import { _decorator, Component, Node, Vec3 } from 'cc'; import { HeroViewComp } from './HeroViewComp'; import { SkillSet, TargetGroup, TargetType } from '../common/config/SkillSet'; import { Skill } from '../skills/Skill'; import { ecs } from 'db://oops-framework/libs/ecs/ECS'; import { oops } from 'db://oops-framework/core/Oops'; import { GameEvent } from '../common/config/GameEvent'; import { BoxSet } from '../common/config/BoxSet'; import { smc } from '../common/SingletonModuleComp'; import { CCComp } from 'db://oops-framework/module/common/CCComp'; const { ccclass, property } = _decorator; @ccclass('SkillCon') @ecs.register('SkillCon') export class SkillConComp extends CCComp { HeroView:any=null; HeroEntity:any=null; private _timers: { [key: string]: number } = {}; private _damageQueue: Array<{ timer: number; callback: () => void }> = []; init(): void { oops.message.on(GameEvent.FightEnd, this.clear_timer, this); } start() { // console.log("SkillConComp start") this.HeroView=this.node.getComponent(HeroViewComp) this.HeroEntity=this.HeroView.ent } update(dt: number) { if(!smc.mission.play||smc.mission.pause) return if (this.HeroView.is_atking &&this.HeroView.at > this.HeroView.cd) { const config = SkillSet[this.HeroView.atk_skill]; if (!config) return; this.castSkill(this.HeroView, this.HeroView.atk_skill, config); this.HeroView.at = 0; } } /** 施放技能 */ private castSkill(view: HeroViewComp, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) { // console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid); if (config.TargetGroup === TargetGroup.Enemy) { view.playSkillEffect(config.uuid); this.doSkill(view,config); } if (config.TargetGroup === TargetGroup.Ally) { const targets = this.selectAllyTargets(view, config); if (targets.length === 0) return; } if (config.TargetGroup === TargetGroup.Self) { } } private doSkill(view: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet]) { const skillEntity = ecs.getEntity(Skill); const targets = this.selectEnemyTargets(view, config); 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 ); // console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name); } private selectEnemyTargets(View: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] { const team = View.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); } /** 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 ); } private selectAllyTargets(View: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] { const team = View.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; } } /** 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); } reset() { this.clear_timer(); } onDestroy() { // console.log("SkillConComp onDestroy") Object.values(this._timers).forEach(clearTimeout); } }