重构了 技能系统,还需要完善
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270
assets/script/game/hero/HSkillSystem.ts
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270
assets/script/game/hero/HSkillSystem.ts
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { Vec3, v3 } from "cc";
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import { HeroSkillsComp } from "./HeroSkills";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { SkillSet, SType } from "../common/config/SkillSet";
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import { SkillEnt } from "../skill/SkillEnt";
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import { smc } from "../common/SingletonModuleComp";
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/**
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* ==================== 施法请求标记组件 ====================
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*
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* 用途:
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* - 标记角色想要施放某个技能
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* - 由外部(如AI系统、玩家输入)添加
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* - 施法系统处理后自动移除
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*/
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@ecs.register('CastSkillRequest')
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export class CastSkillRequestComp extends ecs.Comp {
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/** 技能索引(在 HeroSkillsComp.skills 中的位置) */
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skillIndex: number = 0;
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/** 目标位置数组(由请求者提供) */
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targetPositions: Vec3[] = [];
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reset() {
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this.skillIndex = 0;
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this.targetPositions = [];
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}
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}
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/**
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* ==================== 技能施法系统 ====================
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*
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* 职责:
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* 1. 监听 CastSkillRequestComp 标记组件
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* 2. 检查施法条件(CD、MP、状态)
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* 3. 扣除资源(MP)
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* 4. 创建技能实体
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* 5. 触发施法动画
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* 6. 移除请求标记
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*
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* 设计理念:
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* - 使用标记组件驱动,符合 ECS 理念
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* - 施法检查与执行分离
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* - 自动处理资源消耗和CD重置
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*/
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export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEnterSystem {
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/**
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* 过滤器:拥有技能数据 + 施法请求的实体
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*/
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroSkillsComp, HeroAttrsComp, CastSkillRequestComp);
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}
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/**
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* 实体进入时触发(即请求施法时)
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*/
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entityEnter(e: ecs.Entity): void {
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const skillsData = e.get(HeroSkillsComp);
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const heroModel = e.get(HeroAttrsComp);
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const request = e.get(CastSkillRequestComp);
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const heroView = e.get(HeroViewComp);
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// 1. 验证数据完整性
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if (!skillsData || !heroModel || !request || !heroView) {
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console.warn("[SkillCastSystem] 数据不完整,取消施法");
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e.remove(CastSkillRequestComp);
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return;
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}
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// 2. 获取技能数据
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const skill = skillsData.getSkill(request.skillIndex);
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if (!skill) {
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console.warn(`[SkillCastSystem] 技能索引无效: ${request.skillIndex}`);
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e.remove(CastSkillRequestComp);
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return;
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}
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// 3. 检查施法条件
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if (!this.checkCastConditions(skillsData, heroModel, request.skillIndex)) {
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e.remove(CastSkillRequestComp);
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return;
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}
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// 4. 执行施法
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this.executeCast(e, skill, request.targetPositions, heroView);
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// 5. 扣除资源和重置CD
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heroModel.mp -= skill.cost;
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skillsData.resetCD(request.skillIndex);
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// 6. 移除请求标记
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e.remove(CastSkillRequestComp);
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}
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/**
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* 检查施法条件
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*/
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private checkCastConditions(skillsData: HeroSkillsComp, heroModel: HeroAttrsComp, skillIndex: number): boolean {
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// 检查角色状态
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if (heroModel.is_dead) {
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return false;
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}
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// 检查控制状态(眩晕、冰冻)
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if (heroModel.isStun() || heroModel.isFrost()) {
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return false;
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}
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// 检查CD和MP
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if (!skillsData.canCast(skillIndex, heroModel.mp)) {
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return false;
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}
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return true;
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}
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/**
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* 执行施法
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*/
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private executeCast(casterEntity: ecs.Entity, skill: any, targetPositions: Vec3[], heroView: HeroViewComp) {
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const config = SkillSet[skill.uuid];
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if (!config) {
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console.error("[SkillCastSystem] 技能配置不存在:", skill.uuid);
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return;
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}
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// 1. 播放施法动画
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heroView.playSkillEffect(skill.uuid);
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// 2. 延迟创建技能实体(等待动画)
