必杀技和卡牌技能 签到 skillconcomp,统一执行
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@@ -41,13 +41,9 @@ export class FightConComp extends Component {
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card_hp_add:number=0 //卡牌特效 攻击提高生命值效果 额外添加值
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aoe_queues:any[]=[] // 范围伤害技能执行队列
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private aoe_timers: Map<number, number> = new Map(); // 每个技能的独立计时器
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private readonly AOE_INTERVAL: number = 0.4; // 执行间隔,单位秒
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private skill_id_counter: number = 0; // 技能ID计数器
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aoe_pos:Vec3=new Vec3(-280,20,0)
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aoe_target_pos:Vec3=new Vec3(180,0,0)
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buff_pos:Vec3=new Vec3(-280,100,0)
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debuff_pos:Vec3=new Vec3(-280,100,0)
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@@ -57,7 +53,6 @@ export class FightConComp extends Component {
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oops.message.on(GameEvent.FightReady,this.fight_ready,this)
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oops.message.on(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,this.change_equip_special_attr,this)
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oops.message.on(GameEvent.UseSpecialCard,this.use_special_card,this)
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oops.message.on(GameEvent.MaxSkill,this.use_max_skill,this)
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}
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protected start(): void {
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@@ -131,14 +126,7 @@ export class FightConComp extends Component {
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}
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break
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case SuperCardsType.AOE:
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this.skill_id_counter++;
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this.aoe_queues.push({
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id: this.skill_id_counter,
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s_uuid:SuperCards[data.uuid].value1,
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count:SuperCards[data.uuid].value2,
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damage:SuperCards[data.uuid].value3})
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// 初始化该技能的计时器
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this.aoe_timers.set(this.skill_id_counter, 0);
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oops.message.dispatchEvent(GameEvent.MaxSkill,{uuid:SuperCards[data.uuid].value1})
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break
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case SuperCardsType.BUFF:
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@@ -147,53 +135,8 @@ export class FightConComp extends Component {
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break
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}
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}
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use_max_skill(e:GameEvent,data:any){
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console.log("[FightConComp]:use_max_skill:",data)
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this.skill_id_counter++;
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this.aoe_queues.push({
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id: this.skill_id_counter,
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s_uuid:data.uuid,
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count:SkillSet[data.uuid].maxC,
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damage:0})
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// 初始化该技能的计时器
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this.aoe_timers.set(this.skill_id_counter, 0);
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}
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private aoe_skill_execute(data:any){
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let skill=ecs.getEntity<Skill>(Skill)
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let master = ecs.query(ecs.allOf(MasterModelComp))
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// 检查必要参数
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if (!master || master.length === 0) {
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console.error("[FightConComp] 未找到主角实体");
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return;
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}
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let masterView = master[0].get(HeroViewComp);
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if (!masterView) {
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console.error("[FightConComp] 主角视图组件获取失败");
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return;
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}
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let angle=0
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let targets = this.pickRandomTarget(data.count)
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let target_pos= new Vec3(0,0,0)
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if(targets.length==0){
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target_pos=this.aoe_target_pos
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}else{
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target_pos= new Vec3(targets[0].get(HeroViewComp).node.position.x,0,0)
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}
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let start_pos=new Vec3(-280,50,0)
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// console.log("[Skill]:node=>",start_pos)
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skill.load(
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start_pos,
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this.node,
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data.s_uuid,
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target_pos,
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masterView,
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angle,
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data.damage
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);
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}
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// /** 随机选择目标 */
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@@ -222,42 +165,9 @@ export class FightConComp extends Component {
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this.friend_get_master_equip=0
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this.card_atk_add=0
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this.card_hp_add=0
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this.aoe_queues = [] // 清空技能队列
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this.aoe_timers = new Map(); // 重置计时器
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this.skill_id_counter = 0; // 重置技能ID计数器
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}
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// update(deltaTime: number) {
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// // 并行执行多个技能
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// if (this.aoe_queues.length > 0) {
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// console.log("[FightConComp]:aoe_queues:",this.aoe_queues)
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// // 遍历所有技能,更新它们的计时器
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// for (let i = this.aoe_queues.length - 1; i >= 0; i--) {
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// let skill = this.aoe_queues[i];
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// let timer = this.aoe_timers.get(skill.id) || 0;
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// timer += deltaTime;
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// this.aoe_timers.set(skill.id, timer);
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// // 检查是否到达执行间隔
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// if (timer >= this.AOE_INTERVAL) {
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// // 重置计时器
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// this.aoe_timers.set(skill.id, 0);
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// // 执行技能
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// this.aoe_skill_execute(skill);
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// skill.count--;
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// // 如果技能执行完毕,从队列中移除
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// if (skill.count <= 0) {
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// this.aoe_queues.splice(i, 1);
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// this.aoe_timers.delete(skill.id);
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// }
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// }
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// }
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// }
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// }
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}
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