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 { DamageRequest, DamageType } from "../../game/damage/DamageComp"; /** 技能系统 */ @ecs.register('HeroSkillSystem') export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { private updateInterval: number = 0.1; // 每0.1秒更新一次 private accumulator: number = 0; filter(): ecs.IMatcher { return ecs.allOf(HeroSkillsComp, HeroViewComp); } update(e: ecs.Entity) { const view = e.get(HeroViewComp); const skills = e.get(HeroSkillsComp); // 使用固定时间步长更新 this.accumulator += this.dt; while (this.accumulator >= this.updateInterval) { this.accumulator -= this.updateInterval; // 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); }); } } /** 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.updateInterval); } } /** 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; case CdType.HeroPower: return view.pw >= view.pwm; } } /** 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); console.log(view.hero_name+"施放技能",config.uuid,comp,view) 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; case CdType.HeroPower: view.as.max() view.pw = view.pw-view.pwm; // 重置能量计时器 break; } // 选择目标 const targets = this.selectTargets(caster, config); // 应用技能效果 targets.forEach(target => { this.applySkillEffect(caster, target, config); }); // 重置计数器 if (config.count) { comp.counters.set(skillId, (comp.counters.get(skillId) || 0) + 1); } // 触发技能动画等表现 } /** 选择技能目标 */ private selectTargets(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; // 第一阶段:基础目标筛选 let candidates = ecs.query(ecs.allOf(HeroViewComp)).filter(e => { const view = e.get(HeroViewComp); // 根据技能目标类型筛选 switch(config.TargetGroup) { case TargetGroup.Enemy: return view.fac !== team; case TargetGroup.Ally: return view.fac === team && e !== caster; case TargetGroup.Self: return e === caster; default: return true; } }); // 第二阶段:位置/血量等精细筛选 switch(config.TargetType) { case TargetType.Frontline: return this.filterFrontRow(candidates, isEnemyTeam); case TargetType.Backline: return this.filterBackRow(candidates, isEnemyTeam); case TargetType.LowestHP: return this.filterLowestHealth(candidates); case TargetType.HighestHP: return this.filterHighestHealth(candidates); 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 ); } /** 筛选最后排单位 */ private filterBackRow(entities: ecs.Entity[], isEnemyTeam: number): ecs.Entity[] { // 敌方最后排是x坐标最小的,我方最后排是x坐标最大的 const keyPos = isEnemyTeam ? Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x)) : Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x)); return entities.filter(e => Math.abs(e.get(HeroViewComp).node.position.x - keyPos) < 10 ); } /** 筛选血量最低单位 */ private filterLowestHealth(entities: ecs.Entity[]): ecs.Entity[] { const minHp = Math.min(...entities.map(e => e.get(HeroViewComp).hp)); return entities.filter(e => e.get(HeroViewComp).hp === minHp); } /** 筛选血量最高单位 */ private filterHighestHealth(entities: ecs.Entity[]): ecs.Entity[] { const maxHp = Math.max(...entities.map(e => e.get(HeroViewComp).hp)); return entities.filter(e => e.get(HeroViewComp).hp === maxHp); } /** 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]) { // 创建伤害请求实体 const damageEntity = new ecs.Entity(); const req = damageEntity.add(DamageRequest); req.source = caster; req.target = target; req.baseValue = caster.get(HeroViewComp).ap * (config.ap / 100); // 播放技能特效 caster.get(HeroViewComp).playSkillEffect(config.uuid); } /** 应用负面状态 */ private applyDebuff(target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) { // 实现debuff逻辑... } /** 外部调用重置冷却 */ public resetSkillCooldown(entity: ecs.Entity, skillId: number) { const comp = entity.get(HeroSkillsComp); comp.resetCooldown(skillId); } /** 重置所有技能冷却 */ public resetAllCooldowns(entity: ecs.Entity) { const comp = entity.get(HeroSkillsComp); comp.resetAllCooldowns(); } }