英雄是否已存在
if (user.heros[heroId]) {
return {
code: -7,
msg: "英雄已存在"
};
}
// 使用提供的数据或默认数据
const newHero = heroData || {
uuid: heroId,
lv: 1,
exp: 0,
star: 1,
power: 100
};
// 确保uuid字段正确
newHero.uuid = heroId;
let updateRes = await db.collection(user_db_name).doc(user._id).update({
data: {
[`heros.${heroId}`]: _.set(newHero),
last_save_time: _.set(Date.now())
}
});
if (updateRes?.stats?.updated >= 1) {
return {
code: 200,
data: newHero,
msg: `英雄 ${heroId} 添加成功`
};
} else {
return {
code: -1,
msg: `添加英雄失败`
};
}
} catch (error) {
console.error("添加英雄错误:", error);
return {
code: -5,
msg: `添加英雄错误: ${error.message}`
};
}
}
/**
* 更新英雄属性
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {number} heroId 英雄ID
* @param {Object} updateData 要更新的属性
* @returns {Object} 操作结果
*/
async function updateHero(db, openid, heroId, updateData) {
try {
const _ = db.command;
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
// 检查英雄是否存在
if (!user.heros[heroId]) {
return {
code: -6,
msg: "未找到英雄"
};
}
// 验证更新数据
if (!updateData || typeof updateData !== 'object') {
return {
code: -3,
msg: "无效的更新数据格式"
};
}
const currentHero = user.heros[heroId];
const newHero = { ...currentHero, ...updateData };
// 确保uuid字段不被修改
newHero.uuid = heroId;
let updateRes = await db.collection(user_db_name).doc(user._id).update({
data: {
[`heros.${heroId}`]: _.set(newHero),
last_save_time: _.set(Date.now())
}
});
if (updateRes?.stats?.updated >= 1) {
return {
code: 200,
data: {
old_data: currentHero,
new_data: newHero
},
msg: `英雄 ${heroId} 更新成功`
};
} else {
return {
code: -1,
msg: `更新英雄失败`
};
}
} catch (error) {
console.error("更新英雄错误:", error);
return {
code: -5,
msg: `更新英雄错误: ${error.message}`
};
}
}
/**
* 设置英雄属性
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {number} heroId 英雄ID
* @param {string} property 属性名
* @param {any} value 属性值
* @returns {Object} 操作结果
*/
async function setHeroProperty(db, openid, heroId, property, value) {
try {
const _ = db.command;
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
// 检查英雄是否存在
if (!user.heros[heroId]) {
return {
code: -6,
msg: "未找到英雄"
};
}
// 防止修改uuid
if (property === 'uuid') {
return {
code: -3,
msg: "不可修改英雄UUID"
};
}
const oldValue = user.heros[heroId][property];
let updateRes = await db.collection(user_db_name).doc(user._id).update({
data: {
[`heros.${heroId}.${property}`]: _.set(value),
last_save_time: _.set(Date.now())
}
});
if (updateRes?.stats?.updated >= 1) {
return {
code: 200,
data: {
hero_id: heroId,
property: property,
old_value: oldValue,
new_value: value
},
msg: `英雄 ${heroId} 属性 ${property} 更新成功`
};
} else {
return {
code: -1,
msg: `设置英雄属性失败`
};
}
} catch (error) {
console.error("设置英雄属性错误:", error);
return {
code: -5,
msg: `设置英雄属性错误: ${error.message}`
};
}
}
/**
* 英雄升级
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {number} heroId 英雄ID
* @param {number} levels 升级级数默认1级
* @returns {Object} 操作结果
*/
async function levelUpHero(db, openid, heroId,levels = 1) {
try {
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
// 检查英雄是否存在
if (!user.heros[heroId]) {
return {
code: -6,
msg: "未找到英雄"
};
}
if (typeof levels !== 'number' || levels < 1) {
return {
code: -3,
msg: "等级必须为正数"
};
}
const currentLevel = user.heros[heroId].lv || 1;
const newLevel = currentLevel + levels;
return await setHeroProperty(db, openid, heroId, 'lv', newLevel);
} catch (error) {
console.error("英雄升级错误:", error);
return {
code: -5,
msg: `英雄升级错误: ${error.message}`
};
}
}
/**
* 删除英雄
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {number} heroId 英雄ID
* @returns {Object} 操作结果
*/
async function deleteHero(db, openid, heroId) {
try {
const _ = db.command;
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
// 检查英雄是否存在
if (!user.heros[heroId]) {
return {
code: -6,
msg: "未找到英雄"
};
}
// 检查英雄是否在出战阵容中
for (let pos = 0; pos < 5; pos++) {
if (user.fight_heros[pos] === heroId) {
return {
code: -8,
msg: `英雄位于出战位置 ${pos},请先从出战阵容移除`
};
}
}
const deletedHero = user.heros[heroId];
let updateRes = await db.collection(user_db_name).doc(user._id).update({
data: {
[`heros.${heroId}`]: _.remove(),
last_save_time: _.set(Date.now())
}
});
if (updateRes?.stats?.updated >= 1) {
return {
code: 200,
data: deletedHero,
msg: `英雄 ${heroId} 删除成功`
};
} else {
return {
code: -1,
msg: `删除英雄失败`
};
}
} catch (error) {
console.error("删除英雄错误:", error);
return {
code: -5,
msg: `删除英雄错误: ${error.message}`
};
}
}
/**
* 获取已拥有的英雄ID列表
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @returns {Object} 操作结果
*/
async function getOwnedHeroIds(db, openid) {
try {
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
const heroIds = Object.keys(user.heros).map(Number);
return {
code: 200,
data: {
hero_ids: heroIds,
total_count: heroIds.length
},
msg: "获取已拥有英雄ID成功"
};
} catch (error) {
console.error("获取已拥有英雄ID错误:", error);
return {
code: -5,
msg: `获取已拥有英雄ID错误: ${error.message}`
};
}
}
module.exports = {
getHeros,
getHero,
addHero,
updateHero,
setHeroProperty,
levelUpHero,
deleteHero,
getOwnedHeroIds
};

