style: 格式化代码并修复代码风格问题
本次提交主要对HeroAttrsComp和HeroViewComp两个文件进行了代码风格统一优化: 1. 统一变量声明的空格规范,修复类型标注前后的空格问题 2. 修正函数参数默认值的空格格式 3. 调整空行和注释的排版一致性 4. 修复字符串类型标注的大小写问题 5. 新增等级变更脏标记和对应的UI显示逻辑 6. 优化了部分条件判断和逻辑代码的可读性
This commit is contained in:
@@ -13,7 +13,7 @@ export class HeroAttrsComp extends ecs.Comp {
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private static readonly percentRateThreshold = 1;
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private static readonly minAttackCd = 0.05;
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Ebus:any=null!
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Ebus: any = null!
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// ==================== 角色基础信息 ====================
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hero_uuid: number = 1001;
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hero_name: string = "hero";
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@@ -42,7 +42,7 @@ export class HeroAttrsComp extends ecs.Comp {
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[SkillTriggerType.FEnd]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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[SkillTriggerType.Atking]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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[SkillTriggerType.Atked]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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[SkillTriggerType.Revive]?: {s_uuid: number, r_num: number, upr: number};
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[SkillTriggerType.Revive]?: { s_uuid: number, r_num: number, upr: number };
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// ==================== 特殊属性 ====================
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critical: number = 0; // 暴击率
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@@ -64,20 +64,21 @@ export class HeroAttrsComp extends ecs.Comp {
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frost_end_time: number = 0;
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stun_end_time: number = 0;
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boom: boolean = false; // 自爆怪
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// ==================== 脏标签标记 ====================
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dirty_hp: boolean = false; // 血量变更标记
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dirty_shield: boolean = false; // 护盾变更标记
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dirty_lv: boolean = false; // 等级变更标记
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// ==================== 技能距离缓存 ====================
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maxSkillDistance: number = 0; // 最远技能攻击距离(缓存,受MP影响)
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minSkillDistance: number = 0; // 最近技能攻击距离(缓存,不受MP影响,用于停止位置判断)
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// ==================== 阵型位置 ====================
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posIndex: number = -1;
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// ==================== 标记状态 ====================
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is_dead: boolean = false;
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is_count_dead: boolean = false;
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@@ -92,10 +93,10 @@ export class HeroAttrsComp extends ecs.Comp {
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// ==================== 计数统计 ====================
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atk_count: number = 0; // 攻击次数
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atked_count: number = 0; // 被攻击次数
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killed_count:number=0;
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killed_count: number = 0;
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combat_target_eid: number = -1;
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enemy_in_cast_range: boolean = false;
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start(){
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start() {
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}
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// ==================== BUFF 系统初始化 ====================
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/**
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@@ -108,7 +109,7 @@ export class HeroAttrsComp extends ecs.Comp {
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}
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/*******************基础属性管理********************/
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add_hp(value:number){
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add_hp(value: number) {
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const oldHp = this.hp;
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let addValue = value;
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this.hp += addValue;
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@@ -119,7 +120,7 @@ export class HeroAttrsComp extends ecs.Comp {
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}
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return addValue;
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}
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add_shield(value:number){
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add_shield(value: number) {
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const oldShield = this.shield;
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const addValue = Math.max(0, Math.floor(value));
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if (addValue <= 0) return;
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@@ -131,15 +132,15 @@ export class HeroAttrsComp extends ecs.Comp {
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mLogger.log(this.debugMode, 'HeroAttrs', ` 护盾次数变更: ${this.hero_name}, 变化=${addValue}, ${Math.floor(oldShield)} -> ${Math.floor(this.shield)}`);
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}
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}
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add_hp_max(value:number){
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this.hp_max+=value
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this.hp+=value
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add_hp_max(value: number) {
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this.hp_max += value
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this.hp += value
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this.dirty_hp = true; // ✅ 仅标记需要更新
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return value
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}
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add_ap(value:number){
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this.ap +=value
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add_ap(value: number) {
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this.ap += value
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return value
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}
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@@ -151,7 +152,7 @@ export class HeroAttrsComp extends ecs.Comp {
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add_special_attr(attr_type: Attrs, value: number) {
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// 利用枚举值(字符串)与类属性名一致的特性,动态访问并累加属性
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const key = attr_type as keyof this;
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// 确保目标属性存在且类型为数字,避免运行时错误
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if (typeof this[key] === 'number') {
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(this as any)[key] += value;
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@@ -163,15 +164,15 @@ export class HeroAttrsComp extends ecs.Comp {
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}
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toFrost(time: number=1) {
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toFrost(time: number = 1) {
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const frostTime = FightSet.FROST_TIME * time;
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this.frost_end_time = Math.max(this.frost_end_time, frostTime);
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}
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toStun(time: number=1) {
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toStun(time: number = 1) {
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const stunTime = FightSet.STUN_TIME * time;
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this.stun_end_time = Math.max(this.stun_end_time, stunTime);
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// 击晕时 CD 清零
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for (const key in this.skills) {
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const skill = this.skills[key];
