382 lines
13 KiB
TypeScript
382 lines
13 KiB
TypeScript
/**
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* 这是一个 使用cocos creator 3.8.2引擎 开发的游戏英雄技能系统TS脚本
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* SkillSet 技能配置表
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* HeroViewComp 英雄视图组件
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* HeroSkillsComp 英雄技能组件
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* Skill 技能实体
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* SkillCom 技能视图组件
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* 目前实现功能:
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* 1. 技能冷却
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* 2. 技能释放
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* 3. 技能目标选择
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* 4. 基础攻击技能的伤害应用 及view的伤害显示
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* 未完成功能
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* 1. 技能的动画显示和运动
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* 2. debuff技能的实现和动画显示
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* 3. buff技能实现和动画显示
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*/
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import { Node, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { HeroSkillsComp } from "./heroSkillsComp";
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import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
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import { CdType } from "../common/config/SkillSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { Skill } from "../skills/Skill";
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import { SkillCom } from "../skills/SkillCom";
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import { AnimType } from "../common/config/SkillSet";
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/** 技能系统 */
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@ecs.register('HeroSkillSystem')
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export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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// private updateInterval: number = 0.1; // 每0.1秒更新一次
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// private accumulator: number = 0;
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private _timers: { [key: string]: number } = {};
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private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
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init(): void {
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oops.message.on(GameEvent.MissionEnd, this.clear_timer, this);
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}
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroSkillsComp, HeroViewComp);
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}
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update(e: ecs.Entity) {
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// 处理伤害队列
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this.processDamageQueue();
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const view = e.get(HeroViewComp);
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const skills = e.get(HeroSkillsComp);
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// 使用固定时间步长更新
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// 只在攻击状态触发技能
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if (view.is_atking) {
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this.processSkills(e, skills);
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}
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// 更新所有技能冷却
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skills.skills.forEach(skillId => {
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this.updateCooldown(skills, skillId);
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});
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}
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private processDamageQueue() {
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const delta = this.dt;
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for (let i = this._damageQueue.length - 1; i >= 0; i--) {
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this._damageQueue[i].timer -= delta;
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if (this._damageQueue[i].timer <= 0) {
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this._damageQueue[i].callback();
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this._damageQueue.splice(i, 1);
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}
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}
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}
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/** 处理所有技能逻辑 */
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private processSkills(entity: ecs.Entity, comp: HeroSkillsComp) {
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comp.skills.forEach(skillId => {
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const config = SkillSet[skillId];
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if (!config) return;
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// 检查释放条件
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if (this.checkSkillCondition(entity, config)) {
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this.castSkill(entity, skillId, config);
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}
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});
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}
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/** 更新技能冷却 */
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private updateCooldown(comp: HeroSkillsComp, skillId: number) {
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let cd = comp.cooldowns.has(skillId) ? comp.cooldowns.get(skillId)! : 0;
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if (cd > 0) {
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comp.cooldowns.set(skillId, cd - this.dt);
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}
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}
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/** 检查技能释放条件 */
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private checkSkillCondition(entity: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): boolean {
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const view = entity.get(HeroViewComp);
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const comp = entity.get(HeroSkillsComp);
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switch(config.CdType){
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case CdType.SkillCD:
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return (comp.cooldowns.get(config.uuid as number) ?? 0) <= 0;
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case CdType.HeroCD:
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return view.at >= view.cd;
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}
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}
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/** 施放技能 */
