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heros/assets/script/game/hero/SkillConComp.ts
2025-10-15 08:01:11 +08:00

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import { _decorator, Component, Node, ProgressBar, v3, Vec3 } from 'cc';
import { HeroViewComp } from './HeroViewComp';
import { BuffAttr, CdType, DTType, SKILL_CONST, SkillSet, SType, 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 { MonModelComp } from './MonModelComp';
import { HeroModelComp } from './HeroModelComp';
import { FightSet } from '../common/config/Mission';
import { Timer } from 'db://oops-framework/core/common/timer/Timer';
import { SkillEnt } from '../skill/SkillEnt';
const { ccclass, property } = _decorator;
@ccclass('SkillCon')
@ecs.register('SkillCon')
export class SkillConComp extends CCComp {
HeroView:any=null;
HeroEntity:any=null;
skill_cd=0
private _timers: { [key: string]: any } = {};
init(): void {
this.on(GameEvent.FightEnd, this.clear_timer, this);
}
onLoad(){
this.HeroView=this.node.getComponent(HeroViewComp)
// //console.log(this.HeroView.uid+"=>"+this.HeroView.hero_name+"=> SkillConComp onLoad")
}
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.DEBUFF_FROST <= 0) {
let skills=this.HeroView.skills
for(let i=0;i<skills.length;i++){
if(SkillSet[skills[i].uuid].CdType==CdType.cd) {
skills[i].cd += dt;
if(skills[i].cd > (i==0?this.HeroView.Attrs[BuffAttr.ATK_CD]:skills[i].cd_max)){
if(SkillSet[skills[i].uuid].SType==SType.damage&&this.HeroView.is_atking){
this.castSkill(SkillSet[skills[i].uuid])
this.HeroView.skills[i].cd = 0
}
}
}
}
if(skills[1]){
if(this.HeroView.fac==FacSet.HERO) {
// console.log("[SkillConComp] 角色状态:",this.HeroView.hero_name+"=>能量:"+this.HeroView.power+"/"+this.HeroView.power_max,skills)
}
this.HeroView.power+=(1+this.HeroView.Attrs[BuffAttr.POWER_UP])*dt*SKILL_CONST.POWER_UP
let progress=this.HeroView.power/this.HeroView.power_max
this.HeroView.node.getChildByName("top").getChildByName("pow").getComponent(ProgressBar).progress=progress
if(this.HeroView.power>this.HeroView.power_max){
this.HeroView.power=0
}
}else{
if(this.HeroView.fac==FacSet.HERO) {
}
}
}
}
/** 施放技能 */
castSkill(config: typeof SkillSet[keyof typeof SkillSet]) {
// //console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
let wfuny=this.check_wfuny()
let dmg=0
this.doSkill(config,wfuny,dmg);
}
private doSkill(config: typeof SkillSet[keyof typeof SkillSet],is_wfuny:boolean=false,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 target:any=null
switch(config.TGroup){
case TGroup.Enemy: //单个敌人
target = this.filterFrontRow()
break
case TGroup.Ally: //所有敌人
target = this.selectAllyTargets()
break
case TGroup.Self: //自身
target = this.node.position
break
case TGroup.Team: //所有友方
target = this.node.position
break
case TGroup.All: //所有单位
break
}
this.HeroView.playSkillEffect(config.uuid)
const sEnt = ecs.getEntity<SkillEnt>(SkillEnt);
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;
}
if(config.uuid==6021){
console.log("[SkillConComp] 技能起始坐标:",this.HeroView.node.position.x + BoxSet.ATK_X * this.HeroView.scale,this.HeroView.node.position.y + BoxSet.ATK_Y,0)
}
sEnt.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(target.x, target.y+BoxSet.ATK_Y, 0)],
this.HeroView,
dmg
);
}, 300);
if(is_wfuny){
this.scheduleOnce(()=>{
this.HeroView.ex_show("blue")
this.doSkill(config,false,dmg)
},0.1)
}
// 保存定时器ID
this._timers[`skill_${config.uuid}`] = timerId;
}
check_wfuny(){
let random = Math.random()*100
if(random < this.HeroView.Attrs[BuffAttr.WFUNY]){
return true
}
return false
}
check_target(){
if(this.HeroView.fac==FacSet.HERO){
return ecs.query(ecs.allOf(MonModelComp))
}else{
return ecs.query(ecs.allOf(HeroModelComp))
}
}
get_front(entities:any){
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));
let keyEntity = entities.find(e => e.get(HeroViewComp).node.position.x === keyPos);
return keyEntity.get(HeroViewComp).node.position;
}
/** 筛选最前排单位 */
private filterFrontRow(): Vec3{
// 敌方最前排是x坐标最大的我方最前排是x坐标最小的,若目标不存在,敌人 取400,我方取-400
let pos=v3(0,0)
let entities=this.check_target()
if(entities.length==0){
if(this.HeroView.fac==FacSet.HERO){
return v3(400,0)
}else{
return v3(-400,0)
}
}
pos=v3(this.get_front(entities))
return pos
}
private selectAllyTargets( ): Vec3 {
// 敌方最前排是x坐标最大的+50我方最前排是x坐标最小的+50,若目标不存在,敌人 取320/2,我方取-320/2
let kp=50
if(this.HeroView.fac==FacSet.MON) kp=0
let pos=v3(0,0)
let entities=this.check_target()
if(entities.length==0){
if(this.HeroView.fac==FacSet.HERO){
return v3(320/2+kp,0)
}else{
return v3(-320/2-kp,0)
}
}
pos=v3(this.get_front(entities).x+kp,this.get_front(entities).y-BoxSet.ATK_Y,0)
return pos
}
/** 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("[SkillConComp]:clear_timer",this.HeroView);
Object.values(this._timers).forEach(clearTimeout);
}
get_count(count:number,view:HeroViewComp){
let re=count+view.wfuny
if(re<1) re=1
return re
}
reset() {
this.clear_timer();
}
onDestroy() {
// 清理所有定时器
// console.log("[SkillConComp]:onDestroy:",this.node.name)
Object.values(this._timers).forEach(clearTimeout);
this._timers = {};
// 移除事件监听
this.off(GameEvent.CastHeroSkill);
}
}