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
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@@ -195,6 +195,7 @@ export interface SkillConfig {
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DAnm:number, // 命中后动画ID
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RType:RType, // 技能运行类型(直线/贝塞尔/固定起点/固定终点)
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EType:EType, // 结束条件(动画结束/时间结束/距离结束/碰撞/次数结束)
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time?:number, // timeEnd 持续时间(秒)
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kind?:SkillKind, // 主效果类型
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buffs:number[], // 对施法者的buff配置列表(Buff UUID 列表)
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debuffs:number[], // 对目标的debuff配置列表(Buff UUID 列表)
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@@ -1,25 +1,43 @@
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import { Vec3, v3, Node } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { RType, EType, SkillSet } from "../common/config/SkillSet";
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import { BoxSet } from "../common/config/GameSet";
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import { EType, SkillSet } from "../common/config/SkillSet";
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import { SkillView } from "./SkillView";
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import { smc } from "../common/SingletonModuleComp";
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/**
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* ==================== 技能移动数据组件 ====================
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*
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* 用途:
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* - 存储技能实体的移动相关数据
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* - 管理移动状态和参数
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* - 支持多种移动类型(线性、贝塞尔、固定位置等)
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*/
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@ecs.register('StimeDataComp')
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export class StimeDataComp extends ecs.Comp {
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/** 技能UUID */
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s_uuid: number = 0;
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reset() {
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}
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totalTime: number = 0;
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elapsedTime: number = 0;
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reset() {
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this.s_uuid = 0;
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this.totalTime = 0;
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this.elapsedTime = 0;
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}
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}
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@ecs.register('STimeSystem')
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export class STimeSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(StimeDataComp, SkillView);
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}
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update(entity: ecs.Entity): void {
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if(!smc.mission.play ) return;
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if(smc.mission.pause) return
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const timeComp = entity.get(StimeDataComp);
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const skillView = entity.get(SkillView);
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if (!timeComp || !skillView) return;
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const conf = SkillSet[timeComp.s_uuid];
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if (!conf || conf.EType !== EType.timeEnd) return;
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if (timeComp.totalTime <= 0) {
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skillView.close_collider();
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entity.destroy();
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return;
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}
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timeComp.elapsedTime += this.dt;
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if (timeComp.elapsedTime >= timeComp.totalTime) {
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skillView.close_collider();
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entity.destroy();
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}
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}
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}
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@@ -8,6 +8,7 @@ import { Attrs } from "../common/config/HeroAttrs";
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import { SkillView } from "./SkillView";
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import { SDataCom } from "./SDataCom";
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import { SMoveDataComp } from "../skill/SMoveComp";
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import { StimeDataComp } from "./STimeComp";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { smc } from "../common/SingletonModuleComp";
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import { mLogger } from "../common/Logger";
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@@ -143,6 +144,17 @@ export class Skill extends ecs.Entity {
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// 从SkillView获取移动参数,位置初始化由SMoveSystem统一处理
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sMoveCom.atk_x = SView.atk_x;
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sMoveCom.atk_y = SView.atk_y;
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if (config.EType === EType.timeEnd) {
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let sTimeCom = this.get(StimeDataComp);
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if (!sTimeCom) sTimeCom = this.add(StimeDataComp);
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sTimeCom.reset();
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sTimeCom.s_uuid = s_uuid;
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sTimeCom.totalTime = Math.max(0, config.time ?? 0);
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} else {
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const sTimeCom = this.get(StimeDataComp);
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if (sTimeCom) this.remove(StimeDataComp);
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}
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let cAttrsComp=caster.ent.get(HeroAttrsComp)
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// 初始化数据组件
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@@ -177,6 +189,7 @@ export class Skill extends ecs.Entity {
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// 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
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this.remove(SDataCom);
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this.remove(SMoveDataComp)
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this.remove(StimeDataComp)
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// 移除组件会触发 reset,但我们在 reset 中移除了 destroy
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this.remove(SkillView)
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