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 { BoxSet, FacSet } from "../common/config/BoxSet"; import { SDataCom } from "./SDataCom"; import { SMoveDataComp } from "./SMoveComp"; import { Attrs } from "../common/config/HeroAttrs"; import { MonMoveComp } from "../hero/MonMove"; import { HeroAttrsComp } from "../hero/HeroAttrsComp"; import { HeroMoveComp } from "../hero/HeroMove"; 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 // 已命中目标追踪,防止重复伤害 private hitTargets: Set = new Set(); start() { this.SConf = SkillSet[this.s_uuid] this.sData=this.ent.get(SDataCom) this.anim=this.node.getComponent(Animation) this.node.active = true; let collider = this.getComponent(Collider2D); if(collider) { collider.group = this.group; 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) { const targetId = oCol.uuid; if(this.hitTargets.has(targetId)) return; // 已经命中过,跳过 // 记录命中目标 // if (!this.SConf) return; // if(this.SConf.EType!=EType.collision) return if(oCol.group == seCol.group) return let target = oCol.getComponent(HeroViewComp) if(target == null) return; let model=target.ent.get(HeroAttrsComp) console.log(`[skillView] 碰撞3`,oCol.group,seCol.group,model); if(model == null) 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 console.log(`[skillView] 碰撞5[${this.sData.caster.box_group}][${this.sData.caster.ent.get(HeroAttrsComp).hero_name}][${this.sData.caster.ent.eid}]的[${this.group}] [${this.SConf.name}]碰撞了 [${oCol.group}][ ${oCol.getComponent(HeroViewComp).ent.get(HeroAttrsComp).hero_name}][${oCol.getComponent(HeroViewComp).ent.eid}]`); this.hitTargets.add(targetId); this.apply_damage(target) } onAnimationFinished(){ if(this.SConf.EType==EType.animationEnd){ this.ent.destroy() } } //动画帧事件 atk 触发 public atk(args:any){ 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; // 检查是否已经命中过这个目标(除非是范围伤害) const targetId = target.node.uuid; if(!is_range && this.hitTargets.has(targetId)) { return; // 已经命中过,跳过 } // 记录命中目标(除非是范围伤害) if(!is_range) { this.hitTargets.add(targetId); } 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 ); // 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 } /** 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() { this.node.destroy(); } }