import { _decorator, Component, Node, Vec3 } from 'cc'; import { HeroViewComp } from './HeroViewComp'; import { SkillSet, TGroup, TType } 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'; import { MonModelComp } from './MonModelComp'; import { HeroModelComp } from './HeroModelComp'; import { FightSet } from '../common/config/Mission'; 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 if(this.HeroView.DEBUFF_STUN <= 0) this.HeroView.at += dt; let cd = this.get_cd(this.HeroView.cd,this.HeroView) let count=this.get_count(1,this.HeroView) // 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)) { if(this.HeroView.is_dead) return 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.master_count_atk_count() this.HeroView.friend_count_atk_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_buff.SKILL_DMG) } /** 施放技能 */ castSkill(config: typeof SkillSet[keyof typeof SkillSet],count:number=1,dmg:number=0) { // console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid); this.doSkill(config,count,dmg); } private doSkill(config: typeof SkillSet[keyof typeof SkillSet],count:number=1,angle:number=0,dmg: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; } let targets:any=null switch(config.TGroup){ case TGroup.Enemy: //单个敌人 targets = this.filterFrontRow(); break case TGroup.Ally: //所有敌人 targets = this.selectAllyTargets(); break case TGroup.Self: //自身 targets = this.HeroView.ent break case TGroup.Team: //所有友方 break case TGroup.All: //所有单位 break } this.HeroView.playSkillEffect(config.uuid) const skillEntity = ecs.getEntity(Skill); 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, dmg ); }, 300); if(count > 1 && this.check_double_atk(count)){ this.scheduleOnce(()=>{ this.HeroView.ex_show("blue") this.doSkill(config,1) },0.05) } // 保存定时器ID this._timers[`skill_${config.uuid}`] = timerId; } check_double_atk(count:number){ let random = Math.random()*100 if(random < FightSet.DOUBLE_ATK_RATE*count){ //多次攻击概率 return true } return false } /** 筛选最前排单位 */ private filterFrontRow(): 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 let entities:any=null if(this.HeroView.fac==FacSet.HERO){ entities = ecs.query(ecs.allOf(MonModelComp)) }else{ entities = ecs.query(ecs.allOf(HeroModelComp)) } let keyPos = this.HeroView.fac==FacSet.HERO ? 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( ): ecs.Entity[] { if(this.HeroView.fac==FacSet.HERO){ return ecs.query(ecs.allOf(MonModelComp)) }else{ return ecs.query(ecs.allOf(MonModelComp)) } } /** 随机选择目标 */ private pickRandomTarget(count: number): ecs.Entity[] { let entities:any=null if(this.HeroView.fac==FacSet.HERO){ entities = ecs.query(ecs.allOf(MonModelComp)) }else{ entities = ecs.query(ecs.allOf(HeroModelComp)) } 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); } get_cd(cd:number,view:HeroViewComp){ let buff=this.get_buff(view) let buff_cd=0 if(buff!=null) buff_cd=buff.ATK_CD // 汇总DEBUFF_DECD并处理count值 let decd = 0; for (let i = view.DEBUFF_DECDS.length - 1; i >= 0; i--) { decd += view.DEBUFF_DECDS[i].value; view.DEBUFF_DECDS[i].count--; // 当count为0时移除该记录 if (view.DEBUFF_DECDS[i].count <= 0) { view.DEBUFF_DECDS.splice(i, 1); } } let bcd=0 for (let i = view.BUFF_CDS.length - 1; i >= 0; i--) { bcd += view.BUFF_CDS[i].value; view.BUFF_CDS[i].count--; if (view.BUFF_CDS[i].count <= 0) { view.BUFF_CDS.splice(i, 1); } } return cd*(100-bcd-buff_cd+decd)/100 } get_count(count:number,view:HeroViewComp){ let buff=this.get_buff(view) if(buff==null) return count let re=count+(buff.ATK_COUNT) if(re<1) re=1 return re } get_buff(view:HeroViewComp){ if(view.is_master) return this.FIGHTCON.hero_buff if(view.is_friend) return this.FIGHTCON.friend_buff if(view.is_boss||view.is_kalami) return this.FIGHTCON.enemy_buff return null } 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); } }