战斗管理系统基础

This commit is contained in:
walkpan
2025-02-03 22:02:26 +08:00
parent 060046a6a6
commit 36a8aff783
27 changed files with 375 additions and 619 deletions

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@@ -1,96 +0,0 @@
import { _decorator, NodePool, Node, Label, Color, tween, Vec3, instantiate, Prefab, resources } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { DamageResult } from "./DamageComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { DamageText } from "./DamageText";
@ecs.register('DamageShowSystem')
export class DamageShowSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate{
private _pool: NodePool = new NodePool();
private _timers: Set<number> = new Set();
private _prefab: Prefab | null = null;
init() {
// 使用原生资源加载
resources.load("game/skills/damageText", Prefab, (err, prefab) => {
if (err) {
console.error("预制体加载失败:", err);
return;
}
this._prefab = prefab;
console.log("预制体加载成功:", this._prefab);
// 初始化对象池
for (let i = 0; i < 10; i++) {
const node = instantiate(this._prefab!);
this._pool.put(node);
}
});
}
filter(): ecs.IMatcher {
return ecs.allOf(DamageResult);
}
update(e: ecs.Entity) {
const res = e.get(DamageResult);
this.scheduleShow(res);
e.remove(DamageResult);
}
private scheduleShow(res: DamageResult) {
const timer = setTimeout(() => {
let node = this._pool.get();
if (!node || !node.isValid) {
node = instantiate(this._prefab);
}
const damageText = node.getComponent(DamageText);
if (!damageText) {
console.error("Damage text prefab must have DamageText component!");
return;
}
this.setupText(node, res);
this.playAnimation(node, res.position);
this._timers.delete(timer);
}, res.delay * 1000);
this._timers.add(timer);
}
private setupText(node: Node, res: DamageResult) {
const damageText = node.getComponent(DamageText)!;
const label = damageText.label;
if (res.isDodged) {
label.string = "Miss";
label.color = Color.GRAY;
return;
}
label.string = Math.round(res.value).toString();
label.color = res.isCrit ? Color.RED : Color.WHITE;
damageText.playEffect(res.isCrit);
}
private playAnimation(node: Node, position: Vec3) {
node.setPosition(position);
tween(node)
.by(0.5, { position: new Vec3(0, 100, 0) })
.call(() => {
if (this._pool.size() < 20) { // 控制最大缓存数量
this._pool.put(node);
} else {
node.destroy();
}
})
.start();
}
onDestroy() {
this._timers.forEach(clearTimeout);
this._pool.clear();
}
}

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@@ -1,9 +0,0 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "9c86e3d7-f8da-4e74-b180-76fe3f1fda90",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -23,8 +23,13 @@ export class DamageSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
const sourceView = req.source.get(HeroViewComp);
let final = req.baseValue;
// 伤害浮动±10%
const damageFloat = 0.9 + Math.random() * 0.2; // 0.9~1.1
final *= damageFloat;
final = Math.round(final);
// 闪避判定
if (Math.random() < targetView.dodge) {
if (Math.random()*100 < targetView.dodge) {
const result = new DamageResult();
result.isDodged = true;
return result;
@@ -32,21 +37,24 @@ export class DamageSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
// 护甲减伤
if (!req.ignoreDefense) {
final -= targetView.def * 0.5;
const effectiveArmor = Math.min(targetView.def, 300); // 最大减伤75%
const damageReduction = effectiveArmor / (effectiveArmor + 100);
final *= (1 - damageReduction);
final = Math.round(final); // 四舍五入取整
}
// 暴击判定
let isCrit = false;
if (req.canCrit) {
const critRate = sourceView.crit;
if (Math.random() < critRate) {
if (Math.random() * 100 < critRate) {
final *= 1.5;
isCrit = true;
}
}
const result = new DamageResult();
result.value = Math.max(0, final);
result.value = Math.max(1, final); // 确保最小伤害为1
result.isCrit = isCrit;
result.position = req.target.get(HeroViewComp).node.position;
result.delay = req.delay;
@@ -55,20 +63,52 @@ export class DamageSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
private applyDamage(target: ecs.Entity, result: DamageResult) {
const view = target.get(HeroViewComp);
view.hp -= result.value;
// 添加伤害结果组件
const comp = target.add(DamageResult);
comp.value = result.value;
comp.isCrit = result.isCrit;
comp.position = result.position;
comp.delay = result.delay;
comp.isDodged = result.isDodged;
if (!view.ent.has(HeroViewComp)) return;
this.scheduleOnce(()=>{
// 护盾优先吸收伤害
let remainingDamage = result.value;
if(result.isDodged){
view.BUFFCOMP.tooltip(5,"*闪避*");
return;
}
if (view.shield > 0) {
const shieldAbsorb = Math.min(view.shield, remainingDamage);
view.shield -= shieldAbsorb;
remainingDamage -= shieldAbsorb;
if (view.shield <= 0) {
view.BUFFCOMP.show_shield(false);
}
}
// 剩余伤害扣除血量
if (remainingDamage > 0) {
view.hp -= remainingDamage;
view.showDamage(result.value, result.isCrit);
}else{
view.BUFFCOMP.tooltip(5,"*吸收*");
}
// 触发伤害事件
}, result.delay)
// 直接触发事件
oops.message.dispatchEvent("OnDamage", {
target,
damage: result.value,
isCrit: result.isCrit
});
}
private scheduleOnce(callback: () => void, delay: number) {
const timer = setTimeout(() => {
callback();
delete this._timers[timer];
}, delay * 1000);
this._timers[timer] = timer;
}
onDestroy() {
Object.values(this._timers).forEach(clearTimeout);
}
}

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@@ -1,17 +0,0 @@
import { _decorator, Component, Label, ParticleSystem } from "cc";
const { ccclass, property } = _decorator;
@ccclass('DamageText')
export class DamageText extends Component {
@property(Label)
label: Label = null!;
@property(ParticleSystem)
critEffect: ParticleSystem = null!;
playEffect(isCrit: boolean) {
if (isCrit && this.critEffect) {
this.critEffect.play();
}
}
}

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@@ -1,9 +0,0 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "96d1637a-2dfb-4c34-b60c-44144656c616",
"files": [],
"subMetas": {},
"userData": {}
}