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const delay = config.with ?? 0.3; // 施法前摇时间
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heroView.scheduleOnce(() => {
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this.createSkillEntity(skill.uuid, heroView, targetPositions);
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}, delay);
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const heroModel = casterEntity.get(HeroAttrsComp);
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console.log(`[SkillCastSystem] ${heroModel?.hero_name ?? '未知'} 施放技能: ${config.name}`);
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}
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/**
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* 创建技能实体
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*/
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private createSkillEntity(skillId: number, caster: HeroViewComp, targetPositions: Vec3[]) {
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// 检查节点有效性
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if (!caster.node || !caster.node.isValid) {
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console.warn("[SkillCastSystem] 施法者节点无效");
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return;
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}
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// 获取场景节点
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const parent = caster.node.parent;
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if (!parent) {
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console.warn("[SkillCastSystem] 场景节点无效");
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return;
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}
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// ✅ 使用现有的 SkillEnt 创建技能
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const skillEnt = ecs.getEntity<SkillEnt>(SkillEnt);
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skillEnt.load(
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caster.node.position, // 起始位置
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parent, // 父节点
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skillId, // 技能ID
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targetPositions, // 目标位置数组
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caster, // 施法者
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0 // 额外伤害(暂时为0)
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);
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}
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}
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/**
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* ==================== 技能CD更新系统 ====================
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*
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* 职责:
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* 1. 每帧更新所有角色的技能CD
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* 2. 自动递减CD时间
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*
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* 设计理念:
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* - 独立的CD管理系统
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* - 只负责时间递减,不处理施法逻辑
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*/
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export class SkillCDSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroSkillsComp);
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}
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update(e: ecs.Entity): void {
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const skillsData = e.get(HeroSkillsComp);
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if (!skillsData) return;
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// 更新所有技能CD
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skillsData.updateCDs(this.dt);
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}
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}
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/**
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* ==================== 自动施法系统 ====================
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*
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* 职责:
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* 1. 检测可施放的技能
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* 2. 根据策略自动施法(AI)
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* 3. 选择目标
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* 4. 添加施法请求标记
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*
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* 设计理念:
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* - 负责"何时施法"的决策
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* - 通过添加 CastSkillRequestComp 触发施法
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* - 可被玩家输入系统或AI系统复用
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*/
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export class SkillAutocastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroSkillsComp, HeroAttrsComp, HeroViewComp);
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}
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update(e: ecs.Entity): void {
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const skillsData = e.get(HeroSkillsComp);
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const heroModel = e.get(HeroAttrsComp);
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const heroView = e.get(HeroViewComp);
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if (!skillsData || !heroModel || !heroView) return;
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// 检查基本条件
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if (heroModel.is_dead || heroModel.isStun() || heroModel.isFrost()) return;
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// 检查是否正在攻击(只有攻击时才释放技能)
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if (!heroView.is_atking) return;
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// 获取所有可施放的技能
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const readySkills = skillsData.getReadySkills(heroModel.mp);
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if (readySkills.length === 0) return;
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// 选择第一个可施放的伤害技能
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for (const skillIndex of readySkills) {
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const skill = skillsData.getSkill(skillIndex);
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if (!skill) continue;
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const config = SkillSet[skill.uuid];
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if (!config || config.SType !== SType.damage) continue;
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// ✅ 添加施法请求标记组件
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const request = e.add(CastSkillRequestComp) as CastSkillRequestComp;
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request.skillIndex = skillIndex;
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request.targetPositions = this.selectTargets(heroView);
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// 一次只施放一个技能
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break;
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}
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}
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/**
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* 选择目标位置
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*/
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private selectTargets(caster: HeroViewComp): Vec3[] {
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// 简化版:选择最前方的敌人
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const targets: Vec3[] = [];
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// 这里可以调用 SkillConComp 的目标选择逻辑
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// 暂时返回默认位置
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const heroModel = caster.ent.get(HeroAttrsComp);
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const fac = heroModel?.fac ?? 0;
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const defaultX = fac === 0 ? 400 : -400;
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targets.push(v3(defaultX, 0, 0));
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return targets;
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}
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}
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