Files
heros/assets/script/game/skill/SkillEnt.ts
2025-10-15 22:56:55 +08:00

94 lines
3.5 KiB
TypeScript

import { instantiate, Node, Prefab, v3, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { BuffAttr, SkillSet } from "../common/config/SkillSet";
import { oops } from "db://oops-framework/core/Oops";
import { smc } from "../common/SingletonModuleComp";
import { FacSet } from "../common/config/BoxSet";
import { HType } from "../common/config/heroSet";
import { SkillViewCom } from "./SkillViewCom";
import { HeroViewComp } from "../hero/HeroViewComp";
/** SkillCon 模块 */
@ecs.register(`SkillEnt`)
export class SkillEnt extends ecs.Entity {
load(startPos: Vec3, parent: Node, uuid: number, targetPos: any[], caster:HeroViewComp=null,dmg:number=0) {
const config = SkillSet[uuid];
if (!config) {
console.error("[Skill] 技能配置不存在:", uuid);
return;
}
// 检查施法者
if (!caster) {
console.error("[Skill] 施法者为空");
return;
}
// 加载预制体
const path = `game/skill/atk/${config.sp_name}`;
const prefab:Prefab = oops.res.get(path, Prefab);
if (!prefab) {
console.error("[Skill] 预制体加载失败:", path);
return;
}
// console.log("load skill startPos",startPos)
const node: Node = instantiate(prefab);
console.log("load skill node",node)
node.parent = parent;
// 设置节点属性
node.setPosition(startPos);
if(caster.fac==FacSet.MON){
node.scale=v3(node.scale.x*-1,1,1)
}else{
if(caster.type==HType.warrior){
if(caster.node.scale.x<0){
node.scale=v3(node.scale.x*-1,node.scale.y,1)
}
}
}
// 添加技能组件
const SComp = node.getComponent(SkillViewCom); // 初始化技能参数
// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
Object.assign(SComp, {
// 核心标识
s_uuid: uuid,
cName:caster.hero_name,
scale: caster.node.scale.x,
// 位置和施法者信息
startPos: startPos,
targetPos: targetPos,
group: caster.box_group,
fac: caster.fac,
// 技能数值
ap: caster.Attrs[BuffAttr.AP],
caster: caster,
caster_crit: caster.Attrs[BuffAttr.CRITICAL],
caster_crit_d: caster.Attrs[BuffAttr.CRITICAL_DMG],
puncture: caster.Attrs[BuffAttr.PUNCTURE],
puncture_damage: caster.Attrs[BuffAttr.PUNCTURE_DMG],
burn_count: caster.Attrs[BuffAttr.BURN_COUNT],
burn_value: caster.Attrs[BuffAttr.BURN_VALUE],
stun_time: caster.Attrs[BuffAttr.STUN_TIME],
stun_ratio: caster.Attrs[BuffAttr.STUN_RATIO],
frost_time: caster.Attrs[BuffAttr.FROST_TIME],
frost_ratio: caster.Attrs[BuffAttr.FROST_RATIO],
debuff_up: caster.Attrs[BuffAttr.DEBUFF_UP],
debuff_value: caster.Attrs[BuffAttr.DEBUFF_VALUE],
debuff_count: caster.Attrs[BuffAttr.DEBUFF_COUNT],
});
this.add(SComp);
}
/** 实始添加的数据层组件 */
protected init() {
// this.addComponents<ecs.Comp>();
}
/** 模块资源释放 */
destroy() {
// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
this.remove(SkillViewCom);
super.destroy();
}
}