import { _decorator, Component, Node, Vec3 } from 'cc'; import { HeroViewComp } from './HeroViewComp'; import { SkillSet, TargetGroup, TargetType } 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 { FightConComp } from '../map/FightConComp'; const { ccclass, property } = _decorator; @ccclass('SkillCon') @ecs.register('SkillCon') export class SkillConComp extends CCComp { FIGHTCON:FightConComp=null! HeroView:any=null; HeroEntity:any=null; private _timers: { [key: string]: number } = {}; private _damageQueue: Array<{ timer: number; callback: () => void }> = []; init(): void { oops.message.on(GameEvent.FightEnd, this.clear_timer, this); } onLoad(){ this.HeroView=this.node.getComponent(HeroViewComp) this.FIGHTCON=this.node.parent.getComponent(FightConComp) // console.log(this.HeroView.uuid+"=>"+this.HeroView.hero_name+"=> SkillConComp onLoad") this.on(GameEvent.CastHeroSkill,this.cast_master_skill,this) } 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 this.HeroView.at += dt; let cd = this.HeroView.cd let count=1 if(this.HeroView.fac==FacSet.HERO){ if(this.HeroView.is_master){ count+=this.FIGHTCON.hero.ATK_COUNT+this.FIGHTCON.ally.ATK_COUNT-this.FIGHTCON.hero_debuff.DECOUNT-this.FIGHTCON.ally_debuff.DECOUNT cd=this.HeroView.cd*(100-this.FIGHTCON.hero.ATK_CD-this.FIGHTCON.ally.ATK_CD+this.FIGHTCON.hero_debuff.DECD+this.FIGHTCON.ally_debuff.DECD)/100 }else{ count+=this.FIGHTCON.friend.ATK_COUNT+this.FIGHTCON.ally.ATK_COUNT-this.FIGHTCON.friend_debuff.DECOUNT-this.FIGHTCON.ally_debuff.DECOUNT cd=this.HeroView.cd*(100-this.FIGHTCON.friend.ATK_CD-this.FIGHTCON.ally.ATK_CD+this.FIGHTCON.friend_debuff.DECD+this.FIGHTCON.ally_debuff.DECD)/100 } }else{ cd=this.HeroView.cd*(100-this.FIGHTCON.enemy.ATK_CD+this.FIGHTCON.enemy_debuff.DECD)/100 count+=this.FIGHTCON.enemy.ATK_COUNT-this.FIGHTCON.enemy_debuff.DECOUNT } if(count<1) count=1 console.log(this.HeroView.hero_name+(this.HeroView.is_master?"[主]":"[从] 准备释放")+SkillSet[this.HeroView.atk_skill].name+"=>"+"=>cd:"+cd+"=> count:"+count) if (this.HeroView.is_atking &&(this.HeroView.at > cd)) { const config = SkillSet[this.HeroView.atk_skill]; if (!config) return; console.log(this.HeroView.hero_name+(this.HeroView.is_master?"[主]":"[从] 释放")+"=>"+config.name+"=>"+count) this.castSkill(config,count); this.HeroView.at = 0; } } cast_master_skill(e:string,uuid:any){ if(!this.HeroView) return if(!this.HeroView.is_master) return console.log("hart cast_skill",uuid ,e) const config = SkillSet[uuid]; this.castSkill(config,(1+this.FIGHTCON.hero.ATK_COUNT+this.FIGHTCON.ally.ATK_COUNT)) } /** 施放技能 */ castSkill(config: typeof SkillSet[keyof typeof SkillSet],count:number=1) { // console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid); if (config.TargetGroup === TargetGroup.Enemy) { this.HeroView.playSkillEffect(config.uuid); this.doSkill(config,count); } if (config.TargetGroup === TargetGroup.Ally) { const targets = this.selectAllyTargets( config); if (targets.length === 0) return; this.doSkill(config,count); } if (config.TargetGroup === TargetGroup.Self) { this.doSkill(config,count); } } private doSkill(config: typeof SkillSet[keyof typeof SkillSet],count:number=1,angle: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; } const skillEntity = ecs.getEntity(Skill); const targets = this.selectEnemyTargets(config); if (targets.length === 0) return; 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; } // 检查目标有效性 if (targets.length <= 0 || !targets[0]) return; const targetView = targets[0].get(HeroViewComp); if (!targetView || !targetView.node || !targetView.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(targetView.node.position.x, targetView.node.position.y, 0), this.HeroView, angle ); }, 300); count-=1 if(count>0){ let angle=10*count this.scheduleOnce(()=>{ this.doSkill(config,count,angle) },0.1) } // 保存定时器ID this._timers[`skill_${config.uuid}`] = timerId; } private selectEnemyTargets(config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] { const team = this.HeroView.fac; const isEnemyTeam = team === FacSet.HERO ? FacSet.MON : FacSet.HERO; const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac !== team); return this.filterFrontRow(candidates, isEnemyTeam); } /** 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 ); } private selectAllyTargets( config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] { const team = this.HeroView.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; } } /** 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); } public clear_timer() { // console.log("clear_timer"); Object.values(this._timers).forEach(clearTimeout); } reset() { this.clear_timer(); } onDestroy() { // 清理所有定时器 Object.values(this._timers).forEach(clearTimeout); this._timers = {}; // 移除事件监听 this.off(GameEvent.CastHeroSkill); } }