View File

@@ -1,501 +0,0 @@
// 通用库存操作模块 (items, tals, equips)
const { getOrCreaterUser } = require('./auth');
const user_db_name = "cocos_users";
// 支持的数据类型
const SUPPORTED_TYPES = ['items', 'tals', 'equips'];
/**
* 验证数据类型
* @param {string} dataType 数据类型
* @returns {boolean} 是否有效
*/
function validateDataType(dataType) {
return SUPPORTED_TYPES.includes(dataType);
}
/**
* 获取库存数据
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {string} dataType 数据类型 ('items', 'tals', 'equips')
* @returns {Object} 操作结果
*/
async function getInventory(db, openid, dataType) {
try {
if (!validateDataType(dataType)) {
return {
code: -3,
msg: `无效的数据类型: ${dataType}`
};
}
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
return {
code: 200,
data: user[dataType],
msg: `${dataType}获取成功`
};
} catch (error) {
console.error(`获取${dataType}错误:`, error);
return {
code: -5,
msg: `获取${dataType}错误: ${error.message}`
};
}
}
/**
* 获取单个物品数据
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {string} dataType 数据类型
* @param {number} itemId 物品ID
* @returns {Object} 操作结果
*/
async function getInventoryItem(db, openid, dataType, itemId) {
try {
if (!validateDataType(dataType)) {
return {
code: -3,
msg: `无效的数据类型: ${dataType}`
};
}
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
const itemCount = user[dataType][itemId];
if (itemCount === undefined) {
return {
code: -6,
msg: `${dataType.slice(0, -1)} ${itemId} 未找到`
};
}
return {
code: 200,
data: {
item_id: itemId,
count: itemCount
},
msg: `${dataType.slice(0, -1)} ${itemId} 获取成功`
};
} catch (error) {
console.error(`获取${dataType}物品错误:`, error);
return {
code: -5,
msg: `获取${dataType}物品错误: ${error.message}`
};
}
}
/**
* 添加物品
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {string} dataType 数据类型
* @param {number} itemId 物品ID
* @param {number} count 添加数量
* @returns {Object} 操作结果
*/
async function addInventoryItem(db, openid, dataType, itemId, count) {
try {
if (!validateDataType(dataType)) {
return {
code: -3,
msg: `无效的数据类型: ${dataType}`
};
}
const _ = db.command;
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
if (typeof count !== 'number' || count < 0) {
return {
code: -3,
msg: "数量必须是非负数"
};
}
const currentCount = user[dataType][itemId] || 0;
const newCount = currentCount + count;
let updateRes = await db.collection(user_db_name).doc(user._id).update({
data: {
[`${dataType}.${itemId}`]: _.set(newCount),
last_save_time: _.set(Date.now())
}
});
if (updateRes?.stats?.updated >= 1) {
return {
code: 200,
data: {
item_id: itemId,
old_count: currentCount,
new_count: newCount,
added: count
},
msg: `${dataType.slice(0, -1)} ${itemId} 添加成功`
};
} else {
return {
code: -1,
msg: `添加 ${dataType.slice(0, -1)} 失败`
};
}
} catch (error) {
console.error(`添加${dataType}物品错误:`, error);
return {
code: -5,
msg: `添加${dataType}物品错误: ${error.message}`
};
}
}
/**
* 消耗物品
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {string} dataType 数据类型
* @param {number} itemId 物品ID
* @param {number} count 消耗数量
* @returns {Object} 操作结果
*/
async function consumeInventoryItem(db, openid, dataType, itemId, count) {
try {
if (!validateDataType(dataType)) {
return {
code: -3,
msg: `无效的数据类型: ${dataType}`
};
}
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
if (typeof count !== 'number' || count < 0) {
return {
code: -3,
msg: "数量必须是非负数"
};
}
const currentCount = user[dataType][itemId] || 0;
if (currentCount < count) {
return {
code: -6,
msg: `${dataType.slice(0, -1)} ${itemId}不足, 当前: ${currentCount}, 需要: ${count}`
};
}
return await addInventoryItem(db, openid, dataType, itemId, -count);
} catch (error) {
console.error(`消耗${dataType}物品错误:`, error);
return {
code: -5,
msg: `消耗${dataType}物品错误: ${error.message}`
};
}
}
/**
* 设置物品数量
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {string} dataType 数据类型
* @param {number} itemId 物品ID
* @param {number} count 新的数量
* @returns {Object} 操作结果
*/
async function setInventoryItem(db, openid, dataType, itemId, count) {
try {
if (!validateDataType(dataType)) {
return {
code: -3,
msg: `无效的数据类型: ${dataType}`
};
}
const _ = db.command;
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "未找到用户"
};
}
