feat(hero): 为英雄系统添加天赋加成支持
- 在 HeroAttrsComp 中添加 getTalentValue 静态方法,用于获取指定天赋的加成数值 - 定义 TalentType 枚举,明确各类天赋类型 - 调整部分天赋配置,如亡语强化和召唤强化的数值与消耗 - 在 Hero 实体初始化时,根据英雄阵营应用攻击、生命、暴击等天赋加成 - 在召唤技能触发逻辑中,增加召唤强化天赋的额外触发次数
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@@ -3,6 +3,20 @@
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* @description 天赋系统配置数据,包含经验要求、消耗、每个天赋的具体加成数值和描述。
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*/
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export enum TalentType {
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Attack = 1, // 攻击强化
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Hp = 2, // 生命强化
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Critical = 3, // 暴击强化
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WindFury = 4, // 风怒强化
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Freeze = 5, // 冰冻强化
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Puncture = 6, // 穿刺强化
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DeadTrigger = 7,// 亡语强化
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Summon = 8, // 召唤强化
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BuyDiscount = 9,// 采购优惠
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RefreshDiscount = 10, // 刷新优惠
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SellBonus = 11 // 出售补贴
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}
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export interface TalentInfo {
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/** 天赋 ID */
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id: number;
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@@ -42,10 +56,10 @@ export const TalentConfig = {
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maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
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{ id: 6, name: "穿刺强化", icon: "🗡️", desc: "所有英雄穿刺 +{value}",
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maxLevel: 5, values: [0.2, 0.4, 0.6, 0.8, 1.0], costs: [1, 1, 2, 2, 3] },
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{ id: 7, name: "亡语强化", icon: "🛡️", desc: "死亡触发技能额外触发次数+1",
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maxLevel: 5, values: [0.2, 0.4, 0.6, 0.8, 1.0], costs: [1, 1, 2, 2, 3] },
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{ id: 8, name: "召唤强化", icon: "🛡️", desc: "召唤触发技能额外触发次数+1",
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maxLevel: 1, values: [1], costs: [20] },
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{ id: 7, name: "亡语强化", icon: "🛡️", desc: "死亡触发技能额外触发次数+{value}次",
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maxLevel: 5, values: [1], costs: [25] },
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{ id: 8, name: "召唤强化", icon: "🛡️", desc: "召唤触发技能额外触发次数+{value}次",
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maxLevel: 1, values: [1], costs: [25] },
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{ id: 9, name: "采购优惠", icon: "🛒", desc: "购买英雄 -{value}金",
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maxLevel: 1, values: [1], costs: [10] },
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{ id: 10, name: "刷新优惠", icon: "🔄", desc: "刷新重抽 -{value}金",
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@@ -11,6 +11,7 @@ import { Attrs} from "../common/config/HeroAttrs";
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import { MoveComp } from "./MoveComp";
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import { mLogger } from "../common/Logger";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { TalentType } from "../common/config/TalentSet";
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/** 英雄实体:负责英雄节点创建、属性初始化、入场动画与销毁流程 */
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@ecs.register(`Hero`)
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@@ -120,8 +121,25 @@ export class Hero extends ecs.Entity {
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// 基础属性按等级倍率初始化
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// 使用指数增长公式,等级2时为原来的3倍,等级3时为原来的9倍 (若需线性增长可改为 hero.ap * (1 + (model.lv - 1) * (FightSet.H_HERO_POW - 1)))
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model.ap = hero.ap * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
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model.hp = model.hp_max = hero.hp * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
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let base_ap = hero.ap * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
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let base_hp = hero.hp * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
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// 应用天赋加成
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if (model.fac === FacSet.HERO) {
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let apBonus = HeroAttrsComp.getTalentValue(TalentType.Attack); // 攻击强化
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let hpBonus = HeroAttrsComp.getTalentValue(TalentType.Hp); // 生命强化
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model.ap = base_ap * (1 + apBonus / 100);
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model.hp = model.hp_max = base_hp * (1 + hpBonus / 100);
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model.critical = HeroAttrsComp.getTalentValue(TalentType.Critical); // 暴击强化
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model.wfuny = HeroAttrsComp.getTalentValue(TalentType.WindFury); // 风怒强化
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model.freeze_chance = HeroAttrsComp.getTalentValue(TalentType.Freeze); // 冰冻强化
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model.puncture = HeroAttrsComp.getTalentValue(TalentType.Puncture); // 穿刺强化
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// 护盾强化 和 亡语强化 在对应逻辑中应用
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} else {
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model.ap = base_ap;
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model.hp = model.hp_max = base_hp;
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}
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model.speed = hero.speed;
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// 构建技能表并注入运行时冷却字段 ccd
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@@ -203,6 +221,9 @@ export class Hero extends ecs.Entity {
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// 落地后触发 call 技能
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if (model && model.call && model.call.length > 0) {
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let triggerCount = 1 + HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.SummonCount);
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if (model.fac === FacSet.HERO) {
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triggerCount += HeroAttrsComp.getTalentValue(TalentType.Summon); // 召唤强化额外次数
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}
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triggerCount = Math.max(1, Math.floor(triggerCount));
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for (let i = 0; i < triggerCount; i++) {
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@@ -4,6 +4,8 @@ import { mLogger } from "../common/Logger";
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { FacSet, FightSet } from "../common/config/GameSet";
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import { FieldSkillSet, FieldSkillType } from "../common/config/SkillSet";
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import { smc } from "../common/SingletonModuleComp";
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import { TalentConfig } from "../common/config/TalentSet";
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@ecs.register('HeroAttrs')
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export class HeroAttrsComp extends ecs.Comp {
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public debugMode: boolean = false;
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@@ -298,6 +300,16 @@ export class HeroAttrsComp extends ecs.Comp {
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});
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return total;
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}
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/** 获取指定天赋的加成数值 */
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public static getTalentValue(talentId: number): number {
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if (!smc || !smc.collection || !smc.collection.talents) return 0;
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let level = smc.collection.talents[talentId] || 0;
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if (level <= 0) return 0;
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let talentInfo = TalentConfig.talents.find(t => t.id === talentId);
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if (!talentInfo || !talentInfo.values || level > talentInfo.values.length) return 0;
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return talentInfo.values[level - 1];
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}
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}
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@ecs.register('HeroBuffSystem')
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