refactor(hero): 优化护盾系统日志与显示逻辑
1. 新增多处护盾相关调试日志,方便追踪护盾数值变化 2. 重构HeroAttrsComp的add_shield方法,统一日志输出格式 3. 重写HeroTopBarComp的护盾显示逻辑,改为直接显示数值而非按上限比例 4. 为HeroViewComp新增护盾特效管理,实现护盾状态自动显隐 5. 清理hk1.prefab中冗余的预制体覆盖配置
This commit is contained in:
@@ -26,34 +26,31 @@
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@@ -459,10 +456,10 @@
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@@ -470,7 +467,7 @@
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@@ -491,12 +488,6 @@
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@@ -509,166 +500,6 @@
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"value": "top"
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@@ -680,7 +511,7 @@
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@@ -695,7 +526,7 @@
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@@ -711,7 +542,7 @@
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"_euler"
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@@ -726,7 +557,7 @@
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"_lscale"
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@@ -748,7 +579,7 @@
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"_enabled": true,
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"_contentSize": {
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"__type__": "cc.Size",
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@@ -776,7 +607,7 @@
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"_enabled": true,
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"anm": {
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@@ -797,7 +628,7 @@
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@@ -816,7 +647,7 @@
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@@ -850,7 +681,7 @@
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@@ -884,7 +715,7 @@
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"playOnLoad": false,
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@@ -907,9 +738,6 @@
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},
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@@ -518,14 +518,16 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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}
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private absorbShield(TAttrsComp: HeroAttrsComp, damage: number): { remainingDamage: number, absorbedDamage: number } {
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mLogger.log(this.debugMode, 'HeroAtkSystem', `absorbShield: ${TAttrsComp.hero_name}, shield=${TAttrsComp.shield}, damage=${damage}`);
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if (TAttrsComp.shield <= 0) {
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mLogger.log(this.debugMode, 'HeroAtkSystem', " 护盾值小于等于0,无法吸收伤害");
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mLogger.log(this.debugMode, 'HeroAtkSystem', `absorbShield: shield <= 0, no absorb`);
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return { remainingDamage: damage, absorbedDamage: 0 };
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}
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const absorbed = Math.min(TAttrsComp.shield, damage);
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const oldShield = TAttrsComp.shield;
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TAttrsComp.shield = Math.max(0, TAttrsComp.shield - absorbed);
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TAttrsComp.dirty_shield = true;
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mLogger.log(this.debugMode, 'HeroAtkSystem', ` 护盾减免 ${absorbed.toFixed(1)} 点伤害,剩余护盾 ${TAttrsComp.shield.toFixed(1)}`);
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mLogger.log(this.debugMode, 'HeroAtkSystem', `absorbShield: ${TAttrsComp.hero_name}, absorbed=${absorbed}, shield ${Math.floor(oldShield)} -> ${Math.floor(TAttrsComp.shield)}, dirty_shield=true`);
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return { remainingDamage: damage - absorbed, absorbedDamage: absorbed };
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}
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@@ -154,14 +154,14 @@ export class HeroAttrsComp extends ecs.Comp {
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add_shield(value: number) {
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const oldShield = this.shield;
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const addValue = Math.max(0, Math.floor(value));
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if (addValue <= 0) return;
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if (addValue <= 0) {
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mLogger.log(this.debugMode, 'HeroAttrs', `add_shield: addValue=${addValue} <= 0, skip`);
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return;
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}
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this.shield += addValue;
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this.shield = Math.min(this.shield, FightSet.SHIELD_MAX); // 限制护盾值上限(数值减免型)
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if (this.shield < 0) this.shield = 0;
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this.dirty_shield = true; // 标记护盾需要更新
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if (this.debugMode) {
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mLogger.log(this.debugMode, 'HeroAttrs', ` 护盾值变更: ${this.hero_name}, 变化=${addValue}, ${Math.floor(oldShield)} -> ${Math.floor(this.shield)}`);
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}
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mLogger.log(this.debugMode, 'HeroAttrs', `add_shield: ${this.hero_name}, old=${Math.floor(oldShield)}, add=${addValue}, new=${Math.floor(this.shield)}, dirty_shield=true`);
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}
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add_hp_max(value: number) {
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this.hp_max += value
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@@ -4,7 +4,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { BuffComp } from "./BuffComp";
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import { BuffList, BuffCategory, DEBUFF_ICON_MAP } from "../common/config/BuffSet";
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import { FacSet, FightSet } from "../common/config/GameSet";
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import { FacSet } from "../common/config/GameSet";
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const { ccclass, property } = _decorator;
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@@ -135,13 +135,18 @@ export class HeroTopBarComp extends CCComp {
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}
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}
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/** 更新护盾数值条(百分比 = shield / SHIELD_MAX) */
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/** 更新护盾数值条(显示具体数值,无上限) */
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public shieldShow(shield: number = 0): void {
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if (!this.shieldProgressBar) return;
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const progress = FightSet.SHIELD_MAX > 0 ? shield / FightSet.SHIELD_MAX : 0;
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this.shieldProgressBar.progress = clamp(progress, 0, 1);
