/** * 这是一个 使用cocos creator 3.8.2引擎 开发的游戏英雄技能系统TS脚本 * SkillSet 技能配置表 * HeroViewComp 英雄视图组件 * HeroSkillsComp 英雄技能组件 * Skill 技能实体 * SkillCom 技能视图组件 * 目前实现功能: * 1. 技能冷却 * 2. 技能释放 * 3. 技能目标选择 * 4. 基础攻击技能的伤害应用 及view的伤害显示 * 未完成功能 * 1. 技能的动画显示和运动 * 2. debuff技能的实现和动画显示 * 3. buff技能实现和动画显示 */ 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"; /** 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; 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) { // 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; 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+"=>"+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; 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); if (targets.length === 0) return; // 创建技能实体 const skillEntity = ecs.getEntity(Skill); 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 ); // 应用技能效果 targets.forEach(target => { this.applySkillEffect(caster, target, config); }); } /** 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]) { 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); this.applyDamage(target, damageResult); // 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, // 确保最小伤害为1 isCrit : false, isDodged : false, delay : 0.3, ignoreDefense : false, canCrit : true, } const targetView =target.get(HeroViewComp); 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); // 闪避判定 if (Math.random()*100 < targetView.dodge) { result.isDodged = true return result } // 护甲减伤 if (!result.ignoreDefense) { const effectiveArmor = Math.min(targetView.def, 300); // 最大减伤75% const damageReduction = effectiveArmor / (effectiveArmor + 100); final *= (1 - damageReduction); final = Math.round(final); // 四舍五入取整 } // 暴击判定 let isCrit = false; if (result.canCrit) { const critRate = sourceView.crit; if (Math.random() * 100 < critRate) { final *= 1.5; isCrit = true; } } result.value = Math.max(1, final); // 确保最小伤害为1 result.isCrit = isCrit; return result; } private applyDamage(target: ecs.Entity, result: any) { this._damageQueue.push({ timer: result.delay, callback: () => { const view = target.get(HeroViewComp); if (!view?.ent.has(HeroViewComp)) return; if(result.isDodged){ view.BUFFCOMP.tooltip(5,"*闪避*"); return; } let remainingDamage = result.value; if (view.shield > 0) { const shieldAbsorb = Math.min(view.shield, remainingDamage); view.shield -= shieldAbsorb; remainingDamage -= shieldAbsorb; if (view.shield <= 0) { view.BUFFCOMP.show_shield(false); } } if (remainingDamage > 0) { view.hp -= remainingDamage; if(view.hp <= 0) { view.BUFFCOMP.dead() view.exp_add(view.dexp) view.to_grave(); } view.showDamage(result.value, result.isCrit); } else { view.BUFFCOMP.tooltip(5,"*吸收*"); } } }); } 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... } /** 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(); } }