import { Node, UI, UITransform, Vec3 } from "cc"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { HeroViewComp } from "../hero/HeroViewComp"; import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet"; import { CdType } from "../common/config/SkillSet"; import { oops } from "db://oops-framework/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { Skill } from "../skills/Skill"; import { SkillCom } from "../skills/SkillCom"; import { AnimType } from "../common/config/SkillSet"; import { BoxSet } from "../common/config/BoxSet"; /** 技能系统 */ @ecs.register('HeroSkillSystem') export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { // export class HeroSkillSystem implements ecs.ISystemUpdate { // private updateInterval: number = 0.1; // 每0.1秒更新一次 // private accumulator: number = 0; private _timers: { [key: string]: number } = {}; private _damageQueue: Array<{ timer: number; callback: () => void }> = []; init(): void { oops.message.on(GameEvent.MissionEnd, this.clear_timer, this); } filter(): ecs.IMatcher { return ecs.allOf(HeroViewComp); } update(e: ecs.Entity) { //return false // 处理伤害队列 const view = e.get(HeroViewComp); // 只在攻击状态触发技能 if (view.is_atking &&view.at > view.cd) { const config = SkillSet[view.atk_skill]; if (!config) return; this.castSkill(e, view.atk_skill, config); view.at = 0; } } /** 施放技能 */ private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) { const view = caster.get(HeroViewComp); const skillEntity = ecs.getEntity(Skill); console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid); if (config.TargetGroup === TargetGroup.Enemy) { const targets = this.selectEnemyTargets(caster, config); console.log("敌人 targets:"+targets); if (targets.length === 0) return; skillEntity.load( new Vec3(view.node.position.x, view.node.position.y+BoxSet.ATK_Y, 0), // 起始位置 view.box_group, // 阵营 view.node.parent, // 父节点 config.uuid, // 技能ID new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置 view ); caster.get(HeroViewComp).playSkillEffect(config.uuid); console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name); } if (config.TargetGroup === TargetGroup.Ally) { const targets = this.selectAllyTargets(caster, config); if (targets.length === 0) return; } if (config.TargetGroup === TargetGroup.Self) { } } private selectEnemyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] { const casterView = caster.get(HeroViewComp); const team = casterView.fac; const isEnemyTeam = team === 0 ? 1 : 0; const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac !== team); return this.filterFrontRow(candidates, isEnemyTeam); } private selectAllyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] { const casterView = caster.get(HeroViewComp); const team = casterView.fac; const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac === team); // 第二阶段:位置/血量等精细筛选 switch(config.TargetType) { case TargetType.Melee: return candidates.filter(e => e.get(HeroViewComp).type === 0); case TargetType.Ranged: return candidates.filter(e => e.get(HeroViewComp).type === 1); case TargetType.SupportClass: return candidates.filter(e => e.get(HeroViewComp).type === 2); case TargetType.Random: return this.pickRandomTarget(candidates, config.count || 1); default: return candidates; } } /** 筛选最前排单位 */ private filterFrontRow(entities: ecs.Entity[], isEnemyTeam: number): ecs.Entity[] { // 敌方最前排是x坐标最大的,我方最前排是x坐标最小的 const keyPos = isEnemyTeam ? Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x)) : Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x)); return entities.filter(e => Math.abs(e.get(HeroViewComp).node.position.x - keyPos) < 10 ); } /** 随机选择目标 */ private pickRandomTarget(entities: ecs.Entity[], count: number): ecs.Entity[] { const shuffled = [...entities].sort(() => 0.5 - Math.random()); return shuffled.slice(0, count); } public clear_timer() { console.log("clear_timer"); Object.values(this._timers).forEach(clearTimeout); } onDestroy() { Object.values(this._timers).forEach(clearTimeout); } /** 应用负面状态 */ private applyDebuff(target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) { // 实现debuff逻辑... } }