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@@ -180,11 +181,11 @@ export class HeroAttrsComp extends ecs.Comp {
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}
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}
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}
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updateCD(dt: number){
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updateCD(dt: number) {
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// 如果处于冰冻状态,则技能 CD 暂停刷新
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if (this.isFrost()) return;
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// 如果处于击晕状态,则技能 CD 暂停刷新(且保持清零状态)
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if (this.isStun()) {
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for (const key in this.skills) {
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@@ -195,7 +196,7 @@ export class HeroAttrsComp extends ecs.Comp {
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}
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return;
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}
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for (const key in this.skills) {
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const skill = this.skills[key];
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if (!skill) continue;
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@@ -344,7 +345,7 @@ export class HeroAttrsComp extends ecs.Comp {
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this.maxSkillDistance = maxRange;
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this.minSkillDistance = minRange;
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}
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/**
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* 获取缓存的最远技能攻击距离
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* @returns 最远攻击距离
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@@ -352,7 +353,7 @@ export class HeroAttrsComp extends ecs.Comp {
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public getCachedMaxSkillDistance(): number {
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return this.maxSkillDistance;
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}
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/**
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* 获取缓存的最近技能攻击距离
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* @returns 最近攻击距离
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@@ -376,7 +377,7 @@ export class HeroAttrsComp extends ecs.Comp {
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this.speed = 100;
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this.dis = 100;
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this.shield = 0;
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// 重置新增属性
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this.skills = {};
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this.call = undefined;
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@@ -401,16 +402,16 @@ export class HeroAttrsComp extends ecs.Comp {
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this.puncture_chance = 0;
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this.wfuny = 0;
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this.boom = false;
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this.frost_end_time = 0;
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this.stun_end_time = 0;
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// 重置技能距离缓存
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this.maxSkillDistance = 0;
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this.minSkillDistance = 0;
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this.posIndex = -1;
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this.is_dead = false;
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this.is_count_dead = false;
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this.is_atking = false;
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@@ -420,37 +421,38 @@ export class HeroAttrsComp extends ecs.Comp {
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this.is_friend = false;
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this.is_kalami = false;
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this.is_reviving = false;
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this.atk_count = 0;
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this.atked_count = 0;
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this.killed_count =0;
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this.killed_count = 0;
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this.combat_target_eid = -1;
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this.enemy_in_cast_range = false;
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// 重置脏标签
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this.dirty_hp = false;
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this.dirty_shield = false;
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this.dirty_lv = false;
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}
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}
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@ecs.register('HeroBuffSystem')
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export class HeroBuffSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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private timer =new Timer(0.1)
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private timer = new Timer(0.1)
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroAttrsComp);
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}
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update(e: ecs.Entity): void {
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if(this.timer.update(this.dt)){
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if (this.timer.update(this.dt)) {
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const attrsComp = e.get(HeroAttrsComp);
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if(attrsComp.frost_end_time > 0){
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if (attrsComp.frost_end_time > 0) {
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attrsComp.frost_end_time -= 0.1;
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if(attrsComp.frost_end_time <= 0){
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if (attrsComp.frost_end_time <= 0) {
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attrsComp.frost_end_time = 0;
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}
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}
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if(attrsComp.stun_end_time > 0){
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if (attrsComp.stun_end_time > 0) {
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attrsComp.stun_end_time -= 0.1;
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if(attrsComp.stun_end_time <= 0){
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if (attrsComp.stun_end_time <= 0) {
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attrsComp.stun_end_time = 0;
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}
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}
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@@ -459,5 +461,5 @@ export class HeroBuffSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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}
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}
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@@ -1,11 +1,11 @@
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import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Tween, Color, BoxCollider2D, UITransform, UIOpacity, NodeEventType} from "cc";
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import { Vec3, _decorator, v3, Collider2D, Contact2DType, Label, Node, Prefab, instantiate, ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Tween, Color, BoxCollider2D, UITransform, UIOpacity, NodeEventType } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { mLogger } from "../common/Logger";
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import { HeroSpine } from "./HeroSpine";
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import { BoxSet, FacSet, FightSet, NumberFormatter, TooltipTypes } from "../common/config/GameSet";
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import { smc } from "../common/SingletonModuleComp";
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import { SkillSet,} from "../common/config/SkillSet";
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import { SkillSet, } from "../common/config/SkillSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { UIID } from "../common/config/GameUIConfig";
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@@ -32,20 +32,21 @@ export class HeroViewComp extends CCComp {
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// ==================== View 层属性(表现相关)====================
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as: HeroSpine = null!
