import { Node, Vec3 } from "cc"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { HeroViewComp } from "../hero/HeroViewComp"; import { HeroSkillsComp } from "./heroSkillsComp"; import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet"; import { CdType } from "../common/config/SkillSet"; import { oops } from "db://oops-framework/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { Skill } from "../skills/Skill"; import { SkillCom } from "../skills/SkillCom"; import { AnimType } from "../common/config/SkillSet"; /** 技能系统 */ @ecs.register('HeroSkillSystem') export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { // export class HeroSkillSystem implements ecs.ISystemUpdate { // private updateInterval: number = 0.1; // 每0.1秒更新一次 // private accumulator: number = 0; private _timers: { [key: string]: number } = {}; private _damageQueue: Array<{ timer: number; callback: () => void }> = []; init(): void { oops.message.on(GameEvent.MissionEnd, this.clear_timer, this); } filter(): ecs.IMatcher { return ecs.allOf(HeroSkillsComp, HeroViewComp); } update(e: ecs.Entity) { return false // 处理伤害队列 this.processDamageQueue(); const view = e.get(HeroViewComp); const skills = e.get(HeroSkillsComp); // 使用固定时间步长更新 // 只在攻击状态触发技能 if (view.is_atking) { this.processSkills(e, skills); } // 更新所有技能冷却 skills.skills.forEach(skillId => { this.updateCooldown(skills, skillId); }); } private processDamageQueue() { const delta = this.dt; for (let i = this._damageQueue.length - 1; i >= 0; i--) { this._damageQueue[i].timer -= delta; if (this._damageQueue[i].timer <= 0) { this._damageQueue[i].callback(); this._damageQueue.splice(i, 1); } } } /** 处理所有技能逻辑 */ private processSkills(entity: ecs.Entity, comp: HeroSkillsComp) { comp.skills.forEach(skillId => { const config = SkillSet[skillId]; if (!config) return; // 检查释放条件 if (this.checkSkillCondition(entity, config)) { this.castSkill(entity, skillId, config); } }); } /** 更新技能冷却 */ private updateCooldown(comp: HeroSkillsComp, skillId: number) { let cd = comp.cooldowns.has(skillId) ? comp.cooldowns.get(skillId)! : 0; if (cd > 0) { comp.cooldowns.set(skillId, cd - this.dt); } } /** 检查技能释放条件 */ private checkSkillCondition(entity: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): boolean { const view = entity.get(HeroViewComp); const comp = entity.get(HeroSkillsComp); switch(config.CdType){ case CdType.SkillCD: return (comp.cooldowns.get(config.uuid as number) ?? 0) <= 0; case CdType.HeroCD: return view.at >= view.cd; } } /** 施放技能 */ private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) { const view = caster.get(HeroViewComp); const comp = caster.get(HeroSkillsComp); const skillEntity = ecs.getEntity(Skill); console.log(view.hero_name+"施放技能:"+config.uuid+"=>"+view.hero_name); // 处理CD和消耗 switch(config.CdType) { case CdType.SkillCD: view.as.max() comp.cooldowns.set(skillId, config.cd); // 重置冷却时间 break; case CdType.HeroCD: view.as.atk() view.at = view.at-view.cd; // 重置普攻计时器 break; } if (config.TargetGroup === TargetGroup.Enemy) { const targets = this.selectEnemyTargets(caster, config); if (targets.length === 0) return; skillEntity.load( view.node.position, // 起始位置 view.fac, // 阵营 view.node.parent, // 父节点 config.uuid, // 技能ID targets[0]?.get(HeroViewComp).node.position // 目标位置 ); targets.forEach(target => { this.applySkillEffect(caster, target, config,skillEntity); console.log("施放技能:"+config.uuid+"=>"+target.get(HeroViewComp).hero_name); }); } if (config.TargetGroup === TargetGroup.Ally) { const targets = this.selectAllyTargets(caster, config); if (targets.length === 0) return; targets.forEach(target => { this.applySkillEffect(caster, target, config,skillEntity); }); } if (config.TargetGroup === TargetGroup.Self) { this.applySkillEffect(caster, caster, config,skillEntity); } } private selectEnemyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] { const casterView = caster.get(HeroViewComp); const team = casterView.