244 lines
8.6 KiB
TypeScript
244 lines
8.6 KiB
TypeScript
import { _decorator, Component, Node, Vec3 } from 'cc';
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import { HeroViewComp } from './HeroViewComp';
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import { SkillSet, TGroup, TType } from '../common/config/SkillSet';
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import { Skill } from '../skills/Skill';
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import { ecs } from 'db://oops-framework/libs/ecs/ECS';
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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 { BoxSet, FacSet } from '../common/config/BoxSet';
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import { smc } from '../common/SingletonModuleComp';
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import { CCComp } from 'db://oops-framework/module/common/CCComp';
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import { FightConComp } from '../map/FightConComp';
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import { MonModelComp } from './MonModelComp';
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import { HeroModelComp } from './HeroModelComp';
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import { FightSet } from '../common/config/Mission';
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const { ccclass, property } = _decorator;
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@ccclass('SkillCon')
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@ecs.register('SkillCon')
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export class SkillConComp extends CCComp {
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FIGHTCON:FightConComp=null!
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HeroView:any=null;
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HeroEntity:any=null;
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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.FightEnd, this.clear_timer, this);
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}
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onLoad(){
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this.HeroView=this.node.getComponent(HeroViewComp)
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this.FIGHTCON=this.node.parent.getComponent(FightConComp)
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// console.log(this.HeroView.uuid+"=>"+this.HeroView.hero_name+"=> SkillConComp onLoad")
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this.on(GameEvent.CastHeroSkill,this.cast_master_skill,this)
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}
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start() {
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// console.log(this.HeroView.uuid+"=>"+this.HeroView.hero_name+"=> SkillConComp start")
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this.HeroEntity=this.HeroView.ent
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}
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update(dt: number) {
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if(!smc.mission.play||smc.mission.pause) return
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if(this.HeroView.DEBUFF_STUN <= 0) this.HeroView.at += dt;
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let cd = this.get_cd(this.HeroView.cd,this.HeroView)
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// console.log(this.HeroView.hero_name+(this.HeroView.is_master?"[主]":"[从] 准备释放")+SkillSet[this.HeroView.atk_skill].name+"=>"+"=>cd:"+cd+"=> count:"+count)
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if (this.HeroView.is_atking &&(this.HeroView.at > cd)) {
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if(this.HeroView.is_dead) return
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const config = SkillSet[this.HeroView.atk_skill];
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if (!config) return;
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// console.log(this.HeroView.hero_name+(this.HeroView.is_master?"[主]":"[从] 释放")+"=>"+config.name+"=>"+count)
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this.castSkill(config,this.check_wfuny());
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this.HeroView.master_count_atk_count()
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this.HeroView.friend_count_atk_count()
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this.HeroView.at = 0;
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}
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}
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cast_master_skill(e:string,uuid:any){
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if(!this.HeroView) return
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if(!this.HeroView.is_master) return
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console.log("hart cast_skill",uuid ,e)
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const config = SkillSet[uuid];
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this.castSkill(config,false,this.FIGHTCON.hero_buff.SKILL_DMG)
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}
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/** 施放技能 */
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castSkill(config: typeof SkillSet[keyof typeof SkillSet],is_wfuny:boolean=false,dmg:number=0) {
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// console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
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this.doSkill(config,is_wfuny,dmg);
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}
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private doSkill(config: typeof SkillSet[keyof typeof SkillSet],is_wfuny:boolean=false,dmg:number=0) {
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// 添加节点有效性检查
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if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) {
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return;
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}
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let targets:any=null
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switch(config.TGroup){
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case TGroup.Enemy: //单个敌人
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targets = this.filterFrontRow();
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break
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case TGroup.Ally: //所有敌人
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targets = this.selectAllyTargets();
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break
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case TGroup.Self: //自身
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targets = this.HeroView.ent
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break
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case TGroup.Team: //所有友方
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break
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case TGroup.All: //所有单位
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break
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}
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this.HeroView.playSkillEffect(config.uuid)
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const skillEntity = ecs.getEntity<Skill>(Skill);
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if (targets.length === 0) return;
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const timerId = setTimeout(() => {
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// 再次检查节点有效性
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if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) {
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return;
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}
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// 检查目标有效性
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if (targets.length <= 0 || !targets[0]) return;
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const targetView = targets[0].get(HeroViewComp);