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status:String = ""
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status: String = ""
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scale: number = 1; // 显示方向
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box_group:number = BoxSet.HERO; // 碰撞组
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realDeadTime:number=0.1
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deadCD:number=0
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monDeadTime:number=0.1
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hp_height:number=70
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boss_hp_height:number=120
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box_group: number = BoxSet.HERO; // 碰撞组
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realDeadTime: number = 0.1
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deadCD: number = 0
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monDeadTime: number = 0.1
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hp_height: number = 70
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boss_hp_height: number = 140
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// 血条显示相关
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lastBarUpdateTime:number = 0; // 最后一次血条/蓝条/护盾更新时间
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lastBarUpdateTime: number = 0; // 最后一次血条/蓝条/护盾更新时间
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// ==================== UI 节点引用 ====================
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private top_node: Node = null!;
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private topOpacity: UIOpacity = null!;
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private topBasePos: Vec3 = v3();
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private lvLabel: Label | null = null; // 等级显示文本
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private readonly barIdleOpacity: number = 153;
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private readonly barActiveOpacity: number = 255;
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private readonly idleOpacityDelay: number = 0.25;
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@@ -73,34 +74,34 @@ export class HeroViewComp extends CCComp {
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onLoad() {
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this.as = this.getComponent(HeroSpine);
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const collider = this.node.getComponent(BoxCollider2D);
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this.scheduleOnce(()=>{
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this.scheduleOnce(() => {
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if (collider) {
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collider.enabled = true; // 先禁
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collider.group = this.box_group; // 设置为英雄组
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}
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},0.1)
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}, 0.1)
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// let anm = this.node.getChildByName("anm")
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// anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
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// 绑定点击事件,点击打开英雄信息面板弹窗
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this.node.on(NodeEventType.TOUCH_END, this.onHeroClicked, this);
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}
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private onHeroClicked() {
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if (!this.model) return;
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if (this.model.fac !== FacSet.HERO) return;
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oops.audio.playEffect("music/button");
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const eid = this.ent?.eid;
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if (!eid) return;