if (typeof count !== 'number' || count < 0) {
return {
code: -3,
msg: "数量必须是非负数"
};
}
const oldCount = user[dataType][itemId] || 0;
let updateRes = await db.collection(user_db_name).doc(user._id).update({
data: {
[`${dataType}.${itemId}`]: _.set(count),
last_save_time: _.set(Date.now())
}
});
if (updateRes?.stats?.updated >= 1) {
return {
code: 200,
data: {
item_id: itemId,
old_count: oldCount,
new_count: count
},
msg: `${dataType.slice(0, -1)} ${itemId} 设置成功`
};
} else {
return {
code: -1,
msg: `设置 ${dataType.slice(0, -1)} 失败`
};
}
} catch (error) {
console.error(`设置${dataType}物品错误:`, error);
return {
code: -5,
msg: `设置${dataType}物品错误: ${error.message}`
};
}
}
/**
* 批量更新库存
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {string} dataType 数据类型
* @param {Object} updateData 更新数据对象
* @param {boolean} merge 是否合并更新默认true
* @returns {Object} 操作结果
*/
async function updateInventory(db, openid, dataType, updateData, merge = true) {
try {
if (!validateDataType(dataType)) {
return {
code: -3,
msg: `Invalid data type: ${dataType}`
};
}
const _ = db.command;
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "User not found"
};
}
// 验证更新数据
if (!updateData || typeof updateData !== 'object') {
return {
code: -3,
msg: "Invalid update data format"
};
}
// 验证所有值都是非负数
for (const itemId in updateData) {
const count = updateData[itemId];
if (typeof count !== 'number' || count < 0) {
return {
code: -3,
msg: `Invalid count for item ${itemId}: ${count}`
};
}
}
let newData;
if (merge) {
// 合并更新
newData = { ...user[dataType], ...updateData };
} else {
// 完全替换
newData = updateData;
}
let updateRes = await db.collection(user_db_name).doc(user._id).update({
data: {
[dataType]: _.set(newData),
last_save_time: _.set(Date.now())
}
});
if (updateRes?.stats?.updated >= 1) {
return {
code: 200,
data: newData,
msg: `${dataType} updated successfully`
};
} else {
return {
code: -1,
msg: `Update ${dataType} fail`
};
}
} catch (error) {
console.error(`Update ${dataType} error:`, error);
return {
code: -5,
msg: `Update ${dataType} error: ${error.message}`
};
}
}
/**
* 重置库存数据
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {string} dataType 数据类型
* @returns {Object} 操作结果
*/
async function resetInventory(db, openid, dataType) {
try {
if (!validateDataType(dataType)) {
return {
code: -3,
msg: `Invalid data type: ${dataType}`
};
}
const _ = db.command;
const { getNewUserInitData } = require('../user_init_data');
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "User not found"
};
}
const defaultData = getNewUserInitData();
let resetRes = await db.collection(user_db_name).doc(user._id).update({
data: {
[dataType]: _.set(defaultData[dataType]),
last_save_time: _.set(Date.now()),
reset_time: _.set(Date.now())
}
});
if (resetRes?.stats?.updated >= 1) {
return {
code: 200,
data: defaultData[dataType],
msg: `${dataType} reset successfully`
};
} else {
return {
code: -1,
msg: `Reset ${dataType} fail`
};
}
} catch (error) {
console.error(`Reset ${dataType} error:`, error);
return {
code: -5,
msg: `Reset ${dataType} error: ${error.message}`
};
}
}
/**
* 获取拥有的物品列表数量大于0的
* @param {Object} db 数据库实例
* @param {string} openid 用户openid
* @param {string} dataType 数据类型
* @returns {Object} 操作结果
*/
async function getOwnedItems(db, openid, dataType) {
try {
if (!validateDataType(dataType)) {
return {
code: -3,
msg: `Invalid data type: ${dataType}`
};
}
let user = await getOrCreaterUser(db, openid);
if (!user) {
return {
code: -4,
msg: "User not found"
};
}
const ownedItems = [];
for (const itemId in user[dataType]) {
const count = user[dataType][itemId];
if (count > 0) {
ownedItems.push({
item_id: parseInt(itemId),
count: count
});
}
}
return {
code: 200,
data: {
owned_items: ownedItems,
total_types: ownedItems.length
},
msg: `Owned ${dataType} retrieved successfully`
};
} catch (error) {
console.error(`Get owned ${dataType} error:`, error);
return {
code: -5,
msg: `Get owned ${dataType} error: ${error.message}`
};
}
}
module.exports = {
getInventory,
getInventoryItem,
addInventoryItem,
consumeInventoryItem,
setInventoryItem,
updateInventory,
resetInventory,
getOwnedItems,
SUPPORTED_TYPES
};