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); } private selectAllyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] { const casterView = caster.get(HeroViewComp); const team = casterView.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; } } /** 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 ); } /** 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); } /** 应用技能效果 */ private applySkillEffect(caster: ecs.Entity, target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet],skillEntity:ecs.Entity) { const casterView = caster.get(HeroViewComp); const targetView = target.get(HeroViewComp); // 直接计算伤害(包含防御减免) const damageResult = this.calculateDamage(caster, target, config); // 将施法者传入applyDamage方法 this.applyDamage(caster, target, damageResult,skillEntity); // 播放技能特效 casterView.playSkillEffect(config.uuid); console.log(`${casterView.hero_name} 对 ${targetView.hero_name} 造成 ${damageResult.value}伤害`); } private calculateDamage(caster: ecs.Entity, target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) { const result = { value: 0, isCrit: false, isDodged: false, delay: 0.3, // 默认延迟 ignoreDefense: false, canCrit: true, } // 计算延迟时间 if (config.AnimType === AnimType.parabolic) { const sourcePos = caster.get(HeroViewComp).node.position; const targetPos = target.get(HeroViewComp).node.position; // 计算距离除以速度得到时间 const distance = Math.abs(targetPos.x - sourcePos.x); result.delay = distance / config.speed; } const sourceView = caster.get(HeroViewComp); let final = sourceView.ap * config.ap / 100; // 伤害浮动(±10%) const damageFloat = 0.9 + Math.random() * 0.2; // 0.9~1.1 final *= damageFloat; final = Math.round(final); result.value = Math.max(1, final); // 确保最小伤害为1 result.isCrit = false; return result; } private applyDamage(caster: ecs.Entity, target: ecs.Entity, result: any,skillEntity:ecs.Entity) { const casterView = caster.get(HeroViewComp); const targetView = target.get(HeroViewComp); const skillView = skillEntity.get(SkillCom); if (!casterView || !targetView || !skillView) return; // 计算距离 const distance = this.calculateDistance( skillView.node.position, targetView.node.position ); // 计算实际延迟时间(秒) const actualDelay = distance / (skillView.speed+targetView.speed); console.log("skillView:"+skillView.node.position+ " targetView:"+targetView.node.position+ " actualDelay:"+actualDelay + " dis:"+distance+ " skillView.speed:"+skillView.speed+ " targetView.speed:"+targetView.speed); this._damageQueue.push({ timer: actualDelay, callback: () => { if (!targetView?.ent.has(HeroViewComp)) return; let remainingDamage = result.value; if (targetView.shield > 0) { const shieldAbsorb = Math.min(targetView.shield, remainingDamage); targetView.shield -= shieldAbsorb; remainingDamage -= shieldAbsorb; if (targetView.shield <= 0) { targetView.BUFFCOMP.show_shield(false); } } if (remainingDamage > 0) { targetView.hp -= remainingDamage; if(targetView.hp <= 0) { targetView.BUFFCOMP.dead() targetView.to_grave(); } targetView.showDamage(result.value, true); } else { targetView.BUFFCOMP.tooltip(5,"*吸收*"); } } }); } // 添加计算距离的辅助方法 private calculateDistance(pos1: Vec3, pos2: Vec3): number { const dx = pos2.x - pos1.x; const dy = pos2.y - pos1.y; return Math.sqrt(dx * dx + dy * dy); } public clear_timer() { console.log("clear_timer"); Object.values(this._timers).forEach(clearTimeout); } onDestroy() { Object.values(this._timers).forEach(clearTimeout); } /** 应用负面状态 */ private applyDebuff(target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) { // 实现debuff逻辑... } }