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oops.gui.remove(UIID.HInfo);
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oops.gui.open(UIID.HInfo, { eid: eid });
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}
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/** 视图层逻辑代码分离演示 */
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start () {
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start() {
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this.init();
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}
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@@ -110,25 +111,28 @@ export class HeroViewComp extends CCComp {
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this.deadCD = 0;
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this.lastBarUpdateTime = 0;
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this.status_change("idle");
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// 初始化 UI 节点
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this.initUINodes();
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/** 方向 */
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this.node.setScale(this.scale*Math.abs(this.node.scale.x), 1*this.node.scale.y); // 确保 scale.x 为正后再乘方向
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this.top_node.setScale(this.scale*this.top_node.scale.x,1*this.top_node.scale.y);
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this.node.setScale(this.scale * Math.abs(this.node.scale.x), 1 * this.node.scale.y); // 确保 scale.x 为正后再乘方向
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this.top_node.setScale(this.scale * this.top_node.scale.x, 1 * this.top_node.scale.y);
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/* 显示角色血*/
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this.top_node.getChildByName("hp").active = true;
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this.top_node.getChildByName("cd").active = false;
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this.top_node.getChildByName("shield").active = false;
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this.top_node.getChildByName("lv").active = false;
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this.top_node.getChildByName("lv").active = true;
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this.top_node.active = true;
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this.setTopBarOpacity(false);
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// 初始化等级显示
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this.lv_show();
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// 🔥 重置血条 UI 显示状态
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if (this.model) {
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this.hp_show();
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// 根据英雄模型中的等级数据设置描边
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// 注意:HeroViewComp 是挂在 node 上的,而 FlashSprite 可能挂在子节点(如 Sprite/anm 节点)
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let flashSprite = this.node.getComponent(FlashSprite);
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@@ -136,53 +140,59 @@ export class HeroViewComp extends CCComp {
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// 如果当前节点没有,尝试在所有子节点中查找
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flashSprite = this.node.getComponentInChildren(FlashSprite);
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}
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if (flashSprite) {
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flashSprite.setOutlineByLevel(this.model.lv);
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}
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}
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}
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/** 初始化 UI 节点引用 */
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private initUINodes() {
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this.top_node = this.node.getChildByName("top");
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this.topOpacity = this.top_node.getComponent(UIOpacity) || this.top_node.addComponent(UIOpacity);
