Files
heros/assets/script/game/skills/SkillCom.ts
walkpan 326ceaf3d1 refactor(config): 优化英雄和技能配置数据结构
- 删除《吸血鬼幸存者》英雄特性分析文档,清理无用参考资料
- 调整技能配置,统一攻击类型枚举命名以AtkedName代替AtkedType
- 新增DType枚举区分物理与魔法攻击类型,丰富技能攻击属性
- 更新基础攻击技能配置,添加攻击类型字段并修正部分技能数据
- 删除heroSet.ts中旧版英雄基础属性和计算逻辑,简化代码结构
- 精简英雄信息定义,修正英雄基础属性和技能配置,改进角色定位说明
- 重新整理怪物角色基础属性和技能,提升数值合理性与一致性
2025-10-24 23:08:20 +08:00

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import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween, math, RigidBody2D, Animation, Tween} from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent";
import { Attrs, DTType, EType, SkillSet, SType, TGroup } from "../common/config/SkillSet";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { HeroViewComp } from "../hero/HeroViewComp";
import { BezierMove } from "../BezierMove/BezierMove";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('SkillCom')
@ecs.register('SkillCom')
export class SkillCom extends CCComp {
// 核心标识和配置
s_uuid:number = 0;
// 运行时状态(必须缓存的)
is_destroy:boolean = false;
startPos: Vec3 = v3(); // 起始位置
targetPos: Vec3 = v3(); // 目标位置
group:number = 0; //阵营
fac:number=0; //阵营
caster:any=null;
// 战斗相关运行时数据
ap:number=0;
burn_count:number=0;
burn_value:number=0;
stun_time:number=0;
stun_ratio:number=0;
frost_ratio:number=0;
frost_time:number=0;
run_time:number=0;
hited_time:number=0;
hit_count:number=0;
caster_crit:number=0;
caster_crit_d:number=0;
puncture:number=0;
puncture_damage:number=0;
debuff_up:number=0;
debuff_value:number=0;
debuff_count:number=0;
// 组件引用
anim:Animation=null;
tweenInstance:Tween<any> = null;
private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向
// 缓存的配置对象(避免重复查找)
public skillConfig: any = null;
private isInitialized: boolean = false;
protected onLoad(): void {
}
private initializeSkillConfig() {
if (this.isInitialized) return;
// 缓存技能配置,避免重复查找
this.skillConfig = SkillSet[this.s_uuid];
if (!this.skillConfig) {
// console.error("[SkillCom] 技能配置不存在:", this.s_uuid);
return;
}
this.isInitialized = true;
// console.log("[SkillCom] 技能配置初始化完成:", this.s_uuid, this.skillConfig.name);
}
start() {
this.initializeSkillConfig();
if (!this.skillConfig) return;
this.node.setPosition(this.startPos.x,this.startPos.y,0)
this.anim=this.node.getComponent(Animation)
this.on(GameEvent.MissionEnd, this.doDestroy, this);
this.node.active = true;
let collider = this.getComponent(Collider2D);
if(collider) {
collider.group = this.group;
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
let bm=this.node.getComponent(BezierMove)
// //console.log(this.group +"技能 collider ",collider);
// switch(this.skillConfig.AType){
// case AType.parabolic:
// this.node.angle +=10
// // bm.speed=700
// if(this.group==BoxSet.MONSTER) {bm.controlPointSide=-1 }
// bm.rotationSmoothness=0.6
// bm.moveTo(this.targetPos)
// break;
// case AType.linear:
// let s_x=this.startPos.x
// let s_y=this.startPos.y
// let t_x=this.targetPos.x
// let t_y=this.targetPos.y
// // 设定目标x
// this.targetPos.x = 400;
// if(this.group == BoxSet.MONSTER) {
// bm.controlPointSide = -1;
// this.targetPos.x = -400;
// }
// // 计算斜率
// const k = (t_y - s_y) / (t_x - s_x);
// // 按直线公式计算新的y
// this.targetPos.y = k * (this.targetPos.x - s_x) + s_y;
// bm.controlPointOffset=0
// bm.rotationSmoothness=0.6
// bm.moveTo(this.targetPos);
// break;
// case AType.StartEnd:
// // 2段位移先升高然后移到目的地
// this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
// this.do_anim()
// break;
// case AType.fixedEnd:
// this.node.setPosition(this.targetPos.x > 360?300:this.targetPos.x,0,0)
// this.do_anim()
// break;
// case AType.fixedStart: //
// if(this.s_uuid==6001){
// console.log("skillcom startPos",this.startPos)
// }
// this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
// this.do_anim()
// break;
// }
}
do_anim(){
if(this.node.getComponent(Animation)){