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private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
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const view = caster.get(HeroViewComp);
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const comp = caster.get(HeroSkillsComp);
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console.log(view.hero_name+"施放技能:"+config.uuid+"=>"+view.hero_name);
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// 处理CD和消耗
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switch(config.CdType) {
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case CdType.SkillCD:
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view.as.max()
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comp.cooldowns.set(skillId, config.cd); // 重置冷却时间
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break;
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case CdType.HeroCD:
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view.as.atk()
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view.at = view.at-view.cd; // 重置普攻计时器
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break;
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}
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// 选择目标
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const targets = this.selectTargets(caster, config);
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if (targets.length === 0) return;
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// 创建技能实体
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const skillEntity = ecs.getEntity<Skill>(Skill);
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skillEntity.load(
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view.node.position, // 起始位置
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view.fac, // 阵营
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view.node.parent, // 父节点
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config.uuid, // 技能ID
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targets[0]?.get(HeroViewComp).node.position // 目标位置
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);
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// 应用技能效果
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targets.forEach(target => {
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this.applySkillEffect(caster, target, config);
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});
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}
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/** 选择技能目标 */
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private selectTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
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const casterView = caster.get(HeroViewComp);
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const team = casterView.fac;
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const isEnemyTeam = team === 0 ? 1 : 0;
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// 第一阶段:基础目标筛选
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let candidates = ecs.query(ecs.allOf(HeroViewComp)).filter(e => {
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const view = e.get(HeroViewComp);
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// 根据技能目标类型筛选
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switch(config.TargetGroup) {
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case TargetGroup.Enemy:
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return view.fac !== team;
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case TargetGroup.Ally:
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return view.fac === team && e !== caster;
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case TargetGroup.Self:
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return e === caster;
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default:
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return true;
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}
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});
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// 第二阶段:位置/血量等精细筛选
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switch(config.TargetType) {
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case TargetType.Frontline:
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return this.filterFrontRow(candidates, isEnemyTeam);
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// case TargetType.Backline:
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// return this.filterBackRow(candidates, isEnemyTeam);
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// case TargetType.LowestHP:
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// return this.filterLowestHealth(candidates);
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// case TargetType.HighestHP:
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// return this.filterHighestHealth(candidates);
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case TargetType.Melee:
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return candidates.filter(e => e.get(HeroViewComp).type === 0);
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case TargetType.Ranged:
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return candidates.filter(e => e.get(HeroViewComp).type === 1);
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case TargetType.SupportClass:
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return candidates.filter(e => e.get(HeroViewComp).type === 2);
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case TargetType.Random:
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return this.pickRandomTarget(candidates, config.count || 1);
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default:
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return candidates;
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}
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}
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/** 筛选最前排单位 */
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private filterFrontRow(entities: ecs.Entity[], isEnemyTeam: number): ecs.Entity[] {
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// 敌方最前排是x坐标最大的,我方最前排是x坐标最小的
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const keyPos = isEnemyTeam ?
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Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x)) :
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Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x));
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return entities.filter(e =>
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Math.abs(e.get(HeroViewComp).node.position.x - keyPos) < 10
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);
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}
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/** 筛选最后排单位 */
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private filterBackRow(entities: ecs.Entity[], isEnemyTeam: number): ecs.Entity[] {
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// 敌方最后排是x坐标最小的,我方最后排是x坐标最大的
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const keyPos = isEnemyTeam ?