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this.top_node.setPosition(0, this.hp_height, 0);
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if(this.model.is_boss) this.top_node.setPosition(0, this.boss_hp_height, 0);
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if (this.model.is_boss) this.top_node.setPosition(0, this.boss_hp_height, 0);
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this.topBasePos = this.top_node.position.clone();
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const hpNode = this.top_node.getChildByName("hp");
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if(this.model.fac==FacSet.HERO){
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hpNode.getChildByName("Bar").getComponent(Sprite).color=new Color("#2ECC71")
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if (this.model.fac == FacSet.HERO) {
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hpNode.getChildByName("Bar").getComponent(Sprite).color = new Color("#2ECC71")
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}
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// 确保血条等UI始终在最上层显示
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this.top_node.setSiblingIndex(999);
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// 缓存等级显示 Label(lv 节点下的 Label 子节点)
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const lvNode = this.top_node.getChildByName("lv");
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if (lvNode) {
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this.lvLabel = lvNode.getChildByName("Label")?.getComponent(Label) ?? null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* View 层每帧更新
|
||||
* 注意:数据更新逻辑已移到 HeroAttrSystem,这里只负责显示
|
||||
*/
|
||||
update(dt: number){
|
||||
if(!smc.mission.play ) return;
|
||||
if(smc.mission.pause) return
|
||||
update(dt: number) {
|
||||
if (!smc.mission.play) return;
|
||||
if (smc.mission.pause) return
|
||||
// 🔥 修复:添加安全检查,防止在实体销毁过程中访问null的model
|
||||
if(!this.ent) return;
|
||||
if (!this.ent) return;
|
||||
if (!this.model) return;
|
||||
|
||||
this.processDamageQueue();
|
||||
|
||||
if(this.model.is_dead){
|
||||
this.deadCD+=dt
|
||||
if(this.deadCD>=this.realDeadTime){
|
||||
this.deadCD=0
|
||||
if (this.model.is_dead) {
|
||||
this.deadCD += dt
|
||||
if (this.deadCD >= this.realDeadTime) {
|
||||
this.deadCD = 0
|
||||
this.realDead()
|
||||
}
|
||||
}
|
||||
return
|
||||
} ;
|
||||
};
|
||||
|
||||
// ✅ 按需更新 UI(脏标签模式)- 只在属性变化时更新
|
||||
if (this.model.dirty_hp) {
|
||||
@@ -195,10 +205,15 @@ export class HeroViewComp extends CCComp {
|
||||
this.show_shield(this.model.shield);
|
||||
this.model.dirty_shield = false;
|
||||
}
|
||||
|
||||
if (this.model.dirty_lv) {
|
||||
this.lv_show();
|
||||
this.model.dirty_lv = false;
|
||||
}
|
||||
}
|
||||
|
||||
public cd_show(){
|
||||
return;
|
||||
|
||||
public cd_show() {
|
||||
return;
|
||||
}
|
||||
|
||||
/** 显示护盾 */
|
||||
@@ -206,15 +221,15 @@ export class HeroViewComp extends CCComp {
|
||||
this.lastBarUpdateTime = Date.now() / 1000;
|
||||
this.node.getChildByName("shielded").active = shield > 0;
|
||||
}
|
||||
|
||||
|
||||
/** 显示血量 */
|
||||
private hp_show() {
|
||||
this.lastBarUpdateTime = Date.now() / 1000;
|
||||
// 不再基于血量是否满来决定显示状态,只更新进度条
|
||||
let hp=this.model.hp;
|
||||
let hp_max=this.model.hp_max;
|
||||
let hp = this.model.hp;
|
||||
let hp_max = this.model.hp_max;
|
||||
// mLogger.log(this.debugMode, 'HeroViewComp', "hp_show",hp,hp_max)
|
||||
|
||||
|
||||
let targetProgress = hp_max > 0 ? hp / hp_max : 0;
|
||||
targetProgress = clamp(targetProgress, 0, 1);
|
||||
let hpNode = this.top_node.getChildByName("hp");
|
||||
@@ -237,6 +252,12 @@ export class HeroViewComp extends CCComp {
|
||||
return this.model.hp >= this.model.hp_max;
|
||||
}
|
||||
|
||||
/** 更新等级显示 */
|
||||
private lv_show() {
|
||||
if (!this.lvLabel || !this.model) return;
|
||||
this.lvLabel.string = String(this.model.lv);
|
||||
}
|
||||
|
||||
private setTopBarOpacity(isActive: boolean) {
|
||||
if (!this.top_node || !this.top_node.isValid) return;
|