View File

@@ -1,274 +0,0 @@
// 统一响应处理模块
const { DATA_VERSION } = require('../user_init_data');
/**
* 成功响应
* @param {any} data 返回数据
* @param {string} message 成功消息
* @param {Object} extra 额外信息
* @returns {Object} 响应对象
*/
function success(data = null, message = "成功", extra = {}) {
return {
code: 200,
data: data,
msg: message,
timestamp: Date.now(),
version: DATA_VERSION,
...extra
};
}
/**
* 错误响应
* @param {number} code 错误码
* @param {string} message 错误消息
* @param {any} data 错误相关数据
* @returns {Object} 响应对象
*/
function error(code, message, data = null) {
return {
code: code,
msg: message,
data: data,
timestamp: Date.now(),
version: DATA_VERSION
};
}
/**
* 参数错误响应
* @param {string} message 错误消息
* @param {any} data 错误相关数据
* @returns {Object} 响应对象
*/
function badRequest(message = "请求参数错误", data = null) {
return error(-3, message, data);
}
/**
* 用户未找到响应
* @param {string} message 错误消息
* @returns {Object} 响应对象
*/
function userNotFound(message = "未找到用户") {
return error(-4, message);
}
/**
* 系统错误响应
* @param {string} message 错误消息
* @param {Error} err 错误对象
* @returns {Object} 响应对象
*/
function systemError(message = "系统错误", err = null) {
const errorData = err ? {
error_message: err.message,
error_stack: process.env.NODE_ENV === 'development' ? err.stack : undefined
} : null;
return error(-5, message, errorData);
}
/**
* 资源不足响应
* @param {string} resource 资源名称
* @param {number} current 当前数量
* @param {number} required 需要数量
* @returns {Object} 响应对象
*/
function insufficientResource(resource, current = 0, required = 0) {
return error(-6, `${resource}不足`, {
resource: resource,
current: current,
required: required,
shortage: required - current
});
}
/**
* 资源已存在响应
* @param {string} resource 资源名称
* @param {any} identifier 资源标识
* @returns {Object} 响应对象
*/
function resourceExists(resource, identifier = null) {
return error(-7, `${resource}已存在`, {
resource: resource,
identifier: identifier
});
}
/**
* 操作被拒绝响应
* @param {string} reason 拒绝原因
* @param {any} data 相关数据
* @returns {Object} 响应对象
*/
function operationDenied(reason, data = null) {
return error(-8, `操作被拒绝: ${reason}`, data);
}
/**
* 未知命令响应
* @param {string} command 命令名
* @param {Array} availableCommands 可用命令列表
* @returns {Object} 响应对象
*/
function unknownCommand(command, availableCommands = []) {
return error(-2, `未知命令: ${command}`, {
command: command,
available_commands: availableCommands
});
}
/**
* 包装异步操作,统一错误处理
* @param {Function} operation 异步操作函数
* @param {string} operationName 操作名称
* @returns {Function} 包装后的函数
*/
function wrapAsync(operation, operationName = "Operation") {
return async (...args) => {
try {
