326 lines
11 KiB
TypeScript
326 lines
11 KiB
TypeScript
import { _decorator, Component, Node, v3, 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 { 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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import { MasterModelComp } from './MasterModel';
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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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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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aoe_queues:any[]=[] // 范围伤害技能执行队列
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private aoe_timers: Map<number, number> = new Map(); // 每个技能的独立计时器
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private readonly AOE_INTERVAL: number = 0.4; // 执行间隔,单位秒
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private skill_id_counter: number = 0; // 技能ID计数器
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aoe_target_pos:Vec3=new Vec3(180,40,0)
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init(): void {
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this.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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// //console.log(this.HeroView.uid+"=>"+this.HeroView.hero_name+"=> SkillConComp onLoad")
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this.on(GameEvent.CastHeroSkill,this.cast_master_skill,this)
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this.on(GameEvent.MaxSkill,this.use_max_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.DEBUFF_FROST <= 0) this.HeroView.at += dt;
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let cd = this.count_cd(this.HeroView.cd,this.HeroView)
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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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this.castSkill(config,this.check_wfuny());
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this.HeroView.count_atk_count()
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this.HeroView.at = 0;
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}
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if (this.aoe_queues.length > 0) {
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//console.log("[FightConComp]:aoe_queues:",this.aoe_queues)
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// 遍历所有必杀技技能,更新它们的计时器
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for (let i = this.aoe_queues.length - 1; i >= 0; i--) {
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let skill = this.aoe_queues[i];
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let timer = this.aoe_timers.get(skill.id) || 0;
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timer += dt;
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this.aoe_timers.set(skill.id, timer);
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// 检查是否到达执行间隔
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if (timer >= this.AOE_INTERVAL) {
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// 重置计时器
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this.aoe_timers.set(skill.id, 0);
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// 执行技能
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this.aoe_skill_execute(skill);
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skill.count--;
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// 如果技能执行完毕,从队列中移除
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if (skill.count <= 0) {
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this.aoe_queues.splice(i, 1);
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this.aoe_timers.delete(skill.id);
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}
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}
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}
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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.HeroView.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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use_max_skill(e:GameEvent,data: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("[SkillConComp]:use_max_skill:",data)
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this.skill_id_counter++;
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this.aoe_queues.push({
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id: this.skill_id_counter,
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s_uuid:data.uuid,
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count:SkillSet[data.uuid].maxC,
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damage:0})
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// 初始化该技能的计时器
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this.aoe_timers.set(this.skill_id_counter, 0);
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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 target:any=null
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switch(config.TGroup){
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case TGroup.Enemy: //单个敌人
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target = this.filterFrontRow()
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break
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case TGroup.Ally: //所有敌人
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target = this.selectAllyTargets()
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break
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case TGroup.Self: //自身
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target = this.node.position
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break
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case TGroup.Team: //所有友方
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target = this.node.position
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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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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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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(target.x, target.y+BoxSet.ATK_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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},0.1)
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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 random = Math.random()*100
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if(random < this.HeroView.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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check_target(){
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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(HeroModelComp))
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}
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}
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get_front(entities:any){
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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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let keyEntity = entities.find(e => e.get(HeroViewComp).node.position.x === keyPos);
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return keyEntity.get(HeroViewComp).node.position;
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}
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/** 筛选最前排单位 */
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private filterFrontRow(): Vec3{
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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,若目标不存在,敌人 取400,我方取-400
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let pos=v3(0,0)
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let entities=this.check_target()
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if(entities.length==0){
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if(this.HeroView.fac==FacSet.HERO){
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return v3(400,0)
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}else{
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return v3(-400,0)
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}
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}
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pos=v3(this.get_front(entities))
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return pos
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}
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private selectAllyTargets( ): Vec3 {
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// 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
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let kp=50
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if(this.HeroView.fac==FacSet.MON) kp=0
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let pos=v3(0,0)
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let entities=this.check_target()
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if(entities.length==0){
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if(this.HeroView.fac==FacSet.HERO){
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return v3(320/2+kp,0)
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}else{
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return v3(-320/2-kp,0)
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}
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}
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pos=v3(this.get_front(entities).x+kp,this.get_front(entities).y-BoxSet.ATK_Y,0)
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return pos
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}
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private aoe_skill_execute(data:any){
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let skill=ecs.getEntity<Skill>(Skill)
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let master = ecs.query(ecs.allOf(MasterModelComp))
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// 检查必要参数
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if (!master || master.length === 0) {
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console.error("[FightConComp] 未找到主角实体");
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return;
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}
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let masterView = master[0].get(HeroViewComp);
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if (!masterView) {
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console.error("[FightConComp] 主角视图组件获取失败");
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return;
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}
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let angle=0
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let targets = this.pickRandomTarget(data.count)
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let target_pos= new Vec3(0,0,0)
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if(targets.length==0){
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target_pos=this.aoe_target_pos
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}else{
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target_pos= new Vec3(targets[0].get(HeroViewComp).node.position.x,0,0)
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}
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let start_pos=new Vec3(-280,50,0)
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// //console.log("[Skill]:node=>",start_pos)
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skill.load(
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start_pos,
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this.node.parent,
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data.s_uuid,
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target_pos,
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masterView,
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angle,
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data.damage
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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("[SkillConComp]:clear_timer",this.HeroView);
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Object.values(this._timers).forEach(clearTimeout);
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}
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count_cd(cd:number,view:HeroViewComp){
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// 汇总DEBUFF_DECD,不再按次数减少,改为按时间减少
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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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// 不再在这里减少duration,改为在update中按时间减少
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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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// 不再在这里减少duration,改为在update中按时间减少
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}
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return cd/((bcd+decd)/100+1)
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}
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get_count(count:number,view:HeroViewComp){
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let re=count+view.wfuny
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if(re<1) re=1
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return re
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}
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reset() {
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this.clear_timer();
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this.aoe_queues = [] // 清空技能队列
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this.aoe_timers = new Map(); // 重置计时器
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this.skill_id_counter = 0; // 重置技能ID计数器
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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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