重构伤害处理逻辑,将直接伤害组件改为队列系统 - 新增DamageQueueComp组件管理伤害事件队列 - 添加DamageQueueHelper工具类处理伤害事件添加和查询 - 修改HeroAtkSystem改为处理伤害队列而非单个伤害 - 移除旧的DmgDataCom组件及相关引用 - 优化SkillView.apply_damage使用新队列系统
203 lines
7.8 KiB
TypeScript
203 lines
7.8 KiB
TypeScript
import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, UITransform, v3, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet";
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import { BezierMove } from "../BezierMove/BezierMove";
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { SDataCom } from "./SDataCom";
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import { SMoveDataComp } from "./SMoveComp";
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import { Attrs } from "../common/config/HeroAttrs";
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import { MonMoveComp } from "../hero/MonMove";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { HeroMoveComp } from "../hero/HeroMove";
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import { DamageQueueHelper } from "../hero/DamageQueueComp";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('SkillViewComp')
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@ecs.register('SkillView', false)
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export class SkillView extends CCComp {
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/** 视图层逻辑代码分离演示 */
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@property({ type: CCInteger })
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atk_x: number = 0
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@property({ type: CCInteger })
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atk_y: number = 0
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@property({ type: CCInteger })
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runType: RType = 0 //技能运行类型 0-线性 1-贝塞尔 2-开始位置固定 3-目标位置固定
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@property({ type: CCInteger })
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endType: EType = 0 //
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anim:Animation=null;
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group:number=0;
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SConf:SkillConfig=null;
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sData:SDataCom=null;
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s_uuid:number=1001
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start() {
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this.SConf = SkillSet[this.s_uuid]
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this.sData=this.ent.get(SDataCom)
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this.anim=this.node.getComponent(Animation)
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this.node.active = true;
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let collider = this.getComponent(Collider2D);
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if(collider) {
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collider.group = this.group;
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collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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}
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const SMove=this.ent.get(SMoveDataComp)
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// 计算延长后的目标点坐标
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switch(this.runType){
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case RType.linear:
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SMove.rePos(v3(this.node.position.x + this.atk_x, this.node.position.y + this.atk_y))
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this.do_linear(SMove.startPos,SMove.targetPos)
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break
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case RType.bezier:
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SMove.rePos(v3(this.node.position.x + this.atk_x, this.node.position.y + this.atk_y))
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this.do_bezier(SMove.startPos,SMove.targetPos)
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break
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case RType.fixed:
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this.do_fixedStart(SMove.startPos,SMove.targetPos)
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break
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case RType.fixedEnd:
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this.do_fixedEnd(SMove.startPos,SMove.targetPos)
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break
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}
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}
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onBeginContact (seCol: Collider2D, oCol: Collider2D) {
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// console.log(this.scale+"碰撞开始 ",seCol,oCol);
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if(seCol.node.position.x-oCol.node.position.x > 100 ) return
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let target = oCol.getComponent(HeroViewComp)
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if(oCol.group!=this.group){
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if(target == null) return;
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if (!this.SConf) return;
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if(this.endType==EType.collision){
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this.apply_damage(target)
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}
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}
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}
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do_bezier(startPos:Vec3,targetPos:Vec3){
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let bm=this.node.getComponent(BezierMove)
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this.node.angle +=10
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// bm.speed=700
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if(this.group==BoxSet.MONSTER) {bm.controlPointSide=-1 }
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bm.rotationSmoothness=0.6
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bm.moveTo(targetPos)
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}
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do_linear(startPos:Vec3,targetPos:Vec3){
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let bm=this.node.getComponent(BezierMove)
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let s_x=startPos.x
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let s_y=startPos.y
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let t_x=targetPos.x
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let t_y=targetPos.y
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// 设定目标x
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targetPos.x = 400;
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if(this.group == BoxSet.MONSTER) {
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bm.controlPointSide = -1;
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targetPos.x = -400;
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}
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// 计算斜率
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const k = (t_y - s_y) / (t_x - s_x);
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// 按直线公式计算新的y
