Files
heros/assets/script/game/skill/SkillSystem.ts
2025-02-02 14:48:06 +08:00

188 lines
5.4 KiB
TypeScript

import { Node, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroViewComp } from "../hero/HeroViewComp";
import { SkillSet } from "../common/config/SkillSet";
import { SkillAnimationComp } from "./SkillAnimation";
import { ProjectileComp } from "./ProjectileComp";
/** 技能触发组件 */
@ecs.register('HerosSkills')
export class SkillsComp extends ecs.Comp {
/** 技能ID */
skillId: number = 0;
/** 目标位置/实体 */
target: Vec3 | Node | null = null;
/** 当前冷却时间 */
currentCooldown: number = 0;
reset() {
this.skillId = 0;
this.target = null;
this.currentCooldown = 0;
}
}
/** 技能系统 */
@ecs.register('SkillSystem')
export class SkillSystem extends ecs.ComblockSystem<ecs.Entity> implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(SkillsComp, HeroViewComp);
}
update(e: ecs.Entity) {
let skill = e.get(SkillsComp);
let view = e.get(HeroViewComp);
if (this.canCastSkill(skill, view)) {
this.castSkill(e, skill);
}
}
private canCastSkill(skill: SkillsComp, view: HeroViewComp): boolean {
return skill.currentCooldown <= 0 &&
view.pw >= view.pwm;
}
private castSkill(entity: ecs.Entity, skill: SkillsComp) {
const skillData = SkillSet[skill.skillId];
// // 创建飞弹实体
// const projectile = ecs.createEntity();
// const projView = projectile.add(HeroViewComp);
// projView.node = instantiate(skillData.prefab);
// projView.node.setParent(entity.get(HeroViewComp).node.parent);
// projView.node.setPosition(entity.get(HeroViewComp).node.position);
// // 添加投射物组件
// projectile.add(ProjectileComp, {
// speed: skillData.speed,
// direction: entity.get(HeroViewComp).node.scale.x > 0 ? Vec3.RIGHT : Vec3.LEFT,
// maxDistance: skillData.range,
// penetrate: skillData.penetrate
// });
// 应用冷却时间
skill.currentCooldown = skillData.cooldown;
// 根据技能类型处理
switch(skillData.type) {
case 'damage':
this.handleDamage(entity, skillData);
break;
case 'heal':
this.handleHeal(entity, skillData);
break;
case 'projectile':
this.castProjectileSkill(entity, skillData);
break;
}
// 播放动画(示例)
// entity.get(HeroViewComp).playAnimation(skillData.anim);
// 触发完成回调
entity.remove(SkillsComp);
}
private handleDamage(entity: ecs.Entity, data: any) {
const view = entity.get(HeroViewComp);
// 实现伤害逻辑...
}
private handleHeal(entity: ecs.Entity, data: any) {
const view = entity.get(HeroViewComp);
// 实现治疗逻辑...
}
private castProjectileSkill(entity: ecs.Entity, skillData: any) {
const view = entity.get(HeroViewComp);
// 创建飞弹实体
}
private exit(e: ecs.Entity) {
e.remove(SkillsComp);
}
}
// 动画系统
@ecs.register('SkillAnimationSystem')
export class SkillAnimationSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(SkillAnimationComp);
}
update(e: ecs.Entity): void {
const anim = e.get(SkillAnimationComp);
anim.elapsed += this.dt;
// 触发伤害检测
if (anim.elapsed >= anim.damageTriggerTime) {
e.add(DamageLineComp); // 添加伤害区域组件
e.remove(SkillAnimationComp);
}
}
}
// 直线型伤害区域组件
@ecs.register('DamageLine')
export class DamageLineComp extends ecs.Comp {
startPos: Vec3 = new Vec3();
direction: Vec3 = Vec3.RIGHT;
length: number = 300;
width: number = 50;
reset() {
this.startPos.set();
this.direction.set(Vec3.RIGHT);
this.length = 300;
this.width = 50;
}
}
// 直线伤害系统
@ecs.register('DamageLineSystem')
export class DamageLineSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(DamageLineComp, HeroViewComp);
}
update(e: ecs.Entity): void {
const line = e.get(DamageLineComp);
const caster = e.get(HeroViewComp);
// 根据角色朝向调整方向
line.direction = caster.node.scale.x > 0 ? Vec3.RIGHT : new Vec3(-1, 0, 0);
// 获取直线区域内的目标
const targets = this.getTargetsInLine(
caster.node.worldPosition,
line.direction,
line.length,
line.width,
caster.box_group
);
// 应用伤害
targets.forEach(target => {
});
e.remove(DamageLineComp);
}
private getTargetsInLine(origin: Vec3, dir: Vec3, length: number, width: number, team: number): ecs.Entity[] {
return [];
}
private isInLine(origin: Vec3, dir: Vec3, target: Vec3, length: number, width: number): boolean {
return false; // 临时返回值保持类型安全
// const toTarget = target.subtract(origin);
// const projection = Vec3.project(toTarget, dir);
}
}