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heros/assets/script/game/skills/Skill.ts

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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { HType } from "../common/config/heroSet";
import { SkillSet } from "../common/config/SkillSet";
import { smc } from "../common/SingletonModuleComp";
import { HeroViewComp } from "../hero/HeroViewComp";
import { SkillCom } from "./SkillCom";
import { instantiate, Node, Prefab, Vec3 ,tween, v3,animation,Label,resources,SpriteFrame,Sprite} from "cc";
/** Skill 模块 */
@ecs.register(`Skill`)
export class Skill extends ecs.Entity {
SkillView!: SkillCom;
/** 实始添加的数据层组件 */
protected init() {
}
/** 模块资源释放 */
destroy() {
// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
this.remove(SkillCom);
super.destroy();
}
load(
startPos: Vec3, // 起始位置
parent: Node, // 父节点
uuid: number, // 技能ID
targetPos: Vec3, // 目标位置
caster:any=null, // 施法者
angle:number=0,
dmg:number=0
) {
const config = SkillSet[uuid];
if (!config) {
console.error("[Skill] 技能配置不存在:", uuid);
return;
}
// 检查施法者
if (!caster) {
console.error("[Skill] 施法者为空");
return;
}
// 加载预制体
const path = `game/skills/${config.sp_name}`;
const prefab = oops.res.get(path, Prefab);
if (!prefab) {
console.error("[Skill] 预制体加载失败:", path);
return;
}
const node = instantiate(prefab);
var scene = smc.map.MapView.scene;
// 设置节点属性
node.parent = scene.entityLayer!.node!;
node.setPosition(startPos);
if(caster.fac==FacSet.MON){
node.scale=v3(node.scale.x*-1,1,1)
}else{
if(caster.type==HType.warrior){
if(caster.node.scale.x<0){
node.scale=v3(node.scale.x*-1,node.scale.y,1)
}
}
}
node.angle+=angle
// 添加技能组件
const SComp = node.getComponent(SkillCom); // 初始化技能参数
if (!SComp) {
console.error("[Skill] 技能组件获取失败");
return;
}
// 确保caster有必要的属性
if (typeof caster.ap === 'undefined') {
console.error("[Skill] caster.ap 未定义");
return;
}
if (typeof caster.box_group === 'undefined') {
console.error("[Skill] caster.box_group 未定义");
return;
}
let ap_data = this.get_ap(caster,dmg,uuid)
SComp.ap = ap_data.ap
SComp.caster_crit = ap_data.crit
SComp.caster_crit_d = ap_data.crit_d
SComp.puncture = ap_data.puncture
SComp.puncture_damage = ap_data.puncture_damage
SComp.buV = config.buV
SComp.buC = config.buC
SComp.buR = config.buR
SComp.burn_count = ap_data.burn_count
SComp.burn_value = ap_data.burn_value
SComp.stun_time = ap_data.stun_time
SComp.stun_ratto = ap_data.stun_ratto
SComp.frost_time = ap_data.frost_time
SComp.frost_ratto = ap_data.frost_ratto
// 设置技能组件属性
Object.assign(SComp, {
s_uuid: uuid,
dis:config.dis,
AType: config.AType,
speed: config.speed,
atk_count: 0,
hit_num:config.hit_num, //目前设定 根据技能不一样,几十
startPos: startPos,
targetPos: targetPos,
caster: caster,
prefabName: config.sp_name,
group: caster.box_group,
fac: caster.fac,
scale: caster.scale,
animName: config.animName,
});
this.add(SComp);
}
get_ap(view:HeroViewComp,dmg:number=0,uuid:number=0){
let ap=0
let crit=0
let crit_d=0
let buffap=1
let puncture=0
let puncture_damage=0
let burn_count=0
let burn_value=0
let stun_time=0
let stun_ratto=0
let frost_time=0
let frost_ratto=0
// 汇总DEBUFF_DECD并处理count值
let BUFF_ATK = 0
let DEBUFF_DEATK = 0
if(view.BUFF_ATKS.length>0){
for (let i = view.BUFF_ATKS.length - 1; i >= 0; i--) {
BUFF_ATK += view.BUFF_ATKS[i].value;
// 不再在这里减少duration改为在update中按时间减少
}
}
if(view.DEBUFF_DEATKS.length>0) {
for (let i = view.DEBUFF_DEATKS.length - 1; i >= 0; i--) {
DEBUFF_DEATK += view.DEBUFF_DEATKS[i].value;
// 不再在这里减少duration改为在update中按时间减少
}
}
let BUFF_AP=(100-DEBUFF_DEATK+BUFF_ATK+dmg)/100 //buff区 总加成
puncture =view.puncture
puncture_damage=view.puncture_damage
ap=view.ap*buffap*BUFF_AP*SkillSet[uuid].ap/100
crit=view.crit
crit_d=view.crit_d
burn_count=view.burn_count
burn_value=view.burn_value
stun_time=view.stun_time
stun_ratto=view.stun_ratto
frost_time=view.frost_time
frost_ratto=view.frost_ratto
return {ap,crit,crit_d,puncture,puncture_damage,burn_count,burn_value,stun_time,stun_ratto,frost_time,frost_ratto}
}
}