const result = await operation(...args);
// 如果操作返回的是错误格式,直接返回
if (result && typeof result === 'object' && result.code !== undefined) {
return result;
}
// 如果是成功结果,包装为成功响应
return success(result, `${operationName}成功完成`);
} catch (error) {
console.error(`${operationName}错误:`, error);
return systemError(`${operationName}失败`, error);
}
};
}
/**
* 验证必需参数
* @param {Object} params 参数对象
* @param {Array} requiredFields 必需字段列表
* @returns {Object|null} 如果验证失败返回错误响应否则返回null
*/
function validateRequiredParams(params, requiredFields) {
if (!params || typeof params !== 'object') {
return badRequest("Invalid parameters");
}
const missingFields = [];
for (const field of requiredFields) {
if (params[field] === undefined || params[field] === null) {
missingFields.push(field);
}
}
if (missingFields.length > 0) {
return badRequest(`Missing required parameters: ${missingFields.join(', ')}`, {
missing_fields: missingFields,
required_fields: requiredFields
});
}
return null;
}
/**
* 验证数值参数
* @param {any} value 要验证的值
* @param {string} fieldName 字段名
* @param {Object} options 验证选项
* @returns {Object|null} 如果验证失败返回错误响应否则返回null
*/
function validateNumber(value, fieldName, options = {}) {
const {
min = Number.NEGATIVE_INFINITY,
max = Number.POSITIVE_INFINITY,
integer = false
} = options;
if (typeof value !== 'number' || isNaN(value)) {
return badRequest(`${fieldName} must be a number`);
}
if (integer && !Number.isInteger(value)) {
return badRequest(`${fieldName} must be an integer`);
}
if (value < min) {
return badRequest(`${fieldName} must be at least ${min}`);
}
if (value > max) {
return badRequest(`${fieldName} must be at most ${max}`);
}
return null;
}
/**
* 创建分页响应
* @param {Array} items 数据项
* @param {number} total 总数
* @param {number} page 当前页
* @param {number} pageSize 页大小
* @param {string} message 成功消息
* @returns {Object} 响应对象
*/
function paginated(items, total, page, pageSize, message = "Data retrieved successfully") {
const totalPages = Math.ceil(total / pageSize);
return success({
items: items,
pagination: {
current_page: page,
page_size: pageSize,
total_items: total,
total_pages: totalPages,
has_next: page < totalPages,
has_prev: page > 1
}
}, message);
}
/**
* 错误码常量
*/
const ERROR_CODES = {
SUCCESS: 200,
OPERATION_FAILED: -1,
UNKNOWN_COMMAND: -2,
BAD_REQUEST: -3,
USER_NOT_FOUND: -4,
SYSTEM_ERROR: -5,
INSUFFICIENT_RESOURCE: -6,
RESOURCE_EXISTS: -7,
OPERATION_DENIED: -8
};
module.exports = {
success,
error,
badRequest,
userNotFound,
systemError,
insufficientResource,
resourceExists,
operationDenied,
unknownCommand,
wrapAsync,
validateRequiredParams,
validateNumber,
paginated,
ERROR_CODES
};