||||
if (this.topOpacity) {
|
||||
@@ -269,13 +290,13 @@ export class HeroViewComp extends CCComp {
|
||||
})
|
||||
.start();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/** 升级特效 */
|
||||
public lv_up() {
|
||||
this.spawnTimedFx("game/skill/buff/buff_lvup", this.node, 1.0);
|
||||
|
||||
|
||||
// 升级时同步更新描边
|
||||
if (this.model) {
|
||||
let flashSprite = this.node.getComponent(FlashSprite);
|
||||
@@ -287,12 +308,12 @@ export class HeroViewComp extends CCComp {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/** 攻击力提升特效 */
|
||||
private ap_up() {
|
||||
this.spawnTimedFx("game/skill/buff/buff_apup", this.node, 1.0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/** 受击特效 */
|
||||
private in_atked(anm: string = "atked", scale: number = 1) {
|
||||
@@ -304,24 +325,24 @@ export class HeroViewComp extends CCComp {
|
||||
// node.setPosition(this.node.position.x, this.node.position.y+50, this.node.position.z);
|
||||
// node.parent = this.node.parent;
|
||||
}
|
||||
|
||||
|
||||
/** 冰冻特效 */
|
||||
in_iced(t: number = 1) {
|
||||
this.spawnTimedFx("game/skill/buff/iced", this.node, t);
|
||||
}
|
||||
|
||||
|
||||
/** 击晕特效 */
|
||||
in_stun(t: number = 1) {
|
||||
this.spawnTimedFx("game/skill/buff/stun", this.node, t);
|
||||
}
|
||||
|
||||
|
||||
/** 技能提示 */
|
||||
private tooltip(type: number = 1, value: string = "", s_uuid: number = 1001, y: number = 50) {
|
||||
let pos = v3(0, 60);
|
||||
pos.y = pos.y + y;
|
||||
Tooltip.load(pos, type, value, s_uuid, this.node);
|
||||
}
|
||||
/** 技能提示 */
|
||||
/** 技能提示 */
|
||||
public skill_name(value: string = "", s_uuid: number = 1001, triggerType: string = "", y: number = 50) {
|
||||
let pos = v3(0, 60);
|
||||
pos.y = pos.y + y;
|
||||
@@ -336,7 +357,7 @@ export class HeroViewComp extends CCComp {
|
||||
if (transform) {
|
||||
halfHeight = transform.height / 2;
|
||||
}
|
||||
|
||||
|
||||
// 起点设为怪物中心偏下位置,使其在血条下方
|
||||
let ny = this.node.position.y + halfHeight - 15;
|
||||
let pos = v3(x, ny, 0);
|
||||
@@ -347,30 +368,30 @@ export class HeroViewComp extends CCComp {
|
||||
shield_tip(absorbed: number) {
|
||||
this.hp_tip(TooltipTypes.life, NumberFormatter.formatNumber(Math.max(0, Math.floor(absorbed))));
|
||||
}
|
||||
public playBuff(anm: string = ""){
|
||||
if(anm==="") return;
|
||||
public playBuff(anm: string = "") {
|
||||
if (anm === "") return;
|
||||
var path = "game/skill/buff/" + anm;
|
||||
this.spawnTimedFx(path, this.node, this.effectLifeTime);
|
||||
}
|
||||
|
||||
public playReady(anm: string = ""){
|
||||
if(anm==="") return;
|
||||
public playReady(anm: string = "") {
|
||||
if (anm === "") return;
|
||||
var path = "game/skill/ready/" + anm;
|
||||
this.spawnAnimEndFx(path, this.node, undefined);
|
||||
}
|
||||
public playOther(anm: string = ""){
|
||||
if(anm==="") return;
|
||||
public playOther(anm: string = "") {
|
||||
if (anm === "") return;
|
||||
var path = "game/skill/ready/" + anm;
|
||||
// 以自身当前位置为基准,挂载到父节点,即使自身节点销毁动画也能继续播放
|
||||
this.spawnAnimEndFx(path, this.node.parent, this.node.position);
|
||||
}
|
||||
public playEnd(anm: string = ""){
|
||||
if(anm==="") return;
|
||||
}
|
||||
public playEnd(anm: string = "") {
|
||||
if (anm === "") return;
|
||||
var path = "game/skill/end/" + anm;
|
||||
this.spawnAnimEndFx(path, this.node, undefined);
|
||||
}
|
||||
public playAllTime(anm: string = ""){
|
||||
if(anm==="") return;
|
||||
public playAllTime(anm: string = "") {
|
||||
if (anm === "") return;
|
||||
var path = "game/skill/buff/" + anm;
|
||||
// 常驻特效直接创建节点,不挂载生命周期销毁组件,随父节点(this.node)一起销毁
|
||||
this.createFxNode(path, this.node, undefined);
|
||||
@@ -379,7 +400,7 @@ export class HeroViewComp extends CCComp {
|
||||
private heathed() {
|
||||
this.spawnAnimEndFx("game/skill/buff/heathed", this.node, undefined);
|
||||
}
|
||||
private deaded(){
|
||||
private deaded() {
|
||||
this.spawnAnimEndFx("game/skill/end/dead", this.node.parent, this.node.position);
|
||||
}
|
||||
private createFxNode(path: string, parent: Node | null, worldPos?: Vec3): Node | null {
|
||||
@@ -409,51 +430,51 @@ export class HeroViewComp extends CCComp {
|
||||
}
|
