- 将Attrs和DBuff相关定义从SkillSet迁移至HeroAttrs - 新增NeAttrs枚举用于管理负面状态 - 重构HeroViewComp中的buff/debuff处理逻辑 - 优化属性分类和分组,增加新属性类型 - 移除旧的DBuff相关代码,改用统一的负面状态管理
108 lines
4.1 KiB
TypeScript
108 lines
4.1 KiB
TypeScript
import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D} from "cc";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../common/SingletonModuleComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { MonModelComp } from "./MonModelComp";
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import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
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import { SkillConComp } from "./SkillConComp";
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import { SkillSet } from "../common/config/SkillSet";
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import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
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/** 角色实体 */
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@ecs.register(`Monster`)
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export class Monster extends ecs.Entity {
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HeroModel!: MonModelComp;
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HeroView!: HeroViewComp;
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BattleMove!: BattleMoveComp;
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protected init() {
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this.addComponents<ecs.Comp>(
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BattleMoveComp,
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MonModelComp,
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);
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}
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destroy(): void {
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this.remove(HeroViewComp);
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this.remove(MonModelComp);
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super.destroy();
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false, strengthMultiplier: number = 1.0) {
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scale=-1
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let box_group=BoxSet.MONSTER
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// console.log("mon load",uuid)
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// this.addComponents<ecs.Comp>( MonModelComp, BattleMoveComp);
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var scene = smc.map.MapView.scene;
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var path = "game/heros/"+HeroInfo[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.parent = scene.entityLayer!.node!
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const collider = node.getComponent(BoxCollider2D);
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if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
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node.setPosition(pos)
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this.hero_init(uuid,node,scale,box_group,is_boss,is_call, strengthMultiplier)
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oops.message.dispatchEvent("monster_load",this)
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// 初始化移动参数
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const move = this.get(BattleMoveComp);
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move.direction = -1; // 向左移动
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move.targetX = -800; // 左边界
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smc.vmdata.mission_data.mon_num++
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// console.log("[Mon] mission_data.mon_num:",smc.vmdata.mission_data.mon_num)
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}
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hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false, strengthMultiplier: number = 1.0) {
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var hv = node.getComponent(HeroViewComp)!;
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// console.log("hero_init",buff)
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let hero= HeroInfo[uuid] // 共用英雄数据
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hv.scale = scale;
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hv.fac = FacSet.MON;
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hv.type = hero.type;
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hv.is_boss = is_boss;
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if(!is_boss){
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hv.is_kalami=true
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}
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hv.box_group = box_group;
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hv.hero_uuid= uuid;
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hv.hero_name= hero.name;
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// 初始化基础属性,并根据强度倍率调整
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const baseHp = Math.floor(hero.hp * strengthMultiplier);
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const baseAp = Math.floor(hero.ap * strengthMultiplier);
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const baseDef = Math.floor(hero.def * strengthMultiplier);
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for(let i=0;i<hero.skills.length;i++){
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let skill={ uuid:SkillSet[hero.skills[i]].uuid, cd_max:SkillSet[hero.skills[i]].cd,cost:SkillSet[hero.skills[i]].cost,cd:0 }
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hv.skills.push(skill)
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}
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hv.base_ap=baseAp
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hv.base_map=hero.mp
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hv.base_def=baseDef
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hv.base_hp=baseHp
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hv.base_mp=hero.mp
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hv.hp=hv.base_hp
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hv.mp=hv.base_mp
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hv.Attrs=getAttrs()
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hv.NeAttrs=getNeAttrs()
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hv.Attrs[Attrs.HP_MAX]=hv.base_hp
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hv.Attrs[Attrs.MP_MAX]=hv.base_mp
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hv.Attrs[Attrs.DEF]=hv.base_def
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hv.Attrs[Attrs.AP]=hv.base_ap
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hv.Attrs[Attrs.MAP]=hv.base_map
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hv.Attrs[Attrs.SPEED]=hero.speed
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hv.Attrs[Attrs.DIS]=hero.dis
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// 初始化 buff/debuff 系统
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hv.initAttrs();
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this.add(hv);
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}
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} |