import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color, BoxCollider2D} 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 { 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 { 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"; const { ccclass, property } = _decorator; /** * ==================== BUFF 系统使用说明 ==================== * * 1. 系统架构: * - 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 * * 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 */ /** 角色显示组件 */ @ccclass('HeroViewComp') // 定义为 Cocos Creator 组件 @ecs.register('HeroView', false) // 定义为 ECS 组件 export class HeroViewComp extends CCComp { BUFFCOMP:BuffComp=null! as: HeroSpine = null! status:String = "idle" hero_uuid:number = 1001; hero_name : string = "hero"; lv:number =1; scale: number = 1; /** 角色阵营 1:hero -1 :mon */ type: number = 0; /**角色类型 0近战-需要贴身 1远程-保持距离 2辅助 */ fac:number=0; //阵营 0:hero 1:monster box_group:number = BoxSet.HERO; is_dead:boolean = false; //是否摧毁 is_count_dead:boolean = false; //是否计数死亡 is_stop:boolean = false; is_atking:boolean = false; is_boss:boolean = false; is_big_boss:boolean = false; is_master:boolean =false; is_friend:boolean =false; is_kalami:boolean =false; mp: number = 100; hp: number = 100; /** 血量 */ shield:number=0; //当前护甲值 /** 基础属性 有初始值的基础属性,后续Attrs 属性计算时用到*/ base_ap: number = 0; //基础攻击力 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 */ Attrs:any=[] //数值型debuff 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; speek_time:number = 0; private damageQueue: Array<{ damage: number, isCrit: boolean, delay: number, anm:string, }> = []; private isProcessingDamage: boolean = false; private damageInterval: number = 0.01; // 伤害数字显示间隔 onLoad() { this.as = this.getComponent(HeroSpine); //console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON) this.on(GameEvent.FightEnd,this.do_fight_end,this) const collider = this.node.getComponent(BoxCollider2D); this.scheduleOnce(()=>{ if (collider) collider.enabled = true; // 先禁用 },1) // let anm = this.node.getChildByName("anm") // anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8); } /** 视图层逻辑代码分离演示 */ start () { this.as.idle() this.BUFFCOMP=this.node.getComponent(BuffComp); // console.log("[HeroViewComp]:heroview"+this.hero_name,this.Attrs) /** 方向 */ this.node.setScale(this.scale,1); this.node.getChildByName("top").setScale(this.scale,1); if(this.is_boss){ this.node.getChildByName("top").position=v3(this.node.position.x,this.node.position.y+100,0) } /* 显示角色血量 */ this.node.getChildByName("top").getChildByName("hp").active = true; this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX]) } // ==================== BUFF系统初始化 ==================== /** * 初始化角色的 buff 和 debuff * 从 HeroInfo 读取初始配置,建立属性系统 */ initBuffsDebuffs() { // 获取英雄配置 const heroInfo = HeroInfo[this.hero_uuid]; if (!heroInfo) return; // 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 = []; // 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 或 heroSet.buff) */ 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.BUFF_V.push({...buffConf}); } else { // 临时型 - 添加剩余时间属性 this.BUFFS_V.push({ ...buffConf, remainTime: buffConf.buC }); } } else { // 百分比型 buff if (buffConf.buC === 0) { // 持久型 this.BUFF_R.push({...buffConf}); } else { // 临时型 - 添加剩余时间属性 this.BUFFS_R.push({ ...buffConf, remainTime: buffConf.buC }); } } // 立即重新计算属性 this.recalculateAttrs(); } // ==================== DEBUFF管理 ==================== /** * 添加 debuff 效果 * @param dbuffConf debuff 配置 (来自 SkillSet.DbuffConf 或 heroSet.debuff) * * 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) */ addDebuff(dbuffConf: DbuffConf) { // 获取 debuff 对应的属性字段 // 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); // 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.DBUFF_V.push({ ...dbuffConf, attrField: attrField }); } else { // 临时型 - 添加剩余时间属性 this.DBUFFS_V.push({ ...dbuffConf, attrField: attrField, remainTime: dbuffConf.deC }); } } else { // 百分比型 debuff if (dbuffConf.deC === 0) { // 持久型 this.DBUFF_R.push({ ...dbuffConf, attrField: attrField }); } else { // 临时型 - 添加剩余时间属性 this.DBUFFS_R.push({ ...dbuffConf, attrField: attrField, remainTime: dbuffConf.deC }); } } // 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.