import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, 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 { HeroViewComp } from "../hero/HeroViewComp"; import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet"; import { SDataCom } from "./SDataCom"; import { Attrs } from "../common/config/HeroAttrs"; import { HeroAttrsComp } from "../hero/HeroAttrsComp"; import { DamageQueueHelper } from "../hero/DamageQueueComp"; const { ccclass, property } = _decorator; /** 视图层对象 */ @ccclass('SkillView') @ecs.register('SkillView', false) export class SkillView extends CCComp { /** 视图层逻辑代码分离演示 */ @property({ type: CCInteger }) atk_x: number = 0 @property({ type: CCInteger }) atk_y: number = 0 anim:Animation=null; group:number=0; SConf:SkillConfig=null; sData:SDataCom=null; s_uuid:number=1001 private collider: Collider2D = null; // 缓存碰撞体引用 private attackFrameCount: number = 0; // 攻击帧计数器 private maxAttackFrames: number = 1; // 最大攻击帧数,可配置 // 已命中目标追踪,防止重复伤害 start() { this.SConf = SkillSet[this.s_uuid] this.sData=this.ent.get(SDataCom) this.anim=this.node.getComponent(Animation) this.node.active = true; this.collider = this.getComponent(Collider2D); if(this.collider) { this.collider.group = this.group; this.collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); } if(this.node.getComponent(Animation)){ let anim = this.node.getComponent(Animation); //console.log("[SkillCom]:has anim",anim) anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this); } } onBeginContact (seCol: Collider2D, oCol: Collider2D) { // 安全获取双方信息用于日志 const casterName = this.sData.caster?.ent?.get(HeroAttrsComp)?.hero_name ?? '未知施法者'; const casterEid = this.sData.caster?.ent?.eid ?? '未知EID'; const targetView = oCol.getComponent(HeroViewComp); const targetName = targetView?.ent?.get(HeroAttrsComp)?.hero_name ?? '非英雄对象'; const targetEid = targetView?.ent?.eid ?? '未知EID'; console.log(`[skillView] 碰撞1 [${this.sData.caster.box_group}][${casterName}][${casterEid}]的[${seCol.group}]:[${this.SConf.name}][${this.ent.eid}]碰撞了 [${oCol.group}]:[ ${targetName}][${targetEid}]`); // 基本空值与同组过滤 if (!this.sData || !this.SConf) { console.warn('[SkillView] onBeginContact 缺少 sData 或 SConf,忽略此次碰撞'); return; } if (oCol.group === seCol.group) return; // 不是 HeroViewComp,直接忽略 if (!targetView) return; let model = targetView.ent.get(HeroAttrsComp); // console.log(`[skillView] 碰撞3`, oCol.group, seCol.group, model); if (!model) return; if (model.is_dead) return; if (this.sData.fac == model.fac) return; // 检查是否已经命中过这个目标(日志安全输出) this.apply_damage(targetView) } onAnimationFinished(){ if(this.SConf.EType==EType.animationEnd){ this.ent.destroy() } } // //动画帧事件 atk 触发 public atk(args:any){ this.attackFrameCount++; // 开启碰撞检测 if(this.collider) { this.collider.enabled = true; console.log(`[SkillView] [${this.SConf?.name}] 第${this.attackFrameCount}次攻击帧开启碰撞检测`); } // let dis=this.node.getComponent(UITransform).width/2 // let enemys:any=[] // if( this.sData.fac==FacSet.HERO){ // enemys=ecs.query(ecs.allOf(MonMoveComp)) // }else{ // enemys=ecs.query(ecs.allOf(HeroMoveComp)) // } // let IRTargets: HeroViewComp[] = [] // // 收集范围内所有敌方目标 // enemys.some(e => { // const view = e.get(HeroViewComp); // const model=e.get(HeroAttrsComp) // const distance = Math.abs(this.node.position.x - view.node.position.x); // if(distance <= dis&&!model.is_dead) { // IRTargets.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(IRTargets.length > 0) { // // 按距离排序(从近到远) // IRTargets.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, IRTargets.length); // const sTargets = IRTargets.slice(0, maxTargets); // sTargets.forEach(target => { // this.apply_damage(target, false); // }); // } // } else { // // 范围伤害:对所有范围内目标造成伤害 // if(IRTargets.length > 0) { // IRTargets.forEach(target => { // this.apply_damage(target, true); // }); // } // } } //伤害应用 apply_damage(target:HeroViewComp,is_range:boolean=false){ if(target == null) return; if (!this.SConf) return; // 对于非持续碰撞类型的技能,在造成伤害后立即关闭碰撞检测 // 这样可以避免同一帧内的重复伤害 if(this.SConf.EType !== EType.collision && this.collider) { this.collider.enabled = false; console.log(`[SkillView] [${this.SConf.name}] 伤害后关闭碰撞检测`); } // console.log(`[skillView] 伤害 [${this.group}][${this.sData.caster.ent.get(HeroAttrsComp).hero_name}][${this.sData.caster.ent.eid}]的 [${this.SConf.name}]对 [${target.box_group}][ ${target.ent.get(HeroAttrsComp).hero_name}][${target.ent.eid}]`); // if(this.sData.hit_count > this.SConf.hit_num) return 不能超出 最大伤害数量 // 使用伤害队列系统处理伤害 DamageQueueHelper.addDamageToEntity( target.ent, this.sData.Attrs, this.sData.caster, this.sData.s_uuid, this.sData.ext_dmg, this.sData.dmg_ratio, ); // 更新技能命中次数 this.sData.hit_count++ // 检查技能是否应该销毁 if ( this.sData.hit_count >= (this.SConf.hit + this.sData.Attrs[Attrs.PUNCTURE]) && (this.SConf.DTType != DTType.range) && (this.SConf.EType != EType.animationEnd) && (this.SConf.EType != EType.timeEnd) ) { this.ent.destroy(); // 技能命中次数达到上限后销毁 } } /** 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() { // 清理碰撞体事件监听 if (this.collider) { this.collider.off(Contact2DType.BEGIN_CONTACT); } // 取消所有定时器 this.unscheduleAllCallbacks(); this.node.destroy(); } }