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heros/assets/script/game/hero/SkillConComp.ts
2025-08-11 22:33:22 +08:00

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import { _decorator, Component, Node, v3, Vec3 } from 'cc';
import { HeroViewComp } from './HeroViewComp';
import { DTType, SkillSet, SType, TGroup, TType } from '../common/config/SkillSet';
import { Skill } from '../skills/Skill';
import { ecs } from 'db://oops-framework/libs/ecs/ECS';
import { oops } from 'db://oops-framework/core/Oops';
import { GameEvent } from '../common/config/GameEvent';
import { BoxSet, FacSet } from '../common/config/BoxSet';
import { smc } from '../common/SingletonModuleComp';
import { CCComp } from 'db://oops-framework/module/common/CCComp';
import { MonModelComp } from './MonModelComp';
import { HeroModelComp } from './HeroModelComp';
import { FightSet } from '../common/config/Mission';
import { MasterModelComp } from './MasterModel';
const { ccclass, property } = _decorator;
@ccclass('SkillCon')
@ecs.register('SkillCon')
export class SkillConComp extends CCComp {
HeroView:any=null;
HeroEntity:any=null;
skill_cd=0
private _timers: { [key: string]: number } = {};
private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
aoe_queues:any[]=[] // 范围伤害技能执行队列
private aoe_timers: Map<number, number> = new Map(); // 每个技能的独立计时器
private readonly AOE_INTERVAL: number = 0.4; // 执行间隔,单位秒
private skill_id_counter: number = 0; // 技能ID计数器
aoe_target_pos:Vec3=new Vec3(180,40,0)
init(): void {
this.on(GameEvent.FightEnd, this.clear_timer, this);
}
onLoad(){
this.HeroView=this.node.getComponent(HeroViewComp)
// //console.log(this.HeroView.uid+"=>"+this.HeroView.hero_name+"=> SkillConComp onLoad")
this.on(GameEvent.CastHeroSkill,this.cast_master_skill,this)
this.on(GameEvent.MaxSkill,this.use_max_skill,this)
}
start() {
// //console.log(this.HeroView.uuid+"=>"+this.HeroView.hero_name+"=> SkillConComp start")
this.HeroEntity=this.HeroView.ent
}
update(dt: number) {
if(!smc.mission.play||smc.mission.pause) return
if(this.HeroView.DEBUFF_STUN <= 0&&this.HeroView.DEBUFF_FROST <= 0) {
for(let i=0;i<this.HeroView.skills.length;i++){
this.HeroView.skills[i].cd += dt;
if(this.HeroView.skills[i].cd > this.HeroView.skills[i].cd_max){
let sc=SkillSet[this.HeroView.skills[i].uuid]
if(!sc) return
if(sc.SType==SType.damage&&!this.HeroView.is_atking) return
this.castSkill(sc,false,0)
this.HeroView.skills[i].cd = 0
}
}
}
if (this.aoe_queues.length > 0) {
//console.log("[FightConComp]:aoe_queues:",this.aoe_queues)
// 遍历所有必杀技技能,更新它们的计时器
for (let i = this.aoe_queues.length - 1; i >= 0; i--) {
let skill = this.aoe_queues[i];
let timer = this.aoe_timers.get(skill.id) || 0;
timer += dt;
this.aoe_timers.set(skill.id, timer);
// 检查是否到达执行间隔
if (timer >= this.AOE_INTERVAL) {
// 重置计时器
this.aoe_timers.set(skill.id, 0);
// 执行技能
this.aoe_skill_execute(skill);
skill.count--;
// 如果技能执行完毕,从队列中移除
if (skill.count <= 0) {
this.aoe_queues.splice(i, 1);
this.aoe_timers.delete(skill.id);
}
}
}
}
}
cast_master_skill(e:string,uuid:any){
if(!this.HeroView) return
if(this.HeroView.fac==FacSet.MON) return
//console.log("hart cast_skill",uuid ,e)
const config = SkillSet[uuid];
this.castSkill(config,false,this.HeroView.skill_dmg)
}
/** 施放技能 */
castSkill(config: typeof SkillSet[keyof typeof SkillSet],is_wfuny:boolean=false,dmg:number=0) {
// //console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
this.doSkill(config,is_wfuny,dmg);
}
use_max_skill(e:GameEvent,data:any){
if(!this.HeroView) return
if(this.HeroView.fac==FacSet.MON) return
//console.log("[SkillConComp]:use_max_skill:",data)
this.skill_id_counter++;
this.aoe_queues.push({
id: this.skill_id_counter,
s_uuid:data.uuid,
count:SkillSet[data.uuid].maxC,
damage:0})
// 初始化该技能的计时器
this.aoe_timers.set(this.skill_id_counter, 0);
}
private doSkill(config: typeof SkillSet[keyof typeof SkillSet],is_wfuny:boolean=false,dmg:number=0) {
// 添加节点有效性检查
