feat(skill): 新增技能击退概率属性并调整相关逻辑

1. 新增knockback_skill_chance属性统一管理技能击退概率
2. 重构击退判定逻辑,支持配置化击退概率而非固定判定
3. 调整红蓝技能预制件的位置、缩放和动画参数
4. 调整角色控制器UI布局参数
5. 为默认普攻配置100%基础击退概率
This commit is contained in:
panFD
2026-08-20 23:01:40 +08:00
parent 9a24f0a9a5
commit 3349b31e2d
9 changed files with 42 additions and 31 deletions

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@@ -34,6 +34,7 @@ export enum Attrs {
stun_res = "stun_res", // 击晕抗性
paralyze_chance = "paralyze_chance", // 麻痹概率(百分点,雷电技能默认附带 30
knockback_chance = "knockback_chance", // 击退强化(原击退概率,现转换为击退距离增量)
knockback_skill_chance = "knockback_skill_chance", // 技能击退概率(百分点;由 SkillSet.bck_chance 快照,可被 heroSet overrides 覆写)
knockback_distance = "knockback_distance", // 击退距离强化
knockback_res = "knockback_res", // 击退抗性
invincible_time = "invincible_time",// 无敌时间

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@@ -152,6 +152,7 @@ export interface SkillConfig {
stun?: number, // 额外击晕概率
para?: number, // 额外麻痹概率(雷电系技能默认 30
bck?: number, // 额外击退强化(击退距离增量)
bck_chance?: number, // 击退概率(百分点;未配置视为 0 不击退,可由 heroSet overrides 覆写)
buff_type?: Attrs, // Buff 类型 (单一职责)
timed_buff_id?: number, // 计时性 buff 配置 id指向 BuffList存在时走 buffManager 而非永久 add_*
buff_value?: number, // 覆写计时 buff 的修饰数值modifiers.value / tick.damage_or_heal由药水卡自定义档位
@@ -171,6 +172,7 @@ export interface SkillOverrides {
stun?: number;
para?: number;
bck?: number;
bck_chance?: number;
buff_type?: Attrs;
timed_buff_id?: number;
buff_value?: number;
@@ -225,7 +227,7 @@ export const SkillSet: Record<number, SkillConfig> = {
6004: {
uuid: 6004, name: "攻击", sp_name: "atk1", icon: "Stat_Attack_01", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true,
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
RType: RType.bezier, EType: EType.collision, bck_chance: 100, info: "造成攻击力100%的伤害",
},
//中距 射手普通技能
6006: {

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@@ -213,22 +213,28 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
// s_uuid 位置是 buffId据此激活 loss_life/hp/debuff 下的对应 debuff 图标
targetView.showDamage(damage, isCrit, DEBUFF_ICON_MAP[damageEvent.s_uuid] ?? "");
} else {
// 击退:受击默认后退,击退属性不再作为概率,而是转换为后退距离的增量
// 击退增量 = 施法者击退强化(原击退概率)- 被攻击者击退抗性 + 击退距离强化
// 击退概率判定:概率来自技能配置 bck_chanceheroSet overrides 可覆写),未配置视为 0 不击退。
// 不复用 checkChance其 70% 上限封顶会把 100% 击退(近战普攻 6004削成 70%
const knockbackChance = damageEvent.Attrs[Attrs.knockback_skill_chance] || 0;
const isKnockback = knockbackChance >= 100 || (knockbackChance > 0 && Math.random() * 100 < knockbackChance);
// 击退距离增量 = 施法者击退强化(原击退概率)- 被攻击者击退抗性 + 击退距离强化(仅命中击退时生效)
const knockbackBonus = (damageEvent.Attrs[Attrs.knockback_chance] || 0) - (TAttrsComp.getFinalKnockbackRes() || 0);
const knockbackExtra = Math.max(0, knockbackBonus + (damageEvent.Attrs[Attrs.knockback_distance] || 0));
targetView.do_atked(damage, isCrit, damageEvent.s_uuid, knockbackExtra);
targetView.do_atked(damage, isCrit, damageEvent.s_uuid, isKnockback ? knockbackExtra : 0);
targetView.playEnd(skillConf.endAnm);
// 击退位移下沉到 MoveSystem直接写入 knockbackVelocity由 MoveSystem 每帧衰减并叠加位移
const moveComp = target.get(MoveComp);
if (moveComp) {
const dist = FightSet.BACK_RANG + knockbackExtra;
const isHero = TAttrsComp.fac === FacSet.HERO;
// 击退初速度0.1 秒时间常数衰减,总位移约等于 dist
const knockbackSpeed = dist * 16;
moveComp.knockbackVelocity = isHero ? -knockbackSpeed : knockbackSpeed;
if (isKnockback) {
const moveComp = target.get(MoveComp);
if (moveComp) {
const dist = FightSet.BACK_RANG + knockbackExtra;
const isHero = TAttrsComp.fac === FacSet.HERO;
// 击退初速度0.1 秒时间常数衰减,总位移约等于 dist
const knockbackSpeed = dist * 16;
moveComp.knockbackVelocity = isHero ? -knockbackSpeed : knockbackSpeed;
}
}
}

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@@ -232,6 +232,8 @@ export class Skill extends ecs.Entity {
sDataCom.Attrs[Attrs.paralyze_chance] = cAttrsComp.getFinalParalyzeChance() + sPara;
sDataCom.Attrs[Attrs.knockback_chance] = cAttrsComp.getFinalKnockbackChance() + sBck;
sDataCom.Attrs[Attrs.knockback_distance] = cAttrsComp.getFinalKnockbackDistance();
// 技能击退概率:取合并后配置的 bck_chanceheroSet overrides 可覆写),未配置视为 0 不击退
sDataCom.Attrs[Attrs.knockback_skill_chance] = config.bck_chance ?? 0;
sDataCom.Attrs[Attrs.puncture_chance] = cAttrsComp.getFinalPunctureChance(); // 初始化携带施法者的穿透概率
sDataCom.Attrs[Attrs.puncture_dmg_bonus] = cAttrsComp.getFinalPunctureDmgBonus(); // 初始化携带施法者的穿透伤害加成
sDataCom.s_uuid = s_uuid