View File

@@ -0,0 +1,16 @@
#!/bin/sh
basedir=$(dirname "$(echo "$0" | sed -e 's,\\,/,g')")
case `uname` in
*CYGWIN*|*MINGW*|*MSYS*)
if command -v cygpath > /dev/null 2>&1; then
basedir=`cygpath -w "$basedir"`
fi
;;
esac
if [ -x "$basedir/node" ]; then
exec "$basedir/node" "$basedir/../semver/bin/semver" "$@"
else
exec node "$basedir/../semver/bin/semver" "$@"
fi

View File

@@ -0,0 +1,17 @@
@ECHO off
GOTO start
:find_dp0
SET dp0=%~dp0
EXIT /b
:start
SETLOCAL
CALL :find_dp0
IF EXIST "%dp0%\node.exe" (
SET "_prog=%dp0%\node.exe"
) ELSE (
SET "_prog=node"
SET PATHEXT=%PATHEXT:;.JS;=;%
)
endLocal & goto #_undefined_# 2>NUL || title %COMSPEC% & "%_prog%" "%dp0%\..\semver\bin\semver" %*

View File

@@ -0,0 +1,28 @@
#!/usr/bin/env pwsh
$basedir=Split-Path $MyInvocation.MyCommand.Definition -Parent
$exe=""
if ($PSVersionTable.PSVersion -lt "6.0" -or $IsWindows) {
# Fix case when both the Windows and Linux builds of Node
# are installed in the same directory
$exe=".exe"
}
$ret=0
if (Test-Path "$basedir/node$exe") {
# Support pipeline input
if ($MyInvocation.ExpectingInput) {
$input | & "$basedir/node$exe" "$basedir/../semver/bin/semver" $args
} else {
& "$basedir/node$exe" "$basedir/../semver/bin/semver" $args
}
$ret=$LASTEXITCODE
} else {
# Support pipeline input
if ($MyInvocation.ExpectingInput) {
$input | & "node$exe" "$basedir/../semver/bin/semver" $args
} else {
& "node$exe" "$basedir/../semver/bin/semver" $args
}
$ret=$LASTEXITCODE
}
exit $ret

View File

@@ -0,0 +1,16 @@
#!/bin/sh
basedir=$(dirname "$(echo "$0" | sed -e 's,\\,/,g')")
case `uname` in
*CYGWIN*|*MINGW*|*MSYS*)
if command -v cygpath > /dev/null 2>&1; then
basedir=`cygpath -w "$basedir"`
fi
;;
esac
if [ -x "$basedir/node" ]; then
exec "$basedir/node" "$basedir/../sshpk/bin/sshpk-conv" "$@"
else
exec node "$basedir/../sshpk/bin/sshpk-conv" "$@"
fi

View File

@@ -0,0 +1,17 @@
@ECHO off
GOTO start
:find_dp0
SET dp0=%~dp0
EXIT /b
:start
SETLOCAL
CALL :find_dp0
IF EXIST "%dp0%\node.exe" (
SET "_prog=%dp0%\node.exe"
) ELSE (
SET "_prog=node"
SET PATHEXT=%PATHEXT:;.JS;=;%
)
endLocal & goto #_undefined_# 2>NUL || title %COMSPEC% & "%_prog%" "%dp0%\..\sshpk\bin\sshpk-conv" %*