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) 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&&13 && i !== Attrs.SPEED)) { 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.BUFF_V) { if (buff.buff !== undefined) { this.Attrs[buff.buff] += buff.buV; } } // 临时型 buff for (const buff of this.BUFFS_V) { if (buff.buff !== undefined) { this.Attrs[buff.buff] += buff.buV; } } } /** * 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 */ private applyRatioBuffs() { // 获取基础值映射 const baseValues: Record = {}; 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; baseValues[Attrs.SPEED] = this.base_speed; // 持久型 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)); } } // 临时型 buff 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)); } } } /** * 应用数值型 debuff */ private applyValueDebuffs() { // 持久型 debuff for (const debuff of this.DBUFF_V) { // 跳过状态类 debuff(attrField === -1) if (debuff.attrField !== undefined && debuff.attrField >= 0) { this.Attrs[debuff.attrField] -= debuff.deV; } } // 临时型 debuff for (const debuff of this.DBUFFS_V) { // 跳过状态类 debuff(attrField === -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 = {}; 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; this.Attrs[Attrs.SPEED] = this.base_speed; // 持久型 debuff for (const debuff of this.DBUFF_R) { // 跳过状态类 debuff(attrField === -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.DBUFFS_R) { // 跳过状态类 debuff(attrField === -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 的剩余时间 * 应在 update 中定期调用 * @param dt 时间差 */ updateTemporaryBuffsDebuffs(dt: number) { let needRecalculate = false; // 更新临时型数值 buff 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.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.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.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; } } // 如果有 buff/debuff 过期,重新计算属性 if (needRecalculate) { this.recalculateAttrs(); } } 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 // if(this.is_dead) { // this.ent.destroy(); // return // } this.BaseUp(dt) // 更新所有按时间减少的buff和debuff this.in_stop(dt); // 处理伤害队列 this.processDamageQueue(); // 更新临时 buff/debuff 时间 this.updateTemporaryBuffsDebuffs(dt); } 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() } get isActive() { return this.ent.has(HeroViewComp) && this.node?.isValid; } //状态切换 status_change(type:string){ this.status=type if(type == "idle"){ this.as.idle() // this.as.change_default("idle") } if(type == "move"){ this.as.move() // this.as.change_default("move") } } add_shield(shield:number){ this.shield = this.Attrs[Attrs.SHIELD_MAX] +=shield if(this.shield>0) this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX]) } health(hp: number = 0,is_num:boolean=true) { this.BUFFCOMP.heathed(); let real_hp=0 let hp_max=this.Attrs[Attrs.HP_MAX] let lost_hp=hp_max-this.hp if(is_num){ if(lost_hp > hp){ real_hp=Math.floor(hp); }else{ real_hp=lost_hp; } }else{ if(lost_hp > hp/100*hp_max){ real_hp=Math.floor(hp/100*hp_max); }else{ real_hp=lost_hp; } } if(real_hp > 0){ this.hp+=real_hp; this.BUFFCOMP.tooltip(TooltipTypes.health,real_hp.toFixed(0)); } this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX]) // this.update_vm } /** 静止时间 */ in_stop (dt: number) { } count_atk_count(){ //主将攻击 if(this.fac==FacSet.MON) return this.atk_count+=1 } do_dead(){ this.do_dead_trigger() //console.log("[HeroViewComp]:角色死亡",this.hero_uuid) if(this.is_count_dead) return this.is_count_dead=true if(this.fac==FacSet.MON){ this.scheduleOnce(()=>{ this.do_drop() },0.1) } if(this.fac==FacSet.HERO){ this.scheduleOnce(()=>{ oops.message.dispatchEvent(GameEvent.HeroDead,{hero_uuid:this.hero_uuid}) },0.1) } if(this.fac==FacSet.HERO){ //console.log("[HeroViewComp]:英雄死亡") // oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false}) } } do_drop(){ } 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" ){ this.do_atked_trigger() if(this.check_dodge()) return let is_crit = this.check_crit(crit) if(this == null) return; let damage = this.count_damage(remainingDamage) if(is_crit) { damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/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) if(damage <= 0) return this.hp -= damage; if(this.hp <= 0) { if(this == null) return; this.is_dead=true if(this.BUFFCOMP){ this.BUFFCOMP.dead() } this.do_dead() //console.log("[HeroViewComp]:dead,fac => "+(this.fac==FacSet.HERO?"hero":"monster")) if(this.ent == null) return; if(this.fac ==FacSet.HERO){ this.to_grave() }else{ this.ent.destroy(); } } // this.update_vm this.back() this.showDamage(damage, is_crit,atked_anm); } //后退 back(){ if(this.fac==FacSet.MON) { let tx=this.node.position.x+5 if(tx > 320) tx=320 tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start() } if(this.fac==FacSet.HERO) { let tx=this.node.position.x-5 if(tx < -320) tx=-320 tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start() } } //伤害计算 debuff 易伤 count_damage(remainingDamage:number){ return remainingDamage } check_shield(damage:number){ if(this.shield <= 0 ) return damage if(this.shield >= damage){ this.shield -= damage this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*吸收*"); if(this.shield <= 0){ this.shield=this.Attrs[Attrs.SHIELD_MAX]=0 } damage = 0 } if(this.shield < damage){ damage=damage-this.shield this.shield=0 this.Attrs[Attrs.SHIELD_MAX]=0 } this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX]) return damage } check_dodge(){ if(this.Attrs[Attrs.DODGE] > 0){ let random = Math.random()*100 if(random < this.Attrs[Attrs.DODGE]) { this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*闪避*"); return true } } return false } check_crit(crit:number=0){ if(crit > 0){ let random = Math.random()*100 if(random < crit) { //console.log("[HeroViewComp]:crit",crit,random) return true } } //console.log("[HeroViewComp]:crit",crit) return false } do_dead_trigger(){ //死亡特殊处理 if(this.is_dead||this.fac==FacSet.MON) return } do_atked_trigger(){ //受伤特殊处理 if(this.is_dead||this.fac==FacSet.MON) return } to_grave(){ tween(this.node).to(0.5, { position:v3(-900,this.node.position.y+300,0)},{ onComplete: (target?: object) => { this.node.setPosition(-900,this.node.position.y-300,0) } }).start() } // to_alive(){ // this.is_dead=false // this.currentHp=this.currentHpMax*(100+this.hp_buff)/100 // this.BUFFCOMP.vmdata_update(true) // this.node.setPosition(HeroPos[this.fight_pos].pos) // this.BUFFCOMP.heathed() // } to_console(value:any,value2:any=null,value3:any=null){ //console.log("["+this.scale+this.hero_name+']'+value,value2,value3) } reset() { this.is_dead = false; const collider = this.getComponent(Collider2D); if (collider) { collider.off(Contact2DType.BEGIN_CONTACT); } this.scheduleOnce(() => { this.node.destroy(); }, 0.1); } playSkillEffect(skill_id:number) { let skill = SkillSet[skill_id] switch(skill.act){ case "max": this.as.max() this.BUFFCOMP.tooltip(TooltipTypes.skill,skill.name,skill_id) break case "atk": this.as.atk() break } } /** 显示伤害数字 */ showDamage(damage: number, isCrit: boolean,anm:string="atked") { this.damageQueue.push({ damage, isCrit, delay: this.damageInterval, anm }); } ex_show(text:string){ switch(text){ case "blue": this.BUFFCOMP.max_show("mr_blue") break case "red": this.BUFFCOMP.max_show("mr_red") break } } /** 处理伤害队列 */ private processDamageQueue() { if (this.isProcessingDamage || this.damageQueue.length === 0) return; this.isProcessingDamage = true; const damageInfo = this.damageQueue.shift()!; this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit,damageInfo.anm); // 设置延时处理下一个伤害 this.scheduleOnce(() => { this.isProcessingDamage = false; }, this.damageInterval); } /** 立即显示伤害效果 */ private showDamageImmediate(damage: number, isCrit: boolean,anm:string="atked") { // this.as.atked() this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX]) this.BUFFCOMP.in_atked(anm,this.fac==FacSet.HERO?1:-1) this.atked_count++; if (isCrit) { this.BUFFCOMP.hp_tip(TooltipTypes.crit, damage.toFixed(0), 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); } } }