diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index e2ef46e6..052aea1e 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -123,7 +123,7 @@ export enum EType { 4. 数值参数: - ap: 攻击力百分比 - cd: 冷却时间 - - hit_num: 范围攻击 伤害敌人数量 + - hit_count: 范围攻击 伤害敌人数量 - t_num: 目标数量 - hit: 穿刺个数 - hitcd: 持续伤害的伤害间隔 @@ -183,7 +183,7 @@ export interface SkillConfig { act:string, // 角色执行的动画 DTType:DTType, // 伤害类型(单体/范围) ap:number, // 攻击百分比(角色攻击力) - hit_num:number, // 范围攻击伤害敌人数量 + hit_count:number, // 可攻击目标数量 hit:number, // 穿刺个数 hitcd:number, // 持续伤害的伤害间隔(秒) speed:number, // 移动速度 @@ -205,56 +205,56 @@ export interface SkillConfig { export const SkillSet: Record = { 5000:{uuid:5000,name:"反伤",sp_name:"thorns",icon:"1168",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, - ap:0,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, + ap:0,hit_count:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, buffs:[],debuffs:[],info:"反伤", }, // ========== 基础攻击 ========== 6001-6099 6001: { uuid:6001,name:"空挥",sp_name:"atk_s1",icon:"1026",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, - ap:100,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, + ap:100,hit_count:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.collision, buffs:[],debuffs:[],info:"对前方目标造成100%攻击的伤害", }, 6002: { uuid:6002,name:"电击",sp_name:"atk_s4",icon:"1173",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"max",DTType:DTType.single, - ap:100,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, + ap:100,hit_count:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, buffs:[],debuffs:[],info:"对前方目标造成150%攻击的伤害", }, 6003: { uuid:6003,name:"闪击",sp_name:"atk_s1",icon:"1173",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"max",DTType:DTType.single, - ap:100,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, + ap:100,hit_count:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, buffs:[],debuffs:[],info:"对前方目标造成150%攻击的伤害", }, 6004: { uuid:6004,name:"火焰击",sp_name:"atk_f2",icon:"1173",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"max",DTType:DTType.single, - ap:100,hit_num:6,hit:1,hitcd:0.2,speed:720,with:0, + ap:100,hit_count:6,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, buffs:[],debuffs:[],info:"对前方目标造成150%攻击的伤害", }, 6005: { uuid:6005,name:"蓝箭",sp_name:"arrow_blue",icon:"1135",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, - ap:100,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, + ap:100,hit_count:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, buffs:[],debuffs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6006: { uuid:6006,name:"绿箭",sp_name:"arrow_green",icon:"1135",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, - ap:100,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, + ap:100,hit_count:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.animationEnd, buffs:[],debuffs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6007: { uuid:6007,name:"红箭",sp_name:"arrow_red",icon:"1135",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, - ap:100,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, + ap:100,hit_count:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.animationEnd, buffs:[],debuffs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6008: { uuid:6008,name:"水球",sp_name:"ball_water",icon:"1126",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, - ap:100,hit_num:1,hit:2,hitcd:0.3,speed:720,with:90, + ap:100,hit_count:1,hit:2,hitcd:0.3,speed:720,with:90, ready:8001,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, buffs:[],debuffs:[],info:"对前方单个目标造成100%攻击的伤害", }, @@ -262,25 +262,25 @@ export const SkillSet: Record = { //============================= ====== 基础buff ====== ========================== 6100-6199 6100: { uuid:6100,name:"治疗",sp_name:"buff_wind",icon:"1292",TGroup:TGroup.Self,TType:TType.LowestHP,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, - ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, + ap:30,hit_count:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, kind:SkillKind.Heal,buffs:[],debuffs:[],info:"治疗自己,回复30%最大生命值", }, 6101:{ uuid:6101,name:"魔法盾",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,TType:TType.LowestHP,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, - ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, + ap:30,hit_count:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, kind:SkillKind.Shield,buffs:[],debuffs:[],info:"获得30%最大生命值的护盾,持续60秒", }, 6102:{ uuid:6102,name:"强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,TType:TType.HighestAP,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single, - ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, + ap:30,hit_count:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, kind:SkillKind.Support,buffs:[10001],debuffs:[],info:"增加目标10%攻击力,持续30秒", }, 6103:{ uuid:6103,name:"群体强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,TType:TType.HighestAP,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.range, - ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, + ap:30,hit_count:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, kind:SkillKind.Support,buffs:[10011],debuffs:[],info:"增加目标10%攻击力,持续30秒", }, @@ -288,14 +288,14 @@ export const SkillSet: Record = { 6201: { uuid:6201, name:"怪物近战", sp_name:"atk_s1", icon:"3036", TGroup:TGroup.Enemy, TType:TType.Frontline, readyAnm:"",endAnm:"",act:"atk", DTType:DTType.single, - ap:100, hit_num:1, hit:1, hitcd:0.2, speed:0, with:0, // 怪物近战特殊距离 + ap:100, hit_count:1, hit:1, hitcd:0.2, speed:0, with:0, // 怪物近战特殊距离 ready:0, EAnm:0, DAnm:9001, RType:RType.fixed, EType:EType.animationEnd, buffs:[], debuffs:[], info:"怪物基础近战攻击", }, 6203: { uuid:6203, name:"怪物射击", sp_name:"arrow_1", icon:"3039", TGroup:TGroup.Enemy, TType:TType.Frontline, readyAnm:"",endAnm:"",act:"atk", DTType:DTType.single, - ap:80, hit_num:1, hit:1, hitcd:0.2, speed:800, with:0, // 怪物远程特殊距离 + ap:80, hit_count:1, hit:1, hitcd:0.2, speed:800, with:0, // 怪物远程特殊距离 ready:0, EAnm:0, DAnm:9001, RType:RType.linear, EType:EType.collision, buffs:[], debuffs:[], info:"怪物基础远程攻击", }, diff --git a/assets/script/game/skill/SDataCom.ts b/assets/script/game/skill/SDataCom.ts index 9a659067..7ac61a54 100644 --- a/assets/script/game/skill/SDataCom.ts +++ b/assets/script/game/skill/SDataCom.ts @@ -16,6 +16,7 @@ export class SDataCom extends ecs.Comp { ext_dmg:number=0 //额外伤害 dmg_ratio:number=1 //伤害比例 hit_count:number=0 //击中数量 + max_hit_count:number=0 //最大可命中次数 reset() { this.Attrs=null this.group=BoxSet.HERO @@ -24,6 +25,7 @@ export class SDataCom extends ecs.Comp { this.caster=null this.casterEid = -1; this.hit_count=0 + this.max_hit_count=0 this.ext_dmg=0 this.dmg_ratio=1 } diff --git a/assets/script/game/skill/SkillView.ts b/assets/script/game/skill/SkillView.ts index 80331197..3520ab8b 100644 --- a/assets/script/game/skill/SkillView.ts +++ b/assets/script/game/skill/SkillView.ts @@ -32,8 +32,6 @@ export class SkillView extends CCComp { private collider: Collider2D = null; // 缓存碰撞体引用 private pendingDisableCollider: boolean = false; private isDisposing: boolean = false; - private attackFrameCount: number = 0; // 攻击帧计数器 - private maxAttackFrames: number = 1; // 最大攻击帧数,可配置 // 已命中目标追踪,防止重复伤害 init() { this.SConf = SkillSet[this.s_uuid] @@ -60,7 +58,12 @@ export class SkillView extends CCComp { anim.play(anim.defaultClip.name); } } - this.attackFrameCount = 0; // 重置攻击帧计数 + if (this.sData) { + this.sData.hit_count = 0; + const punctureCount = this.sData.Attrs?.[Attrs.puncture] ?? 0; + const baseHitCount = this.SConf?.hit ?? 0; + this.sData.max_hit_count = baseHitCount + punctureCount; + } } onBeginContact (seCol: Collider2D, oCol: Collider2D) { if (!this.sData || !this.SConf) { @@ -102,13 +105,12 @@ export class SkillView extends CCComp { } // //动画帧事件 atk 触发 public atk(args:any){ - this.attackFrameCount++; if (this.enable_collider_safely()) { - mLogger.log(this.debugMode, 'SkillView', `[SkillView] [${this.SConf?.name}] 第${this.attackFrameCount}次攻击帧开启碰撞检测`); + mLogger.log(this.debugMode, 'SkillView', `[SkillView] [${this.SConf?.name}] 开启碰撞检测`); this.scheduleOnce(() => { if (!this.node || !this.node.isValid || this.isDisposing) return; this.close_collider(); - mLogger.log(this.debugMode, 'SkillView', `[SkillView] [${this.SConf?.name}] 第${this.attackFrameCount}次攻击帧关闭碰撞检测`); + mLogger.log(this.debugMode, 'SkillView', `[SkillView] [${this.SConf?.name}] 关闭碰撞检测`); }, 0); } } @@ -117,10 +119,10 @@ export class SkillView extends CCComp { if(target == null) return; // 安全检查:如果目标实体已不存在,直接返回 if (!target.ent) return; + if (!this.sData) return; if (!this.SConf) return; // 检查技能是否应该销毁 - const max_hit_count=this.SConf.hit + this.sData.Attrs[Attrs.puncture] - if ( this.sData.hit_count >= max_hit_count ) { + if ( this.sData.hit_count >= this.sData.max_hit_count ) { this.close_collider() return } @@ -141,6 +143,9 @@ export class SkillView extends CCComp { // 更新技能命中次数 this.sData.hit_count++ + if (this.sData.hit_count >= this.sData.max_hit_count) { + this.close_collider(); + } if ( (this.SConf.DTType != DTType.range) && (this.SConf.EType != EType.animationEnd) &&