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if (!this.shieldProgressBar) {
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console.log('[HeroTopBarComp] shieldShow: shieldProgressBar is null');
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return;
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}
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// 护盾条直接显示具体数值,progress 固定为 1(满条显示)
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this.shieldProgressBar.progress = 1;
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// 护盾节点显隐
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this.shieldProgressBar.node.active = shield > 0;
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const shouldActive = shield > 0;
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console.log(`[HeroTopBarComp] shieldShow: shield=${shield}, active=${shouldActive}, node=${this.shieldProgressBar.node.name}`);
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this.shieldProgressBar.node.active = shouldActive;
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}
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/**
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@@ -140,7 +140,13 @@ export class HeroViewComp extends CCComp {
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if (this.model.dirty_shield) {
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mLogger.log(this.debugMode, 'HeroViewComp', `update dirty_shield: shield=${this.model.shield}, calling shieldShow`);
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this.topBar.shieldShow(this.model.shield);
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// 护盾耗尽时隐藏护盾特效
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if (this.model.shield <= 0) {
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mLogger.log(this.debugMode, 'HeroViewComp', `update dirty_shield: shield <= 0, hiding shield fx`);
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this.hideShieldFx();
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}
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this.model.dirty_shield = false;
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}
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@@ -309,9 +315,43 @@ export class HeroViewComp extends CCComp {
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this.as.move();
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}
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}
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/** 护盾常驻特效节点,避免重复创建 */
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private shieldFxNode: Node | null = null;
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add_shield(shield: number) {
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mLogger.log(this.debugMode, 'HeroViewComp', `add_shield called, shield=${shield}, model.shield=${this.model?.shield}, model exists=${!!this.model}`);
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// 护盾数据更新由 Model 层处理,这里只负责视图表现
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if (this.model && this.model.shield > 0) this.topBar.shieldShow(this.model.shield);
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if (this.model && this.model.shield > 0) {
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this.topBar.shieldShow(this.model.shield);
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this.showShieldFx();
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mLogger.log(this.debugMode, 'HeroViewComp', `add_shield: showing shield fx, model.shield=${this.model.shield}`);
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} else {
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mLogger.log(this.debugMode, 'HeroViewComp', `add_shield: skipped, model.shield=${this.model?.shield}`);
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||||
}
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}
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/** 显示护盾常驻特效(使用 this.node 下已放置的 shielded 节点) */
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||||
private showShieldFx() {
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if (!this.shieldFxNode) {
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this.shieldFxNode = this.node.getChildByName("shielded");
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mLogger.log(this.debugMode, 'HeroViewComp', `showShieldFx: found shielded node=${!!this.shieldFxNode}`);
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}
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if (this.shieldFxNode && !this.shieldFxNode.active) {
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||||
this.shieldFxNode.active = true;
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||||
mLogger.log(this.debugMode, 'HeroViewComp', `showShieldFx: activated shielded node`);
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||||
} else {
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||||
mLogger.log(this.debugMode, 'HeroViewComp', `showShieldFx: shielded node already active or not found, active=${this.shieldFxNode?.active}`);
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||||
}
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||||
}
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||||
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||||
/** 隐藏护盾常驻特效 */
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||||
private hideShieldFx() {
|
||||
if (this.shieldFxNode && this.shieldFxNode.active) {
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||||
this.shieldFxNode.active = false;
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||||
mLogger.log(this.debugMode, 'HeroViewComp', `hideShieldFx: deactivated shielded node`);
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||||
} else {
|
||||
mLogger.log(this.debugMode, 'HeroViewComp', `hideShieldFx: shielded node not active or not found, active=${this.shieldFxNode?.active}`);
|
||||
}
|
||||
}
|
||||
|
||||
health(hp: number = 0) {
|
||||
@@ -329,6 +369,7 @@ export class HeroViewComp extends CCComp {
|
||||
this.model.is_dead = false
|
||||
this.model.is_count_dead = false
|
||||
this.deadCD = 0;
|
||||
this.hideShieldFx();
|
||||
|
||||
// 恢复碰撞体
|
||||
const collider = this.node.getComponent(Collider2D);
|
||||
@@ -493,6 +534,7 @@ export class HeroViewComp extends CCComp {
|
||||
}
|
||||
reset() {
|
||||
this.isCastingMax = false;
|
||||
this.hideShieldFx();
|
||||
// 清理残留的定时器和缓动
|
||||
this.unscheduleAllCallbacks();
|
||||
Tween.stopAllByTarget(this.node);
|
||||
|
||||
@@ -539,7 +539,9 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
} else if (kind === SkillKind.Shield && sAp !== 0) {
|
||||
// 护盾值 = ap% × 施法者最终最大生命(getFinalHpMax 含驻场光环与计时 buff 加成)
|
||||
const addShield = Math.max(0, Math.floor(_cAttrsComp.getFinalHpMax() * sAp / 100));
|
||||
mLogger.log(this.debugMode, 'SCastSystem', `applyActualFriendlyEffect Shield: caster=${_cAttrsComp.hero_name}, target=${model.hero_name}, casterHpMax=${_cAttrsComp.getFinalHpMax()}, sAp=${sAp}, addShield=${addShield}, targetOldShield=${model.shield}`);
|
||||
model.add_shield(addShield);
|
||||
mLogger.log(this.debugMode, 'SCastSystem', `applyActualFriendlyEffect Shield: after add_shield, targetNewShield=${model.shield}, dirty_shield=${model.dirty_shield}`);
|
||||
}
|
||||
|
||||
if (config.buff_type !== undefined) {
|
||||
|
||||
Reference in New Issue
Block a user