||||
// 注意:BaseUp 逻辑已移到 HeroAttrSystem.update()
|
||||
// 注意:updateTemporaryBuffsDebuffs 逻辑已移到 HeroAttrSystem.update()
|
||||
|
||||
|
||||
get isActive() {
|
||||
return this.ent.has(HeroViewComp) && this.node?.isValid;
|
||||
}
|
||||
/** 状态切换(动画) */
|
||||
status_change(type:string){
|
||||
if(this.status === type) return;
|
||||
status_change(type: string) {
|
||||
if (this.status === type) return;
|
||||
this.status = type;
|
||||
if(this.model.is_dead || this.model.is_reviving) return
|
||||
if(type === "idle"){
|
||||
if (this.model.is_dead || this.model.is_reviving) return
|
||||
if (type === "idle") {
|
||||
this.as.idle();
|
||||
} else if(type === "move"){
|
||||
} else if (type === "move") {
|
||||
this.as.move();
|
||||
}
|
||||
}
|
||||
add_shield(shield:number){
|
||||
add_shield(shield: number) {
|
||||
// 护盾数据更新由 Model 层处理,这里只负责视图表现
|
||||
if(this.model && this.model.shield>0) this.show_shield(this.model.shield);
|
||||
if (this.model && this.model.shield > 0) this.show_shield(this.model.shield);
|
||||
}
|
||||
|
||||
|
||||
health(hp: number = 0) {
|
||||
// ✅ 仅显示特效和提示,不调用 hp_show()
|
||||
if(hp<=20) return;
|
||||
if (hp <= 20) return;
|
||||
this.heathed();
|
||||
this.hp_tip(TooltipTypes.health, hp.toFixed(0));
|
||||
this.lastBarUpdateTime = Date.now() / 1000;
|
||||
}
|
||||
|
||||
|
||||
alive(){
|
||||
|
||||
alive() {
|
||||
// 重置复活标记 - 必须最先重置,否则status_change会被拦截
|
||||
this.model.is_reviving = false;
|
||||
this.model.is_dead=false
|
||||
this.model.is_count_dead=false
|
||||
this.model.is_dead = false
|
||||
this.model.is_count_dead = false
|
||||
this.deadCD = 0;
|
||||
|
||||
|
||||
// 恢复碰撞体
|
||||
const collider = this.node.getComponent(Collider2D);
|
||||
if (collider) {
|
||||
collider.enabled = true;
|
||||
}
|
||||
|
||||
|
||||
// 恢复UI
|
||||
this.top_node.active = true;
|
||||
|
||||
|
||||
this.status_change("idle");
|
||||
|
||||
// 【新增】仅英雄阵营派发复活成功事件,供卡牌技能(HeroCall 类型)监听
|
||||
@@ -462,26 +483,26 @@ export class HeroViewComp extends CCComp {
|
||||
oops.message.dispatchEvent(GameEvent.ReviveSuccess, { eid: this.ent.eid });
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* 死亡视图表现
|
||||
* 由 HeroAtkSystem 调用,只负责视觉效果和事件通知
|
||||
*/
|
||||
do_dead(){
|
||||
do_dead() {
|
||||
// 添加安全检查
|
||||
if (!this.model) return;
|
||||
|
||||
|
||||
// 防止重复触发
|
||||
if(this.model.is_count_dead) return;
|
||||
if (this.model.is_count_dead) return;
|
||||
this.model.is_count_dead = true; // 防止重复触发,必须存在防止重复调用
|
||||
|
||||
|
||||
// 怪物使用0.5秒死亡时间,英雄使用realDeadTime
|
||||
if(this.model.fac === FacSet.MON){
|
||||
if (this.model.fac === FacSet.MON) {
|
||||
this.realDeadTime = this.monDeadTime;
|
||||
}
|
||||
|
||||
|
||||
// 如果角色带有死亡触发技能,则由 SCastSystem 播放 playReady("dead")
|
||||
if (this.model && this.model.dead && this.model.dead.length > 0) {
|
||||
// SCastSystem will handle the "dead" ready animation
|
||||
@@ -490,26 +511,26 @@ export class HeroViewComp extends CCComp {
|
||||
this.deaded();
|
||||
}
|
||||
}
|
||||
realDead(){
|
||||
realDead() {
|
||||
// 🔥 修复:添加model安全检查,防止实体销毁过程中的空指针异常
|
||||
if (!this.model) {
|
||||
mLogger.warn(this.debugMode, 'HeroViewComp', "[HeroViewComp] realDead called but model is null, skipping");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// 隐藏UI
|
||||
this.top_node.active = false;
|
||||
|
||||
|
||||
// 在销毁实体前先禁用碰撞体,从源头减少"尸体"参与碰撞
|
||||
const collider = this.node.getComponent(Collider2D);
|
||||
if (collider) {
|
||||
collider.enabled = false;
|
||||
}
|
||||
|
||||
|
||||
// 根据阵营决定飞出方向:英雄向左(负),怪物向右(正)
|
||||
let isHero = this.model.fac === FacSet.HERO;
|
||||
let dirX = isHero ? -800 : 800;
|
||||
|
||||
|
||||
// 死亡往后飞出屏幕动画
|
||||
tween(this.node)
|
||||
.by(0.5, { position: v3(dirX, 700, 0) }, { easing: "quadOut" })
|
||||
@@ -524,55 +545,55 @@ export class HeroViewComp extends CCComp {
|
||||
})
|
||||
.start();
|
||||
}
|
||||
do_atked(damage:number,isCrit:boolean,s_uuid:number,isBack:boolean=false){
|
||||
do_atked(damage: number, isCrit: boolean, s_uuid: number, isBack: boolean = false) {
|
||||
// 受到攻击时更新最后更新时间
|
||||
this.activateTopBar();
|
||||
this.lastBarUpdateTime = Date.now() / 1000;
