refactor(技能系统): 移除事件通信,直接调用方法添加技能
- 删除 HeroSkillsComp 中监听 GameEvent.UseSkillCard 的代码 - 在 MissionCardComp 中直接调用 HeroSkillsComp.addSkill() 方法 - 简化组件间通信方式,避免不必要的事件派发
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@@ -45,20 +45,11 @@ export class HeroSkillsComp extends ecs.Comp {
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ai_timer: number = 0;
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onLoad() {
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oops.message.on(GameEvent.UseSkillCard, this.onUseSkillCard, this);
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}
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onDestroy() {
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oops.message.off(GameEvent.UseSkillCard, this.onUseSkillCard, this);
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}
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private onUseSkillCard(event: string, args: any) {
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const attrsComp = this.ent.get(HeroAttrsComp);
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if (!attrsComp || !attrsComp.is_master) return;
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const s_uuid = args as number;
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console.log(`[HeroSkills] 收到技能选择事件,添加技能 ID: ${s_uuid}`);
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this.addSkill(s_uuid, HSSet.skill);
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}
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// ==================== 辅助方法 ====================
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@@ -280,7 +271,6 @@ export class HeroSkillsComp extends ecs.Comp {
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}
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reset() {
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oops.message.off(GameEvent.UseSkillCard, this.onUseSkillCard, this);
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this.skills = {};
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}
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setMaxAuto(on: boolean) {
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@@ -448,14 +448,7 @@ export class MissionCardComp extends CCComp {
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// 直接调用 HeroSkillsComp 添加技能
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const skillComp = role.get(HeroSkillsComp);
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if (skillComp) {
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// 假设 HeroSkillsComp 有 addSkill 方法,如果没有需要根据实际情况调整
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// 这里暂时假设通过事件触发或需要补充直接调用的方法
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// 由于 HeroSkillsComp 之前可能主要依赖初始化,这里可能需要补充 addSkill 逻辑
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// 或者如果 HeroSkillsComp 监听了 UseSkillCard 且判断了 is_master,可以保留事件但需谨慎
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// 为了完全隔离,建议在 HeroSkillsComp 中暴露 addSkill 接口
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// 目前先保留事件派发,但在 HeroSkillsComp 中加强 is_master 判断
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// 或者:skillComp.addSkill(selectedData.uuid);
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oops.message.dispatchEvent(GameEvent.UseSkillCard, selectedData.uuid);
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skillComp.addSkill(selectedData.uuid);
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}
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break;
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case CardType.Partner:
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