清理之前文件 + 再次取消碰撞检测
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@@ -1,4 +1,4 @@
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import { Node, Vec3 } from "cc";
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import { Node, UI, UITransform, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
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@@ -47,11 +47,11 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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const targets = this.selectEnemyTargets(caster, config);
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if (targets.length === 0) return;
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skillEntity.load(
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view.node.position, // 起始位置
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new Vec3(view.node.position.x, view.node.position.y+view.node.getComponent(UITransform).contentSize.height/2, 0), // 起始位置
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view.box_group, // 阵营
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view.node.parent, // 父节点
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config.uuid, // 技能ID
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targets[0]?.get(HeroViewComp).node.position, // 目标位置
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new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置
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targets[0]?.get(HeroViewComp),
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view
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);
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@@ -2,7 +2,7 @@ import { Node, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { HeroSkillsComp } from "./heroSkillsComp";
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import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
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import { endType, SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
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import { CdType } from "../common/config/SkillSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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@@ -32,7 +32,7 @@ export class SkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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if(skill.atk_count < 1){
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skill.atk_count++;
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// console.log("技能命中目标",skill.caster,skill.target,SkillSet[skill.s_uuid]);
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this.applySkillEffect(skill.caster,skill.target,SkillSet[skill.s_uuid]);
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this.applySkillEffect(skill.caster,skill.target,SkillSet[skill.s_uuid],e);
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}
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}
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this.processDamageQueue();
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@@ -56,14 +56,14 @@ export class SkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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// 根据技能配置获取判定范围
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const config = SkillSet[skill.s_uuid];
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const rangeX = config?.rangeX || 20; // 默认值为10
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const rangeY = config?.rangeY || 20;
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const rangeY = config?.rangeY || 30;
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const distanceX = Math.abs(targetPos.x - skillPos.x);
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const distanceY = Math.abs(targetPos.y - skillPos.y);
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const distanceY = Math.abs(targetPos.y+40 - skillPos.y);
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const isInRange = distanceX < rangeX && distanceY < rangeY;
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return isInRange;
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}
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/** 应用技能效果 */
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private applySkillEffect(casterView:HeroViewComp, targetView: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet]) {
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private applySkillEffect(casterView:HeroViewComp, targetView: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet],e:ecs.Entity) {
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// 直接计算伤害(包含防御减免)
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const damageResult = this.calculateDamage(casterView, targetView, config);
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// 将施法者传入applyDamage方法
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@@ -71,6 +71,9 @@ export class SkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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// 播放技能特效
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casterView.playSkillEffect(config.uuid);
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console.log(`${casterView.hero_name} 对 ${targetView.hero_name} 造成 ${damageResult.value}伤害`);
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if(config.endType === endType.collision){
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e.destroy();
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}
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}
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private calculateDamage(caster: HeroViewComp, target: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet]) {
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