refactor(技能系统): 移除技能MP消耗相关逻辑
技能系统不再需要处理MP消耗,简化了技能施放和检查逻辑
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@@ -153,57 +153,57 @@ interface IEndAnm {
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// 技能配置接口 - 按照6001格式排列
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export interface SkillConfig {
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uuid:number,name:string,sp_name:string,icon:string,TGroup:TGroup,SType:SType,act:string,DTType:DTType,DType:DType,
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ap:number,cd:number,t_num:number,hit_num:number,hit:number,hitcd:number,speed:number,cost:number,with:number,dis:Number,ready:number,EAnm:number,DAnm:number,RType:RType,EType:EType,
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ap:number,cd:number,t_num:number,hit_num:number,hit:number,hitcd:number,speed:number,with:number,dis:Number,ready:number,EAnm:number,DAnm:number,RType:RType,EType:EType,
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buffs:BuffConf[],neAttrs:NeAttrsConf[],info:string,hero?:number ,
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}
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export const SkillSet: Record<number, SkillConfig> = {
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5000:{uuid:5000,name:"反伤",sp_name:"thorns",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK,
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ap:0,cd:60,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,dis:80,
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ap:0,cd:60,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:80,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],neAttrs:[],info:"反伤",
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},
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// ========== 基础攻击 ========== 6001-6099
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6001: {
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uuid:6001,name:"挥击",sp_name:"atk_s1",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK,
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ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,dis:80,
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ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:80,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害",
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},
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6002: {
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uuid:6002,name:"挥砍",sp_name:"atk_s4",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK,
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ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,dis:80,
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ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:80,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害",
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},
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6005: {
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uuid:6005,name:"水球",sp_name:"m_water_ball_1",icon:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ICE,
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ap:100,cd:5,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:0,with:90,dis:360,
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ap:100,cd:5,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,with:90,dis:360,
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ready:8001,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision,
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buffs:[],neAttrs:[],info:"召唤水球攻击前方敌人,造成100%魔法攻击的伤害",
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},
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// ========== 基础buff ========== 6100-6199
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6100: {
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uuid:6100,name:"治疗",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Self,SType:SType.heal,act:"atk",DTType:DTType.single,DType:DType.ATK,
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ap:30,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,dis:720,
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ap:30,cd:5,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:720,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],neAttrs:[],info:"治疗自己,回复30%最大生命值",
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},
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6101:{
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uuid:6101,name:"魔法盾",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Self,SType:SType.shield,act:"atk",DTType:DTType.single,DType:DType.WIND,
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ap:30,cd:7,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,dis:720,
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ap:30,cd:7,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:720,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],neAttrs:[],info:"获得30%最大生命值的护盾,持续60秒",
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},
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6102:{
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uuid:6102,name:"强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,SType:SType.buff,act:"atk",DTType:DTType.single,DType:DType.WIND,
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ap:30,cd:10,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,dis:720,
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ap:30,cd:10,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:720,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[{buff:Attrs.AP,BType:BType.VALUE,value:10,time:30,chance:1}],neAttrs:[],info:"增加目标10%攻击力,持续30秒",
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},
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6103:{
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uuid:6103,name:"群体强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,SType:SType.buff,act:"atk",DTType:DTType.range,DType:DType.WIND,
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ap:30,cd:10,t_num:3,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,dis:720,
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ap:30,cd:10,t_num:3,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0,dis:720,
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ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[{buff:Attrs.AP,BType:BType.RATIO,value:10,time:30,chance:1}],neAttrs:[],info:"增加目标10%攻击力,持续30秒",
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},
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@@ -211,7 +211,7 @@ export const SkillSet: Record<number, SkillConfig> = {
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6201: {
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uuid:6201, name:"怪物近战", sp_name:"atk_s1", icon:"3036",
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TGroup:TGroup.Enemy, SType:SType.damage, act:"atk", DTType:DTType.single, DType:DType.ATK,
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ap:100, cd:1, t_num:1, hit_num:1, hit:1, hitcd:0.2, speed:0, cost:0, with:0,
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ap:100, cd:1, t_num:1, hit_num:1, hit:1, hitcd:0.2, speed:0, with:0,
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dis:50, // 近战距离
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ready:0, EAnm:0, DAnm:9001, RType:RType.fixed, EType:EType.animationEnd,
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buffs:[], neAttrs:[], info:"怪物基础近战攻击",
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@@ -219,7 +219,7 @@ export const SkillSet: Record<number, SkillConfig> = {
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6203: {
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uuid:6203, name:"怪物射击", sp_name:"arrow_1", icon:"3039",
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TGroup:TGroup.Enemy, SType:SType.damage, act:"atk", DTType:DTType.single, DType:DType.ATK,
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ap:80, cd:2, t_num:1, hit_num:1, hit:1, hitcd:0.2, speed:800, cost:0, with:0,
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ap:80, cd:2, t_num:1, hit_num:1, hit:1, hitcd:0.2, speed:800, with:0,
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dis:600, // 远程距离
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ready:0, EAnm:0, DAnm:9001, RType:RType.linear, EType:EType.collision,
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buffs:[], neAttrs:[], info:"怪物基础远程攻击",
