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:
pan
2026-07-21 16:33:52 +08:00
parent 2234b9021d
commit 5d55f3bdb1
2 changed files with 193 additions and 170 deletions

View File

@@ -13,7 +13,7 @@ export class HeroAttrsComp extends ecs.Comp {
private static readonly percentRateThreshold = 1;
private static readonly minAttackCd = 0.05;
Ebus:any=null!
Ebus: any = null!
// ==================== 角色基础信息 ====================
hero_uuid: number = 1001;
hero_name: string = "hero";
@@ -42,7 +42,7 @@ export class HeroAttrsComp extends ecs.Comp {
[SkillTriggerType.FEnd]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
[SkillTriggerType.Atking]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
[SkillTriggerType.Atked]?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
[SkillTriggerType.Revive]?: {s_uuid: number, r_num: number, upr: number};
[SkillTriggerType.Revive]?: { s_uuid: number, r_num: number, upr: number };
// ==================== 特殊属性 ====================
critical: number = 0; // 暴击率
@@ -64,20 +64,21 @@ export class HeroAttrsComp extends ecs.Comp {
frost_end_time: number = 0;
stun_end_time: number = 0;
boom: boolean = false; // 自爆怪
// ==================== 脏标签标记 ====================
dirty_hp: boolean = false; // 血量变更标记
dirty_shield: boolean = false; // 护盾变更标记
dirty_lv: boolean = false; // 等级变更标记
// ==================== 技能距离缓存 ====================
maxSkillDistance: number = 0; // 最远技能攻击距离缓存受MP影响
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
// ==================== 阵型位置 ====================
posIndex: number = -1;
// ==================== 标记状态 ====================
is_dead: boolean = false;
is_count_dead: boolean = false;
@@ -92,10 +93,10 @@ export class HeroAttrsComp extends ecs.Comp {
// ==================== 计数统计 ====================
atk_count: number = 0; // 攻击次数
atked_count: number = 0; // 被攻击次数
killed_count:number=0;
killed_count: number = 0;
combat_target_eid: number = -1;
enemy_in_cast_range: boolean = false;
start(){
start() {
}
// ==================== BUFF 系统初始化 ====================
/**
@@ -108,7 +109,7 @@ export class HeroAttrsComp extends ecs.Comp {
}
/*******************基础属性管理********************/
add_hp(value:number){
add_hp(value: number) {
const oldHp = this.hp;
let addValue = value;
this.hp += addValue;
@@ -119,7 +120,7 @@ export class HeroAttrsComp extends ecs.Comp {
}
return addValue;
}
add_shield(value:number){
add_shield(value: number) {
const oldShield = this.shield;
const addValue = Math.max(0, Math.floor(value));
if (addValue <= 0) return;
@@ -131,15 +132,15 @@ export class HeroAttrsComp extends ecs.Comp {
mLogger.log(this.debugMode, 'HeroAttrs', ` 护盾次数变更: ${this.hero_name}, 变化=${addValue}, ${Math.floor(oldShield)} -> ${Math.floor(this.shield)}`);
}
}
add_hp_max(value:number){
this.hp_max+=value
this.hp+=value
add_hp_max(value: number) {
this.hp_max += value
this.hp += value
this.dirty_hp = true; // ✅ 仅标记需要更新
return value
}
add_ap(value:number){
this.ap +=value
add_ap(value: number) {
this.ap += value
return value
}
@@ -151,7 +152,7 @@ export class HeroAttrsComp extends ecs.Comp {
add_special_attr(attr_type: Attrs, value: number) {
// 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
const key = attr_type as keyof this;
// 确保目标属性存在且类型为数字,避免运行时错误
if (typeof this[key] === 'number') {
(this as any)[key] += value;
@@ -163,15 +164,15 @@ export class HeroAttrsComp extends ecs.Comp {
}
toFrost(time: number=1) {
toFrost(time: number = 1) {
const frostTime = FightSet.FROST_TIME * time;
this.frost_end_time = Math.max(this.frost_end_time, frostTime);
}
toStun(time: number=1) {
toStun(time: number = 1) {
const stunTime = FightSet.STUN_TIME * time;
this.stun_end_time = Math.max(this.stun_end_time, stunTime);
// 击晕时 CD 清零
for (const key in this.skills) {
const skill = this.skills[key];
@@ -180,11 +181,11 @@ export class HeroAttrsComp extends ecs.Comp {
}
}
}
updateCD(dt: number){
updateCD(dt: number) {
// 如果处于冰冻状态,则技能 CD 暂停刷新
if (this.isFrost()) return;
// 如果处于击晕状态,则技能 CD 暂停刷新(且保持清零状态)
if (this.isStun()) {
for (const key in this.skills) {
@@ -195,7 +196,7 @@ export class HeroAttrsComp extends ecs.Comp {
}
return;
}
for (const key in this.skills) {
const skill = this.skills[key];
if (!skill) continue;
@@ -344,7 +345,7 @@ export class HeroAttrsComp extends ecs.Comp {
this.maxSkillDistance = maxRange;
this.minSkillDistance = minRange;
}
/**
* 获取缓存的最远技能攻击距离
* @returns 最远攻击距离
@@ -352,7 +353,7 @@ export class HeroAttrsComp extends ecs.Comp {
public getCachedMaxSkillDistance(): number {
return this.maxSkillDistance;
}
/**
* 获取缓存的最近技能攻击距离
* @returns 最近攻击距离
@@ -376,7 +377,7 @@ export class HeroAttrsComp extends ecs.Comp {
this.speed = 100;
this.dis = 100;
this.shield = 0;
// 重置新增属性
this.skills = {};
this.call = undefined;
@@ -401,16 +402,16 @@ export class HeroAttrsComp extends ecs.Comp {
this.puncture_chance = 0;
this.wfuny = 0;
this.boom = false;
this.frost_end_time = 0;
this.stun_end_time = 0;
// 重置技能距离缓存
this.maxSkillDistance = 0;
this.minSkillDistance = 0;
this.posIndex = -1;
this.is_dead = false;
this.is_count_dead = false;
this.is_atking = false;
@@ -420,37 +421,38 @@ export class HeroAttrsComp extends ecs.Comp {
this.is_friend = false;
this.is_kalami = false;
this.is_reviving = false;
this.atk_count = 0;
this.atked_count = 0;
this.killed_count =0;
this.killed_count = 0;
this.combat_target_eid = -1;
this.enemy_in_cast_range = false;
// 重置脏标签
this.dirty_hp = false;
this.dirty_shield = false;
this.dirty_lv = false;
}
}
@ecs.register('HeroBuffSystem')
export class HeroBuffSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
private timer =new Timer(0.1)
private timer = new Timer(0.1)
filter(): ecs.IMatcher {
return ecs.allOf(HeroAttrsComp);
}
update(e: ecs.Entity): void {
if(this.timer.update(this.dt)){
if (this.timer.update(this.dt)) {
const attrsComp = e.get(HeroAttrsComp);
if(attrsComp.frost_end_time > 0){
if (attrsComp.frost_end_time > 0) {
attrsComp.frost_end_time -= 0.1;
if(attrsComp.frost_end_time <= 0){
if (attrsComp.frost_end_time <= 0) {
attrsComp.frost_end_time = 0;
}
}
if(attrsComp.stun_end_time > 0){
if (attrsComp.stun_end_time > 0) {
attrsComp.stun_end_time -= 0.1;
if(attrsComp.stun_end_time <= 0){
if (attrsComp.stun_end_time <= 0) {
attrsComp.stun_end_time = 0;
}
}
@@ -459,5 +461,5 @@ export class HeroBuffSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
}
}