3 Commits

Author SHA1 Message Date
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
4 changed files with 152 additions and 84 deletions

View File

@@ -111,6 +111,7 @@ export enum DBuff {
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
}
@@ -142,10 +143,12 @@ export enum Attrs {
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
}
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))) {
@@ -155,6 +158,74 @@ export const getAttrs=()=>{
return reAttrs;
}
/**
* 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 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
// ========== 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.KNOCKBACK]: 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.SHIELD_UP]: BType.RATIO, // 护盾效果提升 - 百分比型
[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
};
/**
* 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;
};
/**
* 获取属性的类型
* @param attrType 属性类型
* @returns BType.VALUE 或 BType.RATIO
*/
export const getAttrType = (attrType: Attrs): BType => {
return AttrsType[attrType];
};
/**
* 获取 debuff 对应的属性字段
* @param debuffType DBuff 类型
@@ -172,9 +243,7 @@ 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
@@ -200,6 +269,8 @@ export const getAttrFieldFromDebuff = (debuffType: DBuff): number => {
[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
};
const attrField = debuffAttrMap[debuffType];
@@ -213,14 +284,6 @@ export const getAttrFieldFromDebuff = (debuffType: DBuff): number => {
return attrField;
};
export enum BType {
VALUE=0, //数值型
RATIO=1 //百分比型
}
/*
=== 技能配置系统使用说明 ===
@@ -287,9 +350,9 @@ 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)
deV: number; // 效果值
deC: number; // 持续时间
deR: number; // 触发概率 (原deR)
deR: number; // 触发概率
}
export interface BuffConf {
buff:Attrs;

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@@ -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

