- 修复在DamageEvent接口和DamageQueueComp缺少ext_dmg和dmg_ratio字段问题 - 修复HeroAtkSystem的伤害计算逻辑 - 优化HeroViewComp的hp_show和mp_show方法,直接使用model数据 - 默认显示血条并增加调试日志输出 - 移除冗余的debug日志,优化伤害计算流程
178 lines
7.7 KiB
TypeScript
178 lines
7.7 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 { SDataCom } from "./SDataCom";
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import { Attrs } from "../common/config/HeroAttrs";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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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('SkillView')
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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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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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private collider: Collider2D = null; // 缓存碰撞体引用
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private attackFrameCount: number = 0; // 攻击帧计数器
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private maxAttackFrames: number = 1; // 最大攻击帧数,可配置
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// 已命中目标追踪,防止重复伤害
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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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this.collider = this.getComponent(Collider2D);
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if(this.collider) {
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this.collider.group = this.group;
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this.collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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}
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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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onBeginContact (seCol: Collider2D, oCol: Collider2D) {
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// 安全获取双方信息用于日志
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const casterName = this.sData.caster?.ent?.get(HeroAttrsComp)?.hero_name ?? '未知施法者';
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const casterEid = this.sData.caster?.ent?.eid ?? '未知EID';
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const targetView = oCol.getComponent(HeroViewComp);
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const targetName = targetView?.ent?.get(HeroAttrsComp)?.hero_name ?? '非英雄对象';
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const targetEid = targetView?.ent?.eid ?? '未知EID';
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console.log(`[skillView] 碰撞1 [${this.sData.caster.box_group}][${casterName}][${casterEid}]的[${seCol.group}]:[${this.SConf.name}][${this.ent.eid}]碰撞了 [${oCol.group}]:[ ${targetName}][${targetEid}]`);
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// 基本空值与同组过滤
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if (!this.sData || !this.SConf) {
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console.warn('[SkillView] onBeginContact 缺少 sData 或 SConf,忽略此次碰撞');
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return;
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}
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if (oCol.group === seCol.group) return;
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// 不是 HeroViewComp,直接忽略
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if (!targetView) return;
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let model = targetView.ent.get(HeroAttrsComp);
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// console.log(`[skillView] 碰撞3`, oCol.group, seCol.group, model);
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if (!model) return;
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if (model.is_dead) return;
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if (this.sData.fac == model.fac) return;
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// 检查是否已经命中过这个目标(日志安全输出)
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this.apply_damage(targetView)
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}
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onAnimationFinished(){
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if(this.SConf.EType==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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this.attackFrameCount++;
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// 开启碰撞检测
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if(this.collider) {
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this.collider.enabled = true;
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console.log(`[SkillView] [${this.SConf?.name}] 第${this.attackFrameCount}次攻击帧开启碰撞检测`);
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}
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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 model=e.get(HeroAttrsComp)
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// const distance = Math.abs(this.node.position.x - view.node.position.x);
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// if(distance <= dis&&!model.is_dead) {
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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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// 对于非持续碰撞类型的技能,在造成伤害后立即关闭碰撞检测
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// 这样可以避免同一帧内的重复伤害
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if(this.SConf.EType !== EType.collision && this.collider) {
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this.collider.enabled = false;
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console.log(`[SkillView] [${this.SConf.name}] 伤害后关闭碰撞检测`);
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}
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// console.log(`[skillView] 伤害 [${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}]`);
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// if(this.sData.hit_count > this.SConf.hit_num) return 不能超出 最大伤害数量
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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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this.sData.ext_dmg,
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this.sData.dmg_ratio,
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);
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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 (
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this.sData.hit_count >= (this.SConf.hit + this.sData.Attrs[Attrs.PUNCTURE]) &&
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(this.SConf.DTType != DTType.range) &&
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(this.SConf.EType != EType.animationEnd) &&
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(this.SConf.EType != EType.timeEnd)
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) {
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this.ent.destroy(); // 技能命中次数达到上限后销毁
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}
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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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// 清理碰撞体事件监听
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if (this.collider) {
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this.collider.off(Contact2DType.BEGIN_CONTACT);
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}
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// 取消所有定时器
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this.unscheduleAllCallbacks();
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this.node.destroy();
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}
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} |