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Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x)) :
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Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x));
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return entities.filter(e =>
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Math.abs(e.get(HeroViewComp).node.position.x - keyPos) < 10
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);
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}
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/** 筛选血量最低单位 */
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private filterLowestHealth(entities: ecs.Entity[]): ecs.Entity[] {
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const minHp = Math.min(...entities.map(e => e.get(HeroViewComp).hp));
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return entities.filter(e => e.get(HeroViewComp).hp === minHp);
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}
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/** 筛选血量最高单位 */
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private filterHighestHealth(entities: ecs.Entity[]): ecs.Entity[] {
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const maxHp = Math.max(...entities.map(e => e.get(HeroViewComp).hp));
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return entities.filter(e => e.get(HeroViewComp).hp === maxHp);
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}
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/** 随机选择目标 */
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private pickRandomTarget(entities: ecs.Entity[], count: number): ecs.Entity[] {
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const shuffled = [...entities].sort(() => 0.5 - Math.random());
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return shuffled.slice(0, count);
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}
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/** 应用技能效果 */
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private applySkillEffect(caster: ecs.Entity, target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
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const casterView = caster.get(HeroViewComp);
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const targetView = target.get(HeroViewComp);
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// 直接计算伤害(包含防御减免)
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const damageResult = this.calculateDamage(caster, target, config);
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this.applyDamage(target, damageResult);
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// 播放技能特效
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casterView.playSkillEffect(config.uuid);
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console.log(`${casterView.hero_name} 对 ${targetView.hero_name} 造成 ${damageResult.value}伤害`);
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}
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private calculateDamage(caster: ecs.Entity, target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
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const result = {
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value: 0,
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isCrit: false,
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isDodged: false,
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delay: 0.3, // 默认延迟
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ignoreDefense: false,
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canCrit: true,
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}
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// 计算延迟时间
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if (config.AnimType === AnimType.parabolic) {
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const sourcePos = caster.get(HeroViewComp).node.position;
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const targetPos = target.get(HeroViewComp).node.position;
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// 计算距离除以速度得到时间
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const distance = Math.abs(targetPos.x - sourcePos.x);
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result.delay = distance / config.speed;
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}
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const targetView = target.get(HeroViewComp);
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const sourceView = caster.get(HeroViewComp);
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let final = sourceView.ap * config.ap / 100;
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// 伤害浮动(±10%)
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const damageFloat = 0.9 + Math.random() * 0.2; // 0.9~1.1
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final *= damageFloat;
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final = Math.round(final);
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// 闪避判定
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if (Math.random()*100 < targetView.dodge) {
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result.isDodged = true
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return result
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}
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// 护甲减伤
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if (!result.ignoreDefense) {
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const effectiveArmor = Math.min(targetView.def, 300); // 最大减伤75%
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const damageReduction = effectiveArmor / (effectiveArmor + 100);
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final *= (1 - damageReduction);
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final = Math.round(final); // 四舍五入取整
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}
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// 暴击判定
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let isCrit = false;
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if (result.canCrit) {
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const critRate = sourceView.crit;
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if (Math.random() * 100 < critRate) {
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final *= 1.5;
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isCrit = true;
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}
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}
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result.value = Math.max(1, final); // 确保最小伤害为1
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result.isCrit = isCrit;
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return result;
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}
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private applyDamage(target: ecs.Entity, result: any) {
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this._damageQueue.push({
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timer: result.delay,
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callback: () => {
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const view = target.get(HeroViewComp);
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if (!view?.ent.has(HeroViewComp)) return;
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if(result.isDodged){
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view.BUFFCOMP.tooltip(5,"*闪避*");
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return;
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}
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let remainingDamage = result.value;
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if (view.shield > 0) {
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const shieldAbsorb = Math.min(view.shield, remainingDamage);
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view.shield -= shieldAbsorb;
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remainingDamage -= shieldAbsorb;
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if (view.shield <= 0) {
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view.BUFFCOMP.show_shield(false);
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}
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}
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if (remainingDamage > 0) {
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view.hp -= remainingDamage;
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if(view.hp <= 0) {
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view.BUFFCOMP.dead()
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view.to_grave();
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}
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view.showDamage(result.value, result.isCrit);
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} else {
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view.BUFFCOMP.tooltip(5,"*吸收*");
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}
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}
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});
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}
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public clear_timer() {
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console.log("clear_timer");
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Object.values(this._timers).forEach(clearTimeout);
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}
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onDestroy() {
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Object.values(this._timers).forEach(clearTimeout);
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}
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/** 应用负面状态 */
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private applyDebuff(target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
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// 实现debuff逻辑...
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}
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/** 外部调用重置冷却 */
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public resetSkillCooldown(entity: ecs.Entity, skillId: number) {
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const comp = entity.get(HeroSkillsComp);
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comp.resetCooldown(skillId);
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}
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/** 重置所有技能冷却 */
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public resetAllCooldowns(entity: ecs.Entity) {
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const comp = entity.get(HeroSkillsComp);
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comp.resetAllCooldowns();
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}
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}
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