必杀技和卡牌技能 签到 skillconcomp,统一执行

This commit is contained in:
panw
2025-07-14 14:29:51 +08:00
parent 377c287eec
commit 0815d64f3c
7 changed files with 141 additions and 121 deletions

View File

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