140 lines
5.9 KiB
TypeScript
140 lines
5.9 KiB
TypeScript
// import { Node, UI, UITransform, Vec3 } from "cc";
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// import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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// import { HeroViewComp } from "../hero/HeroViewComp";
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// import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
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// import { CdType } from "../common/config/SkillSet";
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// import { oops } from "db://oops-framework/core/Oops";
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// import { GameEvent } from "../common/config/GameEvent";
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// import { Skill } from "../skills/Skill";
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// import { SkillCom } from "../skills/SkillCom";
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// import { AnimType } from "../common/config/SkillSet";
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// import { BoxSet } from "../common/config/BoxSet";
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// /** 技能系统 */
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// @ecs.register('HeroSkillSystem')
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// export class HeroSkillSystem extends ecs.ComblockSystem {
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// // export class HeroSkillSystem implements ecs.ISystemUpdate {
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// // private updateInterval: number = 0.1; // 每0.1秒更新一次
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// // private accumulator: number = 0;
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// private _timers: { [key: string]: number } = {};
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// private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
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// init(): void {
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// oops.message.on(GameEvent.FightEnd, this.clear_timer, this);
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// }
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// filter(): ecs.IMatcher {
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// return ecs.allOf(HeroViewComp);
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// }
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// update(e: ecs.Entity) {
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// //return false
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// // 处理伤害队列
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// const view = e.get(HeroViewComp);
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// // 只在攻击状态触发技能
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// if (view.is_atking &&view.at > view.cd) {
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// const config = SkillSet[view.atk_skill];
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// if (!config) return;
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// this.castSkill(e, view.atk_skill, config);
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// view.at = 0;
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// }
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// }
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// /** 施放技能 */
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// private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
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// const view = caster.get(HeroViewComp);
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// console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
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// if (config.TargetGroup === TargetGroup.Enemy) {
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// caster.get(HeroViewComp).playSkillEffect(config.uuid);
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// this.doSkill(caster,config);
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// }
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// if (config.TargetGroup === TargetGroup.Ally) {
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// const targets = this.selectAllyTargets(caster, config);
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// if (targets.length === 0) return;
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// }
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// if (config.TargetGroup === TargetGroup.Self) {
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// }
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// }
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// private doSkill(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
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// const view = caster.get(HeroViewComp);
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// const skillEntity = ecs.getEntity<Skill>(Skill);
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// const targets = this.selectEnemyTargets(caster, config);
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// if (targets.length === 0) return;
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// skillEntity.load(
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// new Vec3(view.node.position.x, view.node.position.y+BoxSet.ATK_Y, 0), // 起始位置
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// view.box_group, // 阵营
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// view.node.parent, // 父节点
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// config.uuid, // 技能ID
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// new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置
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// view
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// );
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// console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name);
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// }
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// private selectEnemyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
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// const casterView = caster.get(HeroViewComp);
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// const team = casterView.fac;
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// const isEnemyTeam = team === 0 ? 1 : 0;
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// const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac !== team);
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// return this.filterFrontRow(candidates, isEnemyTeam);
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// }
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// private selectAllyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
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// const casterView = caster.get(HeroViewComp);
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// const team = casterView.fac;
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// const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac === team);
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// // 第二阶段:位置/血量等精细筛选
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// switch(config.TargetType) {
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// case TargetType.Melee:
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// return candidates.filter(e => e.get(HeroViewComp).type === 0);
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// case TargetType.Ranged:
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// return candidates.filter(e => e.get(HeroViewComp).type === 1);
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// case TargetType.SupportClass:
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// return candidates.filter(e => e.get(HeroViewComp).type === 2);
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// case TargetType.Random:
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// return this.pickRandomTarget(candidates, config.count || 1);
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// default:
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// return candidates;
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// }
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// }
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// /** 筛选最前排单位 */
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// private filterFrontRow(entities: ecs.Entity[], isEnemyTeam: number): ecs.Entity[] {
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// // 敌方最前排是x坐标最大的,我方最前排是x坐标最小的
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// const keyPos = isEnemyTeam ?
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// Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x)) :
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// Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x));
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// return entities.filter(e =>
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// Math.abs(e.get(HeroViewComp).node.position.x - keyPos) < 10
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// );
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// }
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// /** 随机选择目标 */
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// private pickRandomTarget(entities: ecs.Entity[], count: number): ecs.Entity[] {
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// const shuffled = [...entities].sort(() => 0.5 - Math.random());
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// return shuffled.slice(0, count);
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// }
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// public clear_timer() {
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// console.log("clear_timer");
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// Object.values(this._timers).forEach(clearTimeout);
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// }
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// onDestroy() {
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// Object.values(this._timers).forEach(clearTimeout);
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// }
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// /** 应用负面状态 */
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// private applyDebuff(target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
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// // 实现debuff逻辑...
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// }
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// }
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