fix(战斗): 修正护盾计算并重构技能效果处理
- 修复护盾计算错误,将百分比加成基数从 shield_max 改为 hp_max - 增加护盾和最大护盾值的非负检查 - 引入 SkillKind 枚举明确技能类型,重构 SCastSystem 中的技能效果处理逻辑 - 将治疗和护盾效果从 Buff 系统剥离,直接作用于 HeroAttrsComp - 清理未使用的导入和日志输出
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@@ -2,12 +2,10 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { Vec3 } from "cc";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { BuffsList, SkillConfig, SkillSet, TGroup, TType } from "../common/config/SkillSet";
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import { BuffsList, SkillConfig, SkillKind, SkillSet, TGroup, TType } from "../common/config/SkillSet";
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import { Skill } from "../skill/Skill";
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import { smc } from "../common/SingletonModuleComp";
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import { GameConst } from "../common/config/GameConst";
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import { mLogger } from "../common/Logger";
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import { Attrs } from "../common/config/HeroAttrs";
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/**
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* ==================== 自动施法系统 ====================
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@@ -72,14 +70,8 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const delay = GameConst.Battle.SKILL_CAST_DELAY;
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heroView.scheduleOnce(() => {
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if (!heroView.node || !heroView.node.isValid || heroAttrs.is_dead) return;
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// 优先判断是否有ap伤害(物理/魔法伤害)
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if (config.ap > 0) {
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this.createSkillEntity(s_uuid, heroView, targets[0].node.position);
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}
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// 接着应用buff效果(包括治疗、护盾等已转换为buff的逻辑)
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if ((config.buffs && config.buffs.length > 0) || (config.debuffs && config.debuffs.length > 0)) {
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this.applySupportSkill(entity, config, targets);
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}
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this.applyPrimaryEffect(entity, s_uuid, config, heroView, targets);
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this.applyExtraEffects(config, targets);
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}, delay);
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if (isMainSkill) {
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heroAttrs.triggerSkillCD();
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@@ -96,16 +88,31 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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skill.load(caster.node.position.clone(), parent, s_uuid, targetPos.clone(), caster, 0);
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}
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private applySupportSkill(casterEntity: ecs.Entity, config: SkillConfig, targets: HeroViewComp[]) {
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const casterAttrs = casterEntity.get(HeroAttrsComp);
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if (!casterAttrs) return;
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private applyPrimaryEffect(casterEntity: ecs.Entity, s_uuid: number, config: SkillConfig, heroView: HeroViewComp, targets: HeroViewComp[]) {
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const kind = config.kind ?? SkillKind.Damage;
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if (kind === SkillKind.Damage) {
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if (config.ap > 0) {
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this.createSkillEntity(s_uuid, heroView, targets[0].node.position);
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}
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return;
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}
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for (const target of targets) {
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if (!target.ent) continue;
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const model = target.ent.get(HeroAttrsComp);
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if (!model || model.is_dead) continue;
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if (kind === SkillKind.Heal && config.ap !== 0) {
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model.add_hp(config.ap, false);
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} else if (kind === SkillKind.Shield && config.ap !== 0) {
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model.add_shield(config.ap, false);
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}
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}
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}
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// 统一通过 Buff 系统应用效果
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private applyExtraEffects(config: SkillConfig, targets: HeroViewComp[]) {
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for (const target of targets) {
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if (!target.ent) continue;
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const model = target.ent.get(HeroAttrsComp);
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if (!model || model.is_dead) continue;
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if (config.buffs) {
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for (const buffId of config.buffs) {
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const buffConf = BuffsList[buffId];
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@@ -115,7 +122,6 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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}
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}
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// 应用 Debuff 效果
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if (config.debuffs) {
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for (const buffId of config.debuffs) {
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const buffConf = BuffsList[buffId];
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@@ -125,7 +131,6 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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}
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}
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}
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mLogger.log(this.debugMode, "SCastSystem", `[SCastSystem] ${casterAttrs.hero_name} 施放 ${config.name}`);
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}
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private findTargets(caster: HeroViewComp, casterAttrs: HeroAttrsComp, config: SkillConfig): HeroViewComp[] {
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