Files
heros/assets/script/game/skill/SkillView.ts
walkpan 8fdd9e2c98 fix(skill): 添加命中目标追踪防止重复伤害
添加 hitTargets Set 来追踪已命中目标,避免技能对同一目标造成多次伤害。同时优化碰撞检测逻辑,移除不必要的条件检查。
2025-11-02 00:23:44 +08:00

158 lines
6.7 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, UITransform, v3, Vec3 } 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 { HeroViewComp } from "../hero/HeroViewComp";
import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { SDataCom } from "./SDataCom";
import { SMoveDataComp } from "./SMoveComp";
import { Attrs } from "../common/config/HeroAttrs";
import { MonMoveComp } from "../hero/MonMove";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { HeroMoveComp } from "../hero/HeroMove";
import { DamageQueueHelper } from "../hero/DamageQueueComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('SkillView')
@ecs.register('SkillView', false)
export class SkillView extends CCComp {
/** 视图层逻辑代码分离演示 */
@property({ type: CCInteger })
atk_x: number = 0
@property({ type: CCInteger })
atk_y: number = 0
anim:Animation=null;
group:number=0;
SConf:SkillConfig=null;
sData:SDataCom=null;
s_uuid:number=1001
// 已命中目标追踪,防止重复伤害
private hitTargets: Set<string> = new Set();
start() {
this.SConf = SkillSet[this.s_uuid]
this.sData=this.ent.get(SDataCom)
this.anim=this.node.getComponent(Animation)
this.node.active = true;
let collider = this.getComponent(Collider2D);
if(collider) {
collider.group = this.group;
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
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);
}
}
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
const targetId = oCol.uuid;
if(this.hitTargets.has(targetId)) return; // 已经命中过,跳过
// 记录命中目标
// if (!this.SConf) return;
// if(this.SConf.EType!=EType.collision) return
if(oCol.group == seCol.group) return
let target = oCol.getComponent(HeroViewComp)
if(target == null) return;
let model=target.ent.get(HeroAttrsComp)
console.log(`[skillView] 碰撞3`,oCol.group,seCol.group,model);
if(model == null) return
if(model.is_dead) return
if(this.sData.fac == model.fac) return;
// 检查是否已经命中过这个目标
console.log(`[skillView] 碰撞5[${this.sData.caster.box_group}][${this.sData.caster.ent.get(HeroAttrsComp).hero_name}][${this.sData.caster.ent.eid}]的[${this.group}] [${this.SConf.name}]碰撞了 [${oCol.group}][ ${oCol.getComponent(HeroViewComp).ent.get(HeroAttrsComp).hero_name}][${oCol.getComponent(HeroViewComp).ent.eid}]`);
this.hitTargets.add(targetId);
this.apply_damage(target)
}
onAnimationFinished(){
if(this.SConf.EType==EType.animationEnd){
this.ent.destroy()
}
}
//动画帧事件 atk 触发
public atk(args:any){
let dis=this.node.getComponent(UITransform).width/2
let enemys:any=[]
if( this.sData.fac==FacSet.HERO){
enemys=ecs.query(ecs.allOf(MonMoveComp))
}else{
enemys=ecs.query(ecs.allOf(HeroMoveComp))
}
let IRTargets: HeroViewComp[] = []
// 收集范围内所有敌方目标
enemys.some(e => {
const view = e.get(HeroViewComp);
const model=e.get(HeroAttrsComp)
const distance = Math.abs(this.node.position.x - view.node.position.x);
if(distance <= dis&&!model.is_dead) {
IRTargets.push(view);
}
});
// 根据配置的hit_num决定攻击模式
const hitNum = SkillSet[this.s_uuid].hit_num || 0;
if(hitNum > 0) {
// 限制目标数量按距离排序选择最近的N个目标
if(IRTargets.length > 0) {
// 按距离排序(从近到远)
IRTargets.sort((a, b) => {
const distanceA = Math.abs(this.node.position.x - a.node.position.x);
const distanceB = Math.abs(this.node.position.x - b.node.position.x);
return distanceA - distanceB;
});
// 限制目标数量
const maxTargets = Math.min(hitNum, IRTargets.length);
const sTargets = IRTargets.slice(0, maxTargets);
sTargets.forEach(target => {
this.apply_damage(target, false);
});
}
} else {
// 范围伤害:对所有范围内目标造成伤害
if(IRTargets.length > 0) {
IRTargets.forEach(target => {
this.apply_damage(target, true);
});
}
}
}
//伤害应用
apply_damage(target:HeroViewComp,is_range:boolean=false){
if(target == null) return;
if (!this.SConf) return;
// 检查是否已经命中过这个目标(除非是范围伤害)
const targetId = target.node.uuid;
if(!is_range && this.hitTargets.has(targetId)) {
return; // 已经命中过,跳过
}
// 记录命中目标(除非是范围伤害)
if(!is_range) {
this.hitTargets.add(targetId);
}
console.log(`[skillView] 伤害 [${this.group}][${this.sData.caster.ent.get(HeroAttrsComp).hero_name}][${this.sData.caster.ent.eid}]的 [${this.SConf.name}]对 [${target.box_group}][ ${target.ent.get(HeroAttrsComp).hero_name}][${target.ent.eid}]`);
// if(this.sData.hit_count > this.SConf.hit_num) return 不能超出 最大伤害数量
// 使用伤害队列系统处理伤害
DamageQueueHelper.addDamageToEntity(
target.ent,
this.sData.Attrs,
this.sData.caster,
this.sData.s_uuid
);
// 更新技能命中次数
this.sData.hit_count++
// 检查技能是否应该销毁
if( this.sData.hit_count>=(this.SConf.hit+ this.sData.Attrs[Attrs.PUNCTURE])&&(this.SConf.DTType!=DTType.range)&&(this.SConf.EType!=EType.animationEnd)&&(this.SConf.EType!=EType.timeEnd)) this.ent.destroy// 技能命中次数
}
/** 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.node.destroy();
}
}