继续新技能系统
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91
assets/script/game/skill/SkillEnt.ts
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91
assets/script/game/skill/SkillEnt.ts
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import { instantiate, Node, Prefab, v3, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { BuffAttr, SkillSet } from "../common/config/SkillSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { smc } from "../common/SingletonModuleComp";
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import { FacSet } from "../common/config/BoxSet";
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import { HType } from "../common/config/heroSet";
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import { SkillViewCom } from "./SkillViewCom";
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import { HeroViewComp } from "../hero/HeroViewComp";
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/** SkillCon 模块 */
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@ecs.register(`SkillEnt`)
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export class SkillEnt extends ecs.Entity {
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load(startPos: Vec3, parent: Node, uuid: number, targetPos: any[], caster:HeroViewComp=null,dmg:number=0) {
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const config = SkillSet[uuid];
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if (!config) {
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console.error("[Skill] 技能配置不存在:", uuid);
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return;
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}
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// 检查施法者
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if (!caster) {
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console.error("[Skill] 施法者为空");
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return;
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}
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// 加载预制体
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const path = `game/skill/atk/${config.sp_name}`;
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const prefab:Prefab = oops.res.get(path, Prefab);
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if (!prefab) {
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console.error("[Skill] 预制体加载失败:", path);
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return;
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}
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if(uuid==6001){
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console.log("load skill startPos",startPos)
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}
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const node: Node = instantiate(prefab);
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node.parent = parent;
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// 设置节点属性
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node.setPosition(startPos);
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if(caster.fac==FacSet.MON){
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node.scale=v3(node.scale.x*-1,1,1)
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}else{
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if(caster.type==HType.warrior){
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if(caster.node.scale.x<0){
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node.scale=v3(node.scale.x*-1,node.scale.y,1)
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}
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}
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}
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// 添加技能组件
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const SComp = node.getComponent(SkillViewCom); // 初始化技能参数
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// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
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Object.assign(SComp, {
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// 核心标识
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s_uuid: uuid,
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// 位置和施法者信息
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startPos: startPos,
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targetPos: targetPos,
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group: caster.box_group,
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fac: caster.fac,
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// 技能数值
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ap: caster.Attrs[BuffAttr.AP],
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caster: caster,
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caster_crit: caster.Attrs[BuffAttr.CRITICAL],
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caster_crit_d: caster.Attrs[BuffAttr.CRITICAL_DMG],
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puncture: caster.Attrs[BuffAttr.PUNCTURE],
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puncture_damage: caster.Attrs[BuffAttr.PUNCTURE_DMG],
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burn_count: caster.Attrs[BuffAttr.BURN_COUNT],
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burn_value: caster.Attrs[BuffAttr.BURN_VALUE],
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stun_time: caster.Attrs[BuffAttr.STUN_TIME],
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stun_ratio: caster.Attrs[BuffAttr.STUN_RATIO],
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frost_time: caster.Attrs[BuffAttr.FROST_TIME],
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frost_ratio: caster.Attrs[BuffAttr.FROST_RATIO],
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debuff_up: caster.Attrs[BuffAttr.DEBUFF_UP],
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debuff_value: caster.Attrs[BuffAttr.DEBUFF_VALUE],
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debuff_count: caster.Attrs[BuffAttr.DEBUFF_COUNT],
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});
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this.add(SComp);
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}
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/** 实始添加的数据层组件 */
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protected init() {
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// this.addComponents<ecs.Comp>();
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}
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/** 模块资源释放 */
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destroy() {
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// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
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this.remove(SkillViewCom);
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super.destroy();
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}
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}
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