View File

@@ -0,0 +1,28 @@
#!/usr/bin/env pwsh
$basedir=Split-Path $MyInvocation.MyCommand.Definition -Parent
$exe=""
if ($PSVersionTable.PSVersion -lt "6.0" -or $IsWindows) {
# Fix case when both the Windows and Linux builds of Node
# are installed in the same directory
$exe=".exe"
}
$ret=0
if (Test-Path "$basedir/node$exe") {
# Support pipeline input
if ($MyInvocation.ExpectingInput) {
$input | & "$basedir/node$exe" "$basedir/../sshpk/bin/sshpk-conv" $args
} else {
& "$basedir/node$exe" "$basedir/../sshpk/bin/sshpk-conv" $args
}
$ret=$LASTEXITCODE
} else {
# Support pipeline input
if ($MyInvocation.ExpectingInput) {
$input | & "node$exe" "$basedir/../sshpk/bin/sshpk-conv" $args
} else {
& "node$exe" "$basedir/../sshpk/bin/sshpk-conv" $args
}
$ret=$LASTEXITCODE
}
exit $ret

View File

@@ -0,0 +1,16 @@
#!/bin/sh
basedir=$(dirname "$(echo "$0" | sed -e 's,\\,/,g')")
case `uname` in
*CYGWIN*|*MINGW*|*MSYS*)
if command -v cygpath > /dev/null 2>&1; then
basedir=`cygpath -w "$basedir"`
fi
;;
esac
if [ -x "$basedir/node" ]; then
exec "$basedir/node" "$basedir/../sshpk/bin/sshpk-sign" "$@"
else
exec node "$basedir/../sshpk/bin/sshpk-sign" "$@"
fi

View File

@@ -0,0 +1,17 @@
@ECHO off
GOTO start
:find_dp0
SET dp0=%~dp0
EXIT /b
:start
SETLOCAL
CALL :find_dp0
IF EXIST "%dp0%\node.exe" (
SET "_prog=%dp0%\node.exe"
) ELSE (
SET "_prog=node"
SET PATHEXT=%PATHEXT:;.JS;=;%
)
endLocal & goto #_undefined_# 2>NUL || title %COMSPEC% & "%_prog%" "%dp0%\..\sshpk\bin\sshpk-sign" %*

View File

@@ -0,0 +1,28 @@
#!/usr/bin/env pwsh
$basedir=Split-Path $MyInvocation.MyCommand.Definition -Parent
$exe=""
if ($PSVersionTable.PSVersion -lt "6.0" -or $IsWindows) {
# Fix case when both the Windows and Linux builds of Node
# are installed in the same directory
$exe=".exe"
}
$ret=0
if (Test-Path "$basedir/node$exe") {
# Support pipeline input
if ($MyInvocation.ExpectingInput) {
$input | & "$basedir/node$exe" "$basedir/../sshpk/bin/sshpk-sign" $args
} else {
& "$basedir/node$exe" "$basedir/../sshpk/bin/sshpk-sign" $args
}
$ret=$LASTEXITCODE
} else {
# Support pipeline input
if ($MyInvocation.ExpectingInput) {
$input | & "node$exe" "$basedir/../sshpk/bin/sshpk-sign" $args
} else {
& "node$exe" "$basedir/../sshpk/bin/sshpk-sign" $args
}
$ret=$LASTEXITCODE
}
exit $ret

View File

@@ -0,0 +1,16 @@
#!/bin/sh
basedir=$(dirname "$(echo "$0" | sed -e 's,\\,/,g')")
case `uname` in
*CYGWIN*|*MINGW*|*MSYS*)
if command -v cygpath > /dev/null 2>&1; then
basedir=`cygpath -w "$basedir"`
fi
;;
esac
if [ -x "$basedir/node" ]; then
exec "$basedir/node" "$basedir/../sshpk/bin/sshpk-verify" "$@"
else
exec node "$basedir/../sshpk/bin/sshpk-verify" "$@"
fi

View File

@@ -0,0 +1,17 @@
@ECHO off
GOTO start
:find_dp0
SET dp0=%~dp0
EXIT /b
:start
SETLOCAL
CALL :find_dp0
IF EXIST "%dp0%\node.exe" (
SET "_prog=%dp0%\node.exe"
) ELSE (
SET "_prog=node"
SET PATHEXT=%PATHEXT:;.JS;=;%
)
endLocal & goto #_undefined_# 2>NUL || title %COMSPEC% & "%_prog%" "%dp0%\..\sshpk\bin\sshpk-verify" %*

