import { _decorator, Component, Node, ProgressBar, v3, Vec3 } from 'cc'; import { HeroViewComp } from './HeroViewComp'; import { BuffAttr, CdType, DTType, SKILL_CONST, SkillSet, SType, TGroup, TType } 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, FacSet } from '../common/config/BoxSet'; import { smc } from '../common/SingletonModuleComp'; import { CCComp } from 'db://oops-framework/module/common/CCComp'; import { MonModelComp } from './MonModelComp'; import { HeroModelComp } from './HeroModelComp'; import { FightSet } from '../common/config/Mission'; import { Timer } from 'db://oops-framework/core/common/timer/Timer'; const { ccclass, property } = _decorator; @ccclass('SkillCon') @ecs.register('SkillCon') export class SkillConComp extends CCComp { HeroView:any=null; HeroEntity:any=null; skill_cd=0 private _timers: { [key: string]: any } = {}; init(): void { this.on(GameEvent.FightEnd, this.clear_timer, this); } onLoad(){ this.HeroView=this.node.getComponent(HeroViewComp) // //console.log(this.HeroView.uid+"=>"+this.HeroView.hero_name+"=> SkillConComp onLoad") } start() { // //console.log(this.HeroView.uuid+"=>"+this.HeroView.hero_name+"=> SkillConComp start") this.HeroEntity=this.HeroView.ent } update(dt: number) { if(!smc.mission.play||smc.mission.pause) return if(this.HeroView.DEBUFF_STUN <= 0&&this.HeroView.DEBUFF_FROST <= 0) { let skills=this.HeroView.skills for(let i=0;i (i==0?this.HeroView.Attrs[BuffAttr.ATK_CD]:skills[i].cd_max)){ if(SkillSet[skills[i].uuid].SType==SType.damage&&this.HeroView.is_atking){ this.castSkill(SkillSet[skills[i].uuid]) this.HeroView.skills[i].cd = 0 } } } } if(skills[1]){ if(this.HeroView.fac==FacSet.HERO) { // console.log("[SkillConComp] 角色状态:",this.HeroView.hero_name+"=>能量:"+this.HeroView.power+"/"+this.HeroView.power_max,skills) } this.HeroView.power+=(1+this.HeroView.Attrs[BuffAttr.POWER_UP])*dt*SKILL_CONST.POWER_UP let progress=this.HeroView.power/this.HeroView.power_max this.HeroView.node.getChildByName("top").getChildByName("pow").getComponent(ProgressBar).progress=progress if(this.HeroView.power>this.HeroView.power_max){ this.HeroView.power=0 } }else{ if(this.HeroView.fac==FacSet.HERO) { } } } } /** 施放技能 */ castSkill(config: typeof SkillSet[keyof typeof SkillSet]) { // //console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid); let wfuny=this.check_wfuny() let dmg=0 this.doSkill(config,wfuny,dmg); } private doSkill(config: typeof SkillSet[keyof typeof SkillSet],is_wfuny:boolean=false,dmg:number=0) { // 添加节点有效性检查 if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) { return; } let target:any=null switch(config.TGroup){ case TGroup.Enemy: //单个敌人 target = this.filterFrontRow() break case TGroup.Ally: //所有敌人 target = this.selectAllyTargets() break case TGroup.Self: //自身 target = this.node.position break case TGroup.Team: //所有友方 target = this.node.position break case TGroup.All: //所有单位 break } this.HeroView.playSkillEffect(config.uuid) const skillEntity = ecs.getEntity(Skill); const timerId = setTimeout(() => { // 再次检查节点有效性 if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) { return; } skillEntity.load( new Vec3(this.HeroView.node.position.x + BoxSet.ATK_X * this.HeroView.scale, this.HeroView.node.position.y + BoxSet.ATK_Y, 0), this.node.parent, config.uuid, new Vec3(target.x, target.y+BoxSet.ATK_Y, 0), this.HeroView, 0, dmg ); }, 300); if(is_wfuny){ this.scheduleOnce(()=>{ this.HeroView.ex_show("blue") this.doSkill(config,false,dmg) },0.1) } // 保存定时器ID this._timers[`skill_${config.uuid}`] = timerId; } check_wfuny(){ let random = Math.random()*100 if(random < this.HeroView.Attrs[BuffAttr.WFUNY]){ return true } return false } check_target(){ if(this.HeroView.fac==FacSet.HERO){ return ecs.query(ecs.allOf(MonModelComp)) }else{ return ecs.query(ecs.allOf(HeroModelComp)) } } get_front(entities:any){ let keyPos = this.HeroView.fac==FacSet.HERO ? Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x)) : Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x)); let keyEntity = entities.find(e => e.get(HeroViewComp).node.position.x === keyPos); return keyEntity.get(HeroViewComp).node.position; } /** 筛选最前排单位 */ private filterFrontRow(): Vec3{ // 敌方最前排是x坐标最大的,我方最前排是x坐标最小的,若目标不存在,敌人 取400,我方取-400 let pos=v3(0,0) let entities=this.check_target() if(entities.length==0){ if(this.HeroView.fac==FacSet.HERO){ return v3(400,0) }else{ return v3(-400,0) } } pos=v3(this.get_front(entities)) return pos } private selectAllyTargets( ): Vec3 { // 敌方最前排是x坐标最大的+50,我方最前排是x坐标最小的+50,若目标不存在,敌人 取320/2,我方取-320/2 let kp=50 if(this.HeroView.fac==FacSet.MON) kp=0 let pos=v3(0,0) let entities=this.check_target() if(entities.length==0){ if(this.HeroView.fac==FacSet.HERO){ return v3(320/2+kp,0) }else{ return v3(-320/2-kp,0) } } pos=v3(this.get_front(entities).x+kp,this.get_front(entities).y-BoxSet.ATK_Y,0) return pos } /** 随机选择目标 */ private pickRandomTarget(count: number): ecs.Entity[] { let entities:any=null if(this.HeroView.fac==FacSet.HERO){ entities = ecs.query(ecs.allOf(MonModelComp)) }else{ entities = ecs.query(ecs.allOf(HeroModelComp)) } const shuffled = [...entities].sort(() => 0.5 - Math.random()); return shuffled.slice(0, count); } public clear_timer() { // console.log("[SkillConComp]:clear_timer",this.HeroView); Object.values(this._timers).forEach(clearTimeout); } get_count(count:number,view:HeroViewComp){ let re=count+view.wfuny if(re<1) re=1 return re } reset() { this.clear_timer(); } onDestroy() { // 清理所有定时器 // console.log("[SkillConComp]:onDestroy:",this.node.name) Object.values(this._timers).forEach(clearTimeout); this._timers = {}; // 移除事件监听 this.off(GameEvent.CastHeroSkill); } }