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@@ -18,10 +18,10 @@ const { ccclass, property } = _decorator;
* ==================== BUFF 系统使用说明 ====================
*
* 1. 系统架构:
* - V_BUFF/V_BUFFS: 数值型 buff持久/临时)
* - R_BUFF/R_BUFFS: 百分比型 buff持久/临时)
* - V_DBUFF/V_DBUFFS: 数值型 debuff持久/临时)
* - R_DBUFF/R_DBUFFS: 百分比型 debuff持久/临时)
* - BUFF_V/BUFFS_V: 数值型 buff持久/临时)
* - BUFF_R/BUFFS_R: 百分比型 buff持久/临时)
* - DBUFF_V/DBUFFS_V: 数值型 debuff持久/临时)
* - DBUFF_R/DBUFFS_R: 百分比型 debuff持久/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
@@ -40,7 +40,7 @@ const { ccclass, property } = _decorator;
* const dbuffConf: DbuffConf = {
* debuff: DBuff.STUN, // 眩晕
* BType: BType.VALUE, // 数值型
* dev: 20, // 减少值
* deV: 20, // 减少值
* deC: 3, // 持续3秒
* deR: 100 // 触发概率(100%)
* };
@@ -95,7 +95,6 @@ export class HeroViewComp extends CCComp {
is_friend:boolean =false;
is_kalami:boolean =false;
speed: number = 100; /** 角色移动速度 */
mp: number = 100;
hp: number = 100; /** 血量 */
shield:number=0; //当前护甲值
@@ -105,20 +104,19 @@ export class HeroViewComp extends CCComp {
base_def: number = 5;
base_hp: number = 100;
base_mp: number = 100;
base_speed: number = 100; /** 角色移动速度 */
Attrs:any=[]
//数值型debuff
V_DBUFF:any[]=[] //持久
V_DBUFFS:any[]=[] //临时 带时间
//百分比型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
DBUFF_V:any[]=[] //持久
DBUFF_R:any[]=[] //持久
BUFF_V:any[]=[] //持久
BUFF_R:any[]=[] //持久
DBUFFS_V:any[]=[] //临时 带时间
DBUFFS_R:any[]=[] //临时 带时间
BUFFS_V:any[]=[] //临时 带时间
BUFFS_R:any[]=[] //临时 带时间
atk_count: number = 0;
atked_count: number = 0;
@@ -173,14 +171,14 @@ export class HeroViewComp extends CCComp {
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 = [];
this.BUFF_V = [];
this.BUFFS_V = [];
this.BUFF_R = [];
this.BUFFS_R = [];
this.DBUFF_V = [];
this.DBUFFS_V = [];
this.DBUFF_R = [];
this.DBUFFS_R = [];
// 加载初始 buff
if (heroInfo.buff && heroInfo.buff.length > 0) {
@@ -211,10 +209,10 @@ export class HeroViewComp extends CCComp {
// 数值型 buff
if (buffConf.buC === 0) {
// 持久型
this.V_BUFF.push({...buffConf});
this.BUFF_V.push({...buffConf});
} else {
// 临时型 - 添加剩余时间属性
this.V_BUFFS.push({
this.BUFFS_V.push({
...buffConf,
remainTime: buffConf.buC
});
@@ -223,10 +221,10 @@ export class HeroViewComp extends CCComp {
// 百分比型 buff
if (buffConf.buC === 0) {
// 持久型
this.R_BUFF.push({...buffConf});
this.BUFF_R.push({...buffConf});
} else {
// 临时型 - 添加剩余时间属性
this.R_BUFFS.push({
this.BUFFS_R.push({
...buffConf,
remainTime: buffConf.buC
});
@@ -256,13 +254,13 @@ export class HeroViewComp extends CCComp {
// 数值型 debuff
if (dbuffConf.deC === 0) {
// 持久型
this.V_DBUFF.push({
this.DBUFF_V.push({
...dbuffConf,
attrField: attrField
});
} else {
// 临时型 - 添加剩余时间属性
this.V_DBUFFS.push({
this.DBUFFS_V.push({
...dbuffConf,
attrField: attrField,
remainTime: dbuffConf.deC
@@ -272,13 +270,13 @@ export class HeroViewComp extends CCComp {
// 百分比型 debuff
if (dbuffConf.deC === 0) {
// 持久型
this.R_DBUFF.push({
this.DBUFF_R.push({
...dbuffConf,
attrField: attrField
});
} else {
// 临时型 - 添加剩余时间属性
this.R_DBUFFS.push({
this.DBUFFS_R.push({
...dbuffConf,
attrField: attrField,
remainTime: dbuffConf.deC
@@ -302,13 +300,15 @@ export class HeroViewComp extends CCComp {
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.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++) {
let length = Object.keys(this.Attrs).length;
for (let i = 0; i < length; 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)) {
i !== Attrs.AP && i !== Attrs.MAP && i !== Attrs.SHIELD_MAX&&13 && i !== Attrs.SPEED)) {
this.Attrs[i] = 0;
}
}
@@ -334,14 +334,14 @@ export class HeroViewComp extends CCComp {
*/
private applyValueBuffs() {
// 持久型 buff
for (const buff of this.V_BUFF) {
for (const buff of this.BUFF_V) {
if (buff.buff !== undefined) {
this.Attrs[buff.buff] += buff.buV;
