- 规范化DBuff的枚举命名,修正属性对应关系 - 统一DBuff与Attrs的双向映射,通过TransformBuffs函数处理转换 - 移除旧的getAttrFieldFromDebuff方法,改用更灵活的映射数组 - 更新Attrs枚举,增加被易伤、防护盾等新属性 - 重新调整AttrsType映射,保证属性类型一致性 refactor(hero): 重构Hero和Monster初始化属性及buff系统 - Hero初始化时完善基础属性赋值,新增基础移动速度与攻击距离 - Hero使用initAttrs替代initBuffsDebuffs,重构buff/debuff初始化流程 - Monster初始化简化,统一按Hero写法初始化基础属性和Attrs - 实现buff/debuff属性智能覆盖与叠加时长的改进逻辑 - 属性计算改用统一逻辑,支持数值型和百分比型准确计算 - 增加属性值范围限制,确保部分属性在合理区间内 refactor(heroViewComp): 优化buff/debuff管理及状态判断 - 统一buff和debuff的持久与临时管理字典及更新方法 - 优化临时buff/debuff的更新时间处理,自动触发属性重新计算 - 提供isStun和isFrost接口简化眩晕、冰冻状态判断 - 规范注释及代码格式,提升可读性和维护性 refactor(skillConComp): 优化眩晕与冰冻状态判断逻辑 - 移除遍历判断,改用HeroViewComp的isStun和isFrost方法 - 简化技能冷却更新逻辑,提升性能 chore(heroSet): 添加AttrSet枚举定义属性最大值限制 docs(rogueConfig): 更新说明文档中的属性枚举定义说明 - 将属性增强枚举由BuffAttr修改为Attrs,以保持一致性
94 lines
3.2 KiB
TypeScript
94 lines
3.2 KiB
TypeScript
import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas} 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 { HeroModelComp } from "./HeroModelComp";
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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, HeroPos, HType } from "../common/config/heroSet";
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import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { Attrs, getAttrs } from "../common/config/SkillSet";
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/** 角色实体 */
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@ecs.register(`Hero`)
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export class Hero extends ecs.Entity {
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HeroModel!: HeroModelComp;
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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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HeroModelComp,
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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(HeroModelComp);
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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,fight_pos:number=1) {
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// console.log("英雄加载:",uuid,pos,scale,info)
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scale = 1
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// 查找空闲英雄槽位
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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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var scene = smc.map.MapView.scene;
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node.parent = scene.entityLayer!.node!
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node.setPosition(pos)
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// console.log("hero load",pos)
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var hv = this.hero_init(uuid,node)
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this.add(hv);
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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const move = this.get(BattleMoveComp);
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move.direction = 1; // 向右移动
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move.targetX = 0; // 右边界'
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if(HeroInfo[uuid].type==HType.remote){
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move.targetX = -100; // 右边界'
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}
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if(HeroInfo[uuid].type==HType.mage){
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move.targetX = -200; // 右边界'
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}
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smc.vmdata.mission_data.hero_num++
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}
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hero_init(uuid:number=1001,node:Node) {
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var hv = node.getComponent(HeroViewComp)!;
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let hero= HeroInfo[uuid] // 共用英雄数据
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hv.scale = 1;
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hv.is_master=true;
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hv.lv=hero.lv?hero.lv:1
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hv.fac = FacSet.HERO;
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hv.type = hero.type;
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hv.box_group = BoxSet.HERO;
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hv.hero_uuid= uuid;
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hv.hero_name= hero.name;
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hv.base_ap=hero.ap
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hv.base_map=hero.mp
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hv.base_def=hero.def
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hv.base_hp=hero.hp
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hv.base_mp=hero.mp
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hv.base_dis=hero.dis
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hv.base_speed=hero.speed
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hv.Attrs=getAttrs()
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hv.hp=hv.Attrs[Attrs.HP_MAX]=hv.base_hp
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hv.mp=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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return hv
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}
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} |