View File

@@ -0,0 +1,28 @@
#!/usr/bin/env pwsh
$basedir=Split-Path $MyInvocation.MyCommand.Definition -Parent
$exe=""
if ($PSVersionTable.PSVersion -lt "6.0" -or $IsWindows) {
# Fix case when both the Windows and Linux builds of Node
# are installed in the same directory
$exe=".exe"
}
$ret=0
if (Test-Path "$basedir/node$exe") {
# Support pipeline input
if ($MyInvocation.ExpectingInput) {
$input | & "$basedir/node$exe" "$basedir/../sshpk/bin/sshpk-verify" $args
} else {
& "$basedir/node$exe" "$basedir/../sshpk/bin/sshpk-verify" $args
}
$ret=$LASTEXITCODE
} else {
# Support pipeline input
if ($MyInvocation.ExpectingInput) {
$input | & "node$exe" "$basedir/../sshpk/bin/sshpk-verify" $args
} else {
& "node$exe" "$basedir/../sshpk/bin/sshpk-verify" $args
}
$ret=$LASTEXITCODE
}
exit $ret

View File

@@ -0,0 +1,16 @@
#!/bin/sh
basedir=$(dirname "$(echo "$0" | sed -e 's,\\,/,g')")
case `uname` in
*CYGWIN*|*MINGW*|*MSYS*)
if command -v cygpath > /dev/null 2>&1; then
basedir=`cygpath -w "$basedir"`
fi
;;
esac
if [ -x "$basedir/node" ]; then
exec "$basedir/node" "$basedir/../uuid/bin/uuid" "$@"
else
exec node "$basedir/../uuid/bin/uuid" "$@"
fi

View File

@@ -0,0 +1,17 @@
@ECHO off
GOTO start
:find_dp0
SET dp0=%~dp0
EXIT /b
:start
SETLOCAL
CALL :find_dp0
IF EXIST "%dp0%\node.exe" (
SET "_prog=%dp0%\node.exe"
) ELSE (
SET "_prog=node"
SET PATHEXT=%PATHEXT:;.JS;=;%
)
endLocal & goto #_undefined_# 2>NUL || title %COMSPEC% & "%_prog%" "%dp0%\..\uuid\bin\uuid" %*

View File

@@ -0,0 +1,28 @@
#!/usr/bin/env pwsh
$basedir=Split-Path $MyInvocation.MyCommand.Definition -Parent
$exe=""
if ($PSVersionTable.PSVersion -lt "6.0" -or $IsWindows) {
# Fix case when both the Windows and Linux builds of Node
# are installed in the same directory
$exe=".exe"
}
$ret=0
if (Test-Path "$basedir/node$exe") {
# Support pipeline input
if ($MyInvocation.ExpectingInput) {
$input | & "$basedir/node$exe" "$basedir/../uuid/bin/uuid" $args
} else {
& "$basedir/node$exe" "$basedir/../uuid/bin/uuid" $args
}
$ret=$LASTEXITCODE
} else {
# Support pipeline input
if ($MyInvocation.ExpectingInput) {
$input | & "node$exe" "$basedir/../uuid/bin/uuid" $args
} else {
& "node$exe" "$basedir/../uuid/bin/uuid" $args
}
$ret=$LASTEXITCODE
}
exit $ret

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,9 @@
root = true
[!{node_modules}/**]
end_of_line = lf
charset = utf-8
[{*.js,*.ts}]
indent_style = space
indent_size = 2

View File

@@ -0,0 +1,43 @@
{
"extends": [
"prettier"
],
"plugins": [
"typescript"
],
"rules": {
"indent": [
"error",
2,
{
"SwitchCase": 1,
"flatTernaryExpressions": true
}
],
"no-unused-vars": "warn",
"typescript/no-unused-vars": "warn",
"semi": [
"error",
"never"
],
"quotes": [
"error",
"single",
{
"avoidEscape": true
}
]
},
"env": {
"es6": true,
"node": true
},
"parser": "typescript-eslint-parser",
"parserOptions": {
"ecmaVersion": 2018,
"sourceType": "module",
"ecmaFeatures": {
"modules": true
}
}
}

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