let anim = this.node.getComponent(Animation);
//console.log("[SkillCom]:has anim",anim)
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
}
}
onAnimationFinished(){
// console.log("[SkillCom]:onAnimationFinished",this.s_uuid)
if (!this.skillConfig) return;
if(this.skillConfig.EType==EType.timeEnd) return
if(this.skillConfig.SType!=SType.damage){
this.to_do_buff()
}
this.is_destroy=true
}
to_do_buff(){
if (!this.skillConfig) return;
switch(this.skillConfig.SType){
case SType.shield:
this.caster.add_shield(this.caster[Attrs.HP_MAX]*(100+this.skillConfig.buV/100))
break;
}
}
//单体伤害
single_damage(target:HeroViewComp,is_range:boolean=false){
// //console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit)
// if(this.hit_count > 0&&!is_range) this.ap=this.ap*(50+this.puncture_damage)/100 // 穿刺后 伤害减半,过滤范围伤害
if(target == null) return;
if (!this.skillConfig) return;
let ap=this.ap
if(this.hit_count > 0 &&!is_range ){
ap=ap*(50+this.puncture_damage)/100
}
// target.do_atked(ap,this.caster_crit,this.caster_crit_d,
// this.burn_count,this.burn_value,
// this.stun_time,this.stun_ratio,
// this.frost_time,this.frost_ratio,
// this.skillConfig.AtkedName
// ) // ap 及暴击 属性已经在skill.ts 处理
// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
if(this.skillConfig.debuff>0){
let debuff=this.skillConfig
let dev=debuff.deV*(100+this.debuff_value)/100
let deR=debuff.deR+this.debuff_up
dev=Math.round(dev*100)/100
let deC=debuff.deC+this.debuff_count //dec只作为次数叠加
// //console.log("[SkillCom]:debuff",this.skillConfig.name,debuff.debuff,deUP.deV,deUP.deC)
target.addDebuff(debuff.debuff)
}
this.hit_count++
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.skillConfig.hit,this.puncture)
if(this.hit_count>=(this.skillConfig.hit+this.puncture)&&(this.skillConfig.DTType!=DTType.range)&&(this.skillConfig.EType!=EType.animationEnd)&&(this.skillConfig.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
}
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
// console.log(this.scale+"碰撞开始 ",seCol,oCol);
if(seCol.node.position.x-oCol.node.position.x > 100 ) return
let target = oCol.getComponent(HeroViewComp)
if(oCol.group!=this.group){
if(target == null) return;
if (!this.skillConfig) return;
// console.log("[SkillCom]:onBeginContact oCol||seCol",oCol.node.position,seCol.node.position)
this.single_damage(target,this.skillConfig.DTType==DTType.range?true:false)
// this.ent.destroy()
}
}
update(deltaTime: number) {
// 确保配置已初始化(处理 update 可能先于 start 执行的情况)
if (!this.isInitialized) {
this.initializeSkillConfig();
if (!this.skillConfig) return;
}
if(smc.mission.pause) {
if(this.anim) this.anim.pause()
return;
}
if(this.anim) this.anim.resume()
if (!this.node || !this.node.isValid) return;
if(this.skillConfig.EType==EType.timeEnd){
this.run_time+=deltaTime
if(this.run_time>this.skillConfig.in){
// //console.log("[SkillCom]: timeEnd destroy",this.s_uuid,this.run_time)
this.is_destroy=true
}
}
//直线移动
// if(this.skillConfig.AType == AType.linear) this.startLinearMove(deltaTime);
this.toDestroy();
}
toDestroy() {
if(this.is_destroy){
if (this.ent) {
this.ent.destroy();
} else {
// 如果ent不存在直接销毁节点
if (this.node && this.node.isValid) {
this.node.destroy();
}
}
}
}
doDestroy(){
// //console.log("[SkillCom]:doDestroy")
this.is_destroy=true
}
to_console(value:any,value2:any=null,value3:any=null){
//console.log("[SkillCom]:["+this.s_name+this.s_uuid+"]:",value,value2,value3)
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
this.is_destroy = false;
this.startPos.set();
this.targetPos.set();
this.moveDirection = null; // 重置移动方向
this.skillConfig = null; // 清除配置缓存
this.isInitialized = false; // 重置初始化状态
// 先移除所有碰撞回调
const collider = this.getComponent(Collider2D);
if (collider) {
collider.off(Contact2DType.BEGIN_CONTACT);
}
this.scheduleOnce(() => {
this.node.destroy();
}, 0);
}
}