|
||||
|
||||
|
||||
if (damage <= 0) return;
|
||||
|
||||
|
||||
// 播放受击音效
|
||||
if (isCrit) {
|
||||
oops.audio.playEffect("music/Critical");
|
||||
} else {
|
||||
oops.audio.playEffect("music/Hit");
|
||||
}
|
||||
|
||||
|
||||
// 视图层表现
|
||||
let SConf=SkillSet[s_uuid]
|
||||
const hitAnm = SConf?.DAnm|| "atked";
|
||||
if (isBack) this.back()
|
||||
this.in_atked(hitAnm, this.model.fac==FacSet.HERO?1:-1);
|
||||
let SConf = SkillSet[s_uuid]
|
||||
const hitAnm = SConf?.DAnm || "atked";
|
||||
if (isBack) this.back()
|
||||
this.in_atked(hitAnm, this.model.fac == FacSet.HERO ? 1 : -1);
|
||||
this.showDamage(damage, isCrit);
|
||||
}
|
||||
|
||||
|
||||
private isBackingUp: boolean = false; // 🔥 添加后退状态标记
|
||||
|
||||
|
||||
//后退
|
||||
back(distance: number = 0){
|
||||
back(distance: number = 0) {
|
||||
// 🔥 防止重复调用后退动画
|
||||
if (this.isBackingUp) return;
|
||||
this.isBackingUp = true; // 🔥 设置后退状态
|
||||
|
||||
if(this.model.fac==FacSet.MON) {
|
||||
if (this.model.fac == FacSet.MON) {
|
||||
// 基础击退距离,加上额外的距离强化
|
||||
let dist = FightSet.BACK_RANG + distance;
|
||||
let tx=this.node.position.x + dist;
|
||||
if(tx > 320) tx=320;
|
||||
let tx = this.node.position.x + dist;
|
||||
if (tx > 320) tx = 320;
|
||||
tween(this.node)
|
||||
.to(0.1, { position:v3(tx,this.node.position.y,0)})
|
||||
.to(0.1, { position: v3(tx, this.node.position.y, 0) })
|
||||
.call(() => {
|
||||
this.isBackingUp = false; // 🔥 动画完成后重置状态
|
||||
})
|
||||
.start();
|
||||
}
|
||||
|
||||
if(this.model.fac==FacSet.HERO) {
|
||||
|
||||
if (this.model.fac == FacSet.HERO) {
|
||||
let dist = 5 + distance;
|
||||
let tx=this.node.position.x - dist;
|
||||
if(tx < -320) tx=-320;
|
||||
let tx = this.node.position.x - dist;
|
||||
if (tx < -320) tx = -320;
|
||||
tween(this.node)
|
||||
.to(0.1, { position:v3(tx,this.node.position.y,0)})
|
||||
.to(0.1, { position: v3(tx, this.node.position.y, 0) })
|
||||
.call(() => {
|
||||
this.isBackingUp = false; // 🔥 动画完成后重置状态
|
||||
})
|
||||
@@ -581,11 +602,11 @@ export class HeroViewComp extends CCComp {
|
||||
}
|
||||
// 伤害计算和战斗逻辑已迁移到 HeroBattleSystem
|
||||
|
||||
|
||||
playSkillAnm(act:string="") {
|
||||
mLogger.log(this.debugMode, 'HeroViewComp', '[heroview] act'+act,)
|
||||
if (act==="") return;
|
||||
switch(act){
|
||||
|
||||
playSkillAnm(act: string = "") {
|
||||
mLogger.log(this.debugMode, 'HeroViewComp', '[heroview] act' + act,)
|
||||
if (act === "") return;
|
||||
switch (act) {
|
||||
case "max":
|
||||
this.as.max()
|
||||
break
|
||||
@@ -611,12 +632,12 @@ export class HeroViewComp extends CCComp {
|
||||
/** 处理伤害队列 */
|
||||
private processDamageQueue() {
|
||||
if (this.isProcessingDamage || this.damageQueue.length === 0) return;
|
||||
|
||||
|
||||
this.isProcessingDamage = true;
|
||||
const damageInfo = this.damageQueue.shift()!;
|
||||
|
||||
|
||||
this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit);
|
||||
|
||||
|
||||
// 设置延时处理下一个伤
|
||||
this.scheduleOnce(() => {
|
||||
this.isProcessingDamage = false;
|
||||
@@ -626,7 +647,7 @@ export class HeroViewComp extends CCComp {
|
||||
/** 立即显示伤害效果 */
|
||||
private showDamageImmediate(damage: number, isCrit: boolean) {
|
||||
if (!this.model) return;
|
||||
|
||||
|
||||
const damageText = NumberFormatter.formatNumber(Math.max(0, Math.floor(damage)));
|
||||
this.hp_show();
|
||||
if (isCrit) {
|
||||
@@ -648,18 +669,18 @@ export class HeroViewComp extends CCComp {
|
||||
const collider = this.getComponent(Collider2D);
|
||||
if (collider) {
|
||||
collider.off(Contact2DType.BEGIN_CONTACT);
|
||||
}
|
||||
this.deadCD=0
|
||||
this.lastBarUpdateTime=0
|
||||
}
|
||||
this.deadCD = 0
|
||||
this.lastBarUpdateTime = 0
|
||||
this.unschedule(this.restoreBarIdleOpacity);
|
||||
|
||||
// 清理伤害队列
|
||||
this.damageQueue.length = 0;
|
||||
this.isProcessingDamage = false;
|
||||
|
||||
|
||||
// 解绑点击事件
|
||||
this.node.off(NodeEventType.TOUCH_END, this.onHeroClicked, this);
|
||||
|
||||
|
||||
// 节点生命周期由 Monster 对象池管理,此处不再销毁
|
||||
// if (this.node && this.node.isValid) {
|
||||
// this.node.destroy();
|
||||
|
||||
Reference in New Issue
Block a user