if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) {
return;
}
let target:any=null
switch(config.TGroup){
case TGroup.Enemy: //单个敌人
target = this.filterFrontRow()
break
case TGroup.Ally: //所有敌人
target = this.selectAllyTargets()
break
case TGroup.Self: //自身
target = this.node.position
break
case TGroup.Team: //所有友方
target = this.node.position
break
case TGroup.All: //所有单位
break
}
this.HeroView.playSkillEffect(config.uuid)
const skillEntity = ecs.getEntity<Skill>(Skill);
const timerId = setTimeout(() => {
// 再次检查节点有效性
if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) {
return;
}
skillEntity.load(
new Vec3(this.HeroView.node.position.x + BoxSet.ATK_X * this.HeroView.scale,
this.HeroView.node.position.y + BoxSet.ATK_Y, 0),
this.node.parent,
config.uuid,
new Vec3(target.x, target.y+BoxSet.ATK_Y, 0),
this.HeroView,
0,
dmg
);
}, 300);
if(is_wfuny){
this.scheduleOnce(()=>{
this.HeroView.ex_show("blue")
this.doSkill(config,false,dmg)
},0.1)
}
// 保存定时器ID
this._timers[`skill_${config.uuid}`] = timerId;
}
check_wfuny(){
let random = Math.random()*100
if(random < this.HeroView.wfuny){
return true
}
return false
}
check_target(){
if(this.HeroView.fac==FacSet.HERO){
return ecs.query(ecs.allOf(MonModelComp))
}else{
return ecs.query(ecs.allOf(HeroModelComp))
}
}
get_front(entities:any){
let keyPos = this.HeroView.fac==FacSet.HERO ?
Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x)) :
Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x));
let keyEntity = entities.find(e => e.get(HeroViewComp).node.position.x === keyPos);
return keyEntity.get(HeroViewComp).node.position;
}
/** 筛选最前排单位 */
private filterFrontRow(): Vec3{
// 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
let pos=v3(0,0)
let entities=this.check_target()
if(entities.length==0){
if(this.HeroView.fac==FacSet.HERO){
return v3(400,0)
}else{
return v3(-400,0)
}
}
pos=v3(this.get_front(entities))
return pos
}
private selectAllyTargets( ): Vec3 {
// 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
let kp=50
if(this.HeroView.fac==FacSet.MON) kp=0
let pos=v3(0,0)
let entities=this.check_target()
if(entities.length==0){
if(this.HeroView.fac==FacSet.HERO){
return v3(320/2+kp,0)
}else{
return v3(-320/2-kp,0)
}
}
pos=v3(this.get_front(entities).x+kp,this.get_front(entities).y-BoxSet.ATK_Y,0)
return pos
}
private aoe_skill_execute(data:any){
let skill=ecs.getEntity<Skill>(Skill)
let master = ecs.query(ecs.allOf(MasterModelComp))
// 检查必要参数
if (!master || master.length === 0) {
console.error("[FightConComp] 未找到主角实体");
return;
}
let masterView = master[0].get(HeroViewComp);
if (!masterView) {
console.error("[FightConComp] 主角视图组件获取失败");
return;
}
let angle=0
let targets = this.pickRandomTarget(data.count)
let target_pos= new Vec3(0,0,0)
if(targets.length==0){
target_pos=this.aoe_target_pos
}else{
target_pos= new Vec3(targets[0].get(HeroViewComp).node.position.x,0,0)
}
let start_pos=new Vec3(-280,50,0)
// //console.log("[Skill]:node=>",start_pos)
skill.load(
start_pos,
this.node.parent,
data.s_uuid,
target_pos,
masterView,
angle,
data.damage
);
}
/** 随机选择目标 */
private pickRandomTarget(count: number): ecs.Entity[] {
let entities:any=null
if(this.HeroView.fac==FacSet.HERO){
entities = ecs.query(ecs.allOf(MonModelComp))
}else{
entities = ecs.query(ecs.allOf(HeroModelComp))
}
const shuffled = [...entities].sort(() => 0.5 - Math.random());
return shuffled.slice(0, count);
}
public clear_timer() {
// console.log("[SkillConComp]:clear_timer",this.HeroView);
Object.values(this._timers).forEach(clearTimeout);
}
get_count(count:number,view:HeroViewComp){
let re=count+view.wfuny
if(re<1) re=1
return re
}
reset() {
this.clear_timer();
this.aoe_queues = [] // 清空技能队列
this.aoe_timers = new Map(); // 重置计时器
this.skill_id_counter = 0; // 重置技能ID计数器
}
onDestroy() {
// 清理所有定时器
console.log("[SkillConComp]:onDestroy:",this.node.name)
Object.values(this._timers).forEach(clearTimeout);
this._timers = {};
// 移除事件监听
this.off(GameEvent.CastHeroSkill);
}
}