feat(skill): 为技能系统添加基于时间的结束条件支持

- 在 SkillConfig 接口中新增可选的 time 字段,用于配置持续时间
- 在 Skill 实体初始化时,根据 EType.timeEnd 类型添加或移除时间组件
- 新增 StimeDataComp 组件存储技能时间数据
- 新增 STimeSystem 系统处理技能时间更新逻辑,实现定时销毁技能
This commit is contained in:
walkpan
2026-03-15 23:11:52 +08:00
parent 9c21ab748e
commit 518591468c
3 changed files with 48 additions and 16 deletions

View File

@@ -195,6 +195,7 @@ export interface SkillConfig {
DAnm:number, // 命中后动画ID
RType:RType, // 技能运行类型(直线/贝塞尔/固定起点/固定终点)
EType:EType, // 结束条件(动画结束/时间结束/距离结束/碰撞/次数结束)
time?:number, // timeEnd 持续时间(秒)
kind?:SkillKind, // 主效果类型
buffs:number[], // 对施法者的buff配置列表(Buff UUID 列表)
debuffs:number[], // 对目标的debuff配置列表(Buff UUID 列表)

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@@ -1,25 +1,43 @@
import { Vec3, v3, Node } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { RType, EType, SkillSet } from "../common/config/SkillSet";
import { BoxSet } from "../common/config/GameSet";
import { EType, SkillSet } from "../common/config/SkillSet";
import { SkillView } from "./SkillView";
import { smc } from "../common/SingletonModuleComp";
/**
* ==================== 技能移动数据组件 ====================
*
* 用途:
* - 存储技能实体的移动相关数据
* - 管理移动状态和参数
* - 支持多种移动类型(线性、贝塞尔、固定位置等)
*/
@ecs.register('StimeDataComp')
export class StimeDataComp extends ecs.Comp {
/** 技能UUID */
s_uuid: number = 0;
reset() {
}
totalTime: number = 0;
elapsedTime: number = 0;
reset() {
this.s_uuid = 0;
this.totalTime = 0;
this.elapsedTime = 0;
}
}
@ecs.register('STimeSystem')
export class STimeSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(StimeDataComp, SkillView);
}
update(entity: ecs.Entity): void {
if(!smc.mission.play ) return;
if(smc.mission.pause) return
const timeComp = entity.get(StimeDataComp);
const skillView = entity.get(SkillView);
if (!timeComp || !skillView) return;
const conf = SkillSet[timeComp.s_uuid];
if (!conf || conf.EType !== EType.timeEnd) return;
if (timeComp.totalTime <= 0) {
skillView.close_collider();
entity.destroy();
return;
}
timeComp.elapsedTime += this.dt;
if (timeComp.elapsedTime >= timeComp.totalTime) {
skillView.close_collider();
entity.destroy();
}
}
}

View File

@@ -8,6 +8,7 @@ import { Attrs } from "../common/config/HeroAttrs";
import { SkillView } from "./SkillView";
import { SDataCom } from "./SDataCom";
import { SMoveDataComp } from "../skill/SMoveComp";
import { StimeDataComp } from "./STimeComp";
import { HeroViewComp } from "../hero/HeroViewComp";
import { smc } from "../common/SingletonModuleComp";
import { mLogger } from "../common/Logger";
@@ -143,6 +144,17 @@ export class Skill extends ecs.Entity {
// 从SkillView获取移动参数位置初始化由SMoveSystem统一处理
sMoveCom.atk_x = SView.atk_x;
sMoveCom.atk_y = SView.atk_y;
if (config.EType === EType.timeEnd) {
let sTimeCom = this.get(StimeDataComp);
if (!sTimeCom) sTimeCom = this.add(StimeDataComp);
sTimeCom.reset();
sTimeCom.s_uuid = s_uuid;
sTimeCom.totalTime = Math.max(0, config.time ?? 0);
} else {
const sTimeCom = this.get(StimeDataComp);
if (sTimeCom) this.remove(StimeDataComp);
}
let cAttrsComp=caster.ent.get(HeroAttrsComp)
// 初始化数据组件
@@ -177,6 +189,7 @@ export class Skill extends ecs.Entity {
// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
this.remove(SDataCom);
this.remove(SMoveDataComp)
this.remove(StimeDataComp)
// 移除组件会触发 reset但我们在 reset 中移除了 destroy
this.remove(SkillView)