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@@ -238,4 +238,4 @@ export const EAnmConf: Record<number, IEndAnm> = {
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9001:{uuid:9001,path:"atked",loop:false,time:0},
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};
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@@ -12,7 +12,6 @@ export interface SkillSlot {
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s_uuid: number; // 技能配置ID
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cd: number; // 当前CD时间(递减)
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cd_max: number; // 最大CD时间
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cost: number; // MP消耗
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level: number; // 技能等级(预留)
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dis: number; // 攻击距离
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hset: HSSet; // 技能设定, 0:普通攻击, 1:一般技能, 2:必杀技
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@@ -66,7 +65,6 @@ export class HeroSkillsComp extends ecs.Comp {
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s_uuid: config.uuid,
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cd: 0,
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cd_max: cdMax,
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cost: config.cost,
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level: 1,
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dis: Number(config.dis),
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hset: hset,
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@@ -97,7 +95,6 @@ export class HeroSkillsComp extends ecs.Comp {
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s_uuid: config.uuid,
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cd: 0,
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cd_max: config.cd,
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cost: config.cost,
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level: 1,
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dis: Number(config.dis),
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hset: hset,
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@@ -126,14 +123,13 @@ export class HeroSkillsComp extends ecs.Comp {
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/**
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* 检查技能是否可施放(通过s_uuid)
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* @param s_uuid 技能配置ID
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* @param currentMp 当前MP值
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*/
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canCast(s_uuid: number, currentMp: number): boolean {
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canCast(s_uuid: number): boolean {
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const skill = this.getSkill(s_uuid);
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if (!skill) return false;
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// 检查CD和MP
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return skill.cd <= 0 && currentMp >= skill.cost;
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// 检查CD
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return skill.cd <= 0;
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}
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/**
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@@ -172,10 +168,10 @@ export class HeroSkillsComp extends ecs.Comp {
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/**
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* 获取所有可施放的技能索引
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*/
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getReadySkills(currentMp: number): number[] {
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getReadySkills(): number[] {
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const ready: number[] = [];
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for (const s_uuid in this.skills) {
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if (this.canCast(Number(s_uuid), currentMp)) {
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if (this.canCast(Number(s_uuid))) {
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ready.push(Number(s_uuid));
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}
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}
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@@ -208,11 +204,10 @@ export class HeroSkillsComp extends ecs.Comp {
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/**
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* 获取可施放技能中的最远攻击距离
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* @param mp 当前MP值
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* @returns 最远攻击距离,如果没有可用技能返回0
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*/
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getMaxSkillDistance(mp: number): number {
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const readySkills = this.getReadySkills(mp);
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getMaxSkillDistance(): number {
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const readySkills = this.getReadySkills();
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if (readySkills.length === 0) return 0;
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let maxDistance = 0;
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@@ -227,11 +222,10 @@ export class HeroSkillsComp extends ecs.Comp {
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/**
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* 获取可施放技能中的最近攻击距离
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* @param mp 当前MP值
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* @returns 最近攻击距离,如果没有可用技能返回0
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*/
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getMinSkillDistance(mp: number): number {
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const readySkills = this.getReadySkills(mp);
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getMinSkillDistance(): number {
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const readySkills = this.getReadySkills();
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if (readySkills.length === 0) return 0;
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let minDistance = Number.MAX_VALUE;
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@@ -47,7 +47,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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if (!heroAttrs.is_atking) return;
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const readySkills = skills.getReadySkills(heroAttrs.mp);
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const readySkills = skills.getReadySkills();
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if (readySkills.length === 0) return;
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// 选择第一个可施放的技能(支持伤害/治疗/护盾)
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@@ -89,9 +89,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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if (castSucess) {
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// 🔥 怪物不消耗蓝
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if (heroAttrs.fac !== FacSet.MON) {
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// 使用 add_mp 确保 MP 不会变成负数,并触发相关更新
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heroAttrs.add_mp(-skill.cost, true);
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// 手动更新技能距离缓存,因为 HeroAttrSystem 无法检测到跨帧的 MP 变化
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// 手动更新技能距离缓存
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heroAttrs.updateSkillDistanceCache(skills);
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}
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skills.resetCD(skill.s_uuid);
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@@ -134,8 +132,8 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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return false;
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}
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// 检查CD和MP
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if (!skills.canCast(s_uuid, heroAttrs.mp)) {
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// 检查CD
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if (!skills.canCast(s_uuid)) {
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return false;
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}
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