}
}
// 临时型 buff
for (const buff of this.V_BUFFS) {
for (const buff of this.BUFFS_V) {
if (buff.buff !== undefined) {
this.Attrs[buff.buff] += buff.buV;
}
@@ -360,9 +360,10 @@ export class HeroViewComp extends CCComp {
baseValues[Attrs.DEF] = this.base_def;
baseValues[Attrs.AP] = this.base_ap;
baseValues[Attrs.MAP] = this.base_map;
baseValues[Attrs.SPEED] = this.base_speed;
// 持久型 buff
for (const buff of this.R_BUFF) {
for (const buff of this.BUFF_R) {
if (buff.buff !== undefined) {
const baseVal = baseValues[buff.buff] || this.Attrs[buff.buff];
this.Attrs[buff.buff] += Math.floor(baseVal * (buff.buV / 100));
@@ -370,7 +371,7 @@ export class HeroViewComp extends CCComp {
}
// 临时型 buff
for (const buff of this.R_BUFFS) {
for (const buff of this.BUFFS_R) {
if (buff.buff !== undefined) {
const baseVal = baseValues[buff.buff] || this.Attrs[buff.buff];
this.Attrs[buff.buff] += Math.floor(baseVal * (buff.buV / 100));
@@ -383,18 +384,18 @@ export class HeroViewComp extends CCComp {
*/
private applyValueDebuffs() {
// 持久型 debuff
for (const debuff of this.V_DBUFF) {
for (const debuff of this.DBUFF_V) {
// 跳过状态类 debuffattrField === -1
if (debuff.attrField !== undefined && debuff.attrField >= 0) {
this.Attrs[debuff.attrField] -= debuff.dev;
this.Attrs[debuff.attrField] -= debuff.deV;
}
}
// 临时型 debuff
for (const debuff of this.V_DBUFFS) {
for (const debuff of this.DBUFFS_V) {
// 跳过状态类 debuffattrField === -1
if (debuff.attrField !== undefined && debuff.attrField >= 0) {
this.Attrs[debuff.attrField] -= debuff.dev;
this.Attrs[debuff.attrField] -= debuff.deV;
}
}
}
@@ -411,22 +412,23 @@ export class HeroViewComp extends CCComp {
baseValues[Attrs.DEF] = this.base_def;
baseValues[Attrs.AP] = this.base_ap;
baseValues[Attrs.MAP] = this.base_map;
this.Attrs[Attrs.SPEED] = this.base_speed;
// 持久型 debuff
for (const debuff of this.R_DBUFF) {
for (const debuff of this.DBUFF_R) {
// 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));
this.Attrs[debuff.attrField] -= Math.floor(baseVal * (debuff.deV / 100));
}
}
// 临时型 debuff
for (const debuff of this.R_DBUFFS) {
for (const debuff of this.DBUFFS_R) {
// 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));
this.Attrs[debuff.attrField] -= Math.floor(baseVal * (debuff.deV / 100));
}
}
}
@@ -461,37 +463,37 @@ export class HeroViewComp extends CCComp {
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);
for (let i = this.BUFFS_V.length - 1; i >= 0; i--) {
this.BUFFS_V[i].remainTime -= dt;
if (this.BUFFS_V[i].remainTime <= 0) {
this.BUFFS_V.splice(i, 1);
needRecalculate = true;
}
}
// 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);
for (let i = this.BUFFS_R.length - 1; i >= 0; i--) {
this.BUFFS_R[i].remainTime -= dt;
if (this.BUFFS_R[i].remainTime <= 0) {
this.BUFFS_R.splice(i, 1);
needRecalculate = true;
}
}
// 更新临时型数值 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);
for (let i = this.DBUFFS_V.length - 1; i >= 0; i--) {
this.DBUFFS_V[i].remainTime -= dt;
if (this.DBUFFS_V[i].remainTime <= 0) {
this.DBUFFS_V.splice(i, 1);
needRecalculate = true;
}
}
// 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);
for (let i = this.DBUFFS_R.length - 1; i >= 0; i--) {
this.DBUFFS_R[i].remainTime -= dt;
if (this.DBUFFS_R[i].remainTime <= 0) {
this.DBUFFS_R.splice(i, 1);
needRecalculate = true;
}
}
@@ -502,6 +504,12 @@ export class HeroViewComp extends CCComp {
}
}
public isStun() {
return this.DBUFF_V.some(d => d.debuff === DBuff.STUN)
}
public isFrost() {
return this.DBUFF_V.some(d => d.debuff === DBuff.FROST)
}
update(dt: number){
if(!smc.mission.play||smc.mission.pause) return

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@@ -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 { AType, 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";