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targetPos.y = k * (targetPos.x - s_x) + s_y;
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bm.controlPointOffset=0
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bm.rotationSmoothness=0.6
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bm.moveTo(targetPos);
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}
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do_fixedEnd(startPos:Vec3,targetPos:Vec3){
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this.node.setPosition(targetPos.x > 360?300:targetPos.x,this.node.position.y,0)
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this.do_anim()
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}
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do_fixedStart(startPos:Vec3,targetPos:Vec3){
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// console.log("do_fixedStart",startPos,targetPos)
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this.node.setPosition(startPos.x,this.node.position.y,0)
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this.do_anim()
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}
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do_anim(){
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if(this.node.getComponent(Animation)){
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let anim = this.node.getComponent(Animation);
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//console.log("[SkillCom]:has anim",anim)
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anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
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}
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}
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onAnimationFinished(){
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if(this.endType==EType.animationEnd){
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this.ent.destroy()
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}
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}
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//动画帧事件 atk 触发
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public atk(args:any){
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let dis=this.node.getComponent(UITransform).width/2
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let enemys:any=[]
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if( this.sData.fac==FacSet.HERO){
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enemys=ecs.query(ecs.allOf(MonMoveComp))
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}else{
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enemys=ecs.query(ecs.allOf(HeroMoveComp))
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}
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let IRTargets: HeroViewComp[] = []
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// 收集范围内所有敌方目标
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enemys.some(e => {
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const view = e.get(HeroViewComp);
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const distance = Math.abs(this.node.position.x - view.node.position.x);
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if(distance <= dis) {
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IRTargets.push(view);
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}
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});
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// 根据配置的hit_num决定攻击模式
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const hitNum = SkillSet[this.s_uuid].hit_num || 0;
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if(hitNum > 0) {
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// 限制目标数量:按距离排序,选择最近的N个目标
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if(IRTargets.length > 0) {
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// 按距离排序(从近到远)
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IRTargets.sort((a, b) => {
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const distanceA = Math.abs(this.node.position.x - a.node.position.x);
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const distanceB = Math.abs(this.node.position.x - b.node.position.x);
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return distanceA - distanceB;
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});
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// 限制目标数量
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const maxTargets = Math.min(hitNum, IRTargets.length);
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const sTargets = IRTargets.slice(0, maxTargets);
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sTargets.forEach(target => {
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this.apply_damage(target, false);
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});
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}
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} else {
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// 范围伤害:对所有范围内目标造成伤害
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if(IRTargets.length > 0) {
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IRTargets.forEach(target => {
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this.apply_damage(target, true);
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});
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}
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}
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}
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//伤害应用
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apply_damage(target:HeroViewComp,is_range:boolean=false){
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if(target == null) return;
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if (!this.SConf) return;
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// 使用伤害队列系统处理伤害
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DamageQueueHelper.addDamageToEntity(
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target.ent,
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this.sData.Attrs,
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this.sData.caster,
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this.sData.s_uuid
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);
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// console.log(`[SkillCom]: ${this.sData.caster.ent.get(HeroAttrsComp).hero_name}[${this.sData.caster.ent.get(HeroAttrsComp).fac}:${ this.sData.fac}:${target.ent.get(HeroAttrsComp).fac}] 对 ${target.ent.get(HeroAttrsComp).hero_name} 释放技能 ${this.SConf.name}`)
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// 更新技能命中次数
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this.sData.hit_count++
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// 检查技能是否应该销毁
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if( this.sData.hit_count>=(this.SConf.hit+ this.sData.Attrs[Attrs.PUNCTURE])&&(this.SConf.DTType!=DTType.range)&&(this.endType!=EType.animationEnd)&&(this.endType!=EType.timeEnd)) this.ent.destroy// 技能命中次数
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}
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/** 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 */
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reset() {
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this.node.destroy();
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}
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} |