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if (!targetView || !targetView.node || !targetView.node.isValid) return;
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skillEntity.load(
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new Vec3(this.HeroView.node.position.x + BoxSet.ATK_X * this.HeroView.scale,
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this.HeroView.node.position.y + BoxSet.ATK_Y, 0),
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this.node.parent,
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config.uuid,
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new Vec3(targetView.node.position.x, targetView.node.position.y, 0),
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this.HeroView,
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0,
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dmg
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);
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}, 300);
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if(is_wfuny){
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this.scheduleOnce(()=>{
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this.HeroView.ex_show("blue")
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this.doSkill(config,false,dmg)
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},0.05)
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}
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// 保存定时器ID
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this._timers[`skill_${config.uuid}`] = timerId;
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}
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check_wfuny(){
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let buff=this.get_buff(this.HeroView)
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if(buff==null) return false
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let random = Math.random()*100
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if(random < buff.WFUNY){
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return true
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}
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return false
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}
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/** 筛选最前排单位 */
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private filterFrontRow(): 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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let entities:any=null
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if(this.HeroView.fac==FacSet.HERO){
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entities = ecs.query(ecs.allOf(MonModelComp))
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}else{
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entities = ecs.query(ecs.allOf(HeroModelComp))
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}
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let keyPos = this.HeroView.fac==FacSet.HERO ?
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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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private selectAllyTargets( ): ecs.Entity[] {
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if(this.HeroView.fac==FacSet.HERO){
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return ecs.query(ecs.allOf(MonModelComp))
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}else{
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return ecs.query(ecs.allOf(MonModelComp))
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}
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}
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/** 随机选择目标 */
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private pickRandomTarget(count: number): ecs.Entity[] {
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let entities:any=null
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if(this.HeroView.fac==FacSet.HERO){
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entities = ecs.query(ecs.allOf(MonModelComp))
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}else{
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entities = ecs.query(ecs.allOf(HeroModelComp))
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}
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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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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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get_cd(cd:number,view:HeroViewComp){
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let buff=this.get_buff(view)
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let buff_cd=0
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if(buff!=null) buff_cd=buff.ATK_CD
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// 汇总DEBUFF_DECD并处理count值
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let decd = 0;
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for (let i = view.DEBUFF_DECDS.length - 1; i >= 0; i--) {
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decd += view.DEBUFF_DECDS[i].value;
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view.DEBUFF_DECDS[i].count--;
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// 当count为0时移除该记录
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if (view.DEBUFF_DECDS[i].count <= 0) {
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view.DEBUFF_DECDS.splice(i, 1);
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}
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}
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let bcd=0
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for (let i = view.BUFF_CDS.length - 1; i >= 0; i--) {
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bcd += view.BUFF_CDS[i].value;
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view.BUFF_CDS[i].count--;
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if (view.BUFF_CDS[i].count <= 0) {
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view.BUFF_CDS.splice(i, 1);
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}
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}
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return cd*(100-bcd-buff_cd+decd)/100
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}
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get_count(count:number,view:HeroViewComp){
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let buff=this.get_buff(view)
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if(buff==null) return count
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let re=count+(buff.WFUNY)
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if(re<1) re=1
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return re
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}
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get_buff(view:HeroViewComp){
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if(view.is_master) return this.FIGHTCON.hero_buff
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if(view.is_friend) return this.FIGHTCON.friend_buff
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if(view.is_boss||view.is_kalami) return this.FIGHTCON.enemy_buff
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return null
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}
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reset() {
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this.clear_timer();
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}
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onDestroy() {
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// 清理所有定时器
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Object.values(this._timers).forEach(clearTimeout);
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this._timers = {};
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// 移除事件监听
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this.off(GameEvent.CastHeroSkill);
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}
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}
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