refactor(skill): 将buff/debuff应用逻辑从SkillView移到SCastSystem
重构技能效果应用逻辑,将buff/debuff处理从SkillView的碰撞检测中移除,统一在SCastSystem中根据技能配置决定是否创建技能实体或直接应用支持效果。这样可以更清晰地分离伤害技能和支持技能的处理逻辑,避免在碰撞时重复应用效果。
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@@ -316,7 +316,7 @@ export const BuffsList: Record<number, BuffConf> = {
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// 治疗 (基于攻击力百分比)
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10301: { uuid: 10301, name: "治疗", icon: "1292", buff: Attrs.hp, BType: BType.VALUE, value: 30, time: 0, chance: 1, info: "回复30%生命值" },
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// 护盾 (基于攻击力百分比)
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10302: { uuid: 10302, name: "护盾", icon: "1255", buff: Attrs.shield, BType: BType.VALUE, value: 30, time: 60, chance: 1, info: "获得30%护盾" },
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10302: { uuid: 10302, name: "护盾", icon: "1255", buff: Attrs.shield, BType: BType.VALUE, value: 30, time: 0, chance: 1, info: "获得30%护盾" },
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// ========== 减益类 Buff (属性降低) ========== 10200 - 10299
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// 减速 (移动速度降低)
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@@ -72,8 +72,14 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const delay = GameConst.Battle.SKILL_CAST_DELAY;
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heroView.scheduleOnce(() => {
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if (!heroView.node || !heroView.node.isValid || heroAttrs.is_dead) return;
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// 始终创建技能实体,所有效果(伤害、Buff、Debuff)均在 SkillView 中处理
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this.createSkillEntity(s_uuid, heroView, targets[0].node.position);
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// 优先判断是否有ap伤害(物理/魔法伤害)
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if (config.ap > 0) {
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this.createSkillEntity(s_uuid, heroView, targets[0].node.position);
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}
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// 接着应用buff效果(包括治疗、护盾等已转换为buff的逻辑)
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if ((config.buffs && config.buffs.length > 0) || (config.debuffs && config.debuffs.length > 0)) {
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this.applySupportSkill(entity, config, targets);
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}
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}, delay);
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if (isMainSkill) {
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heroAttrs.triggerSkillCD();
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@@ -90,6 +96,38 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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skill.load(caster.node.position.clone(), parent, s_uuid, targetPos.clone(), caster, 0);
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}
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private applySupportSkill(casterEntity: ecs.Entity, config: SkillConfig, targets: HeroViewComp[]) {
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const casterAttrs = casterEntity.get(HeroAttrsComp);
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if (!casterAttrs) return;
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for (const target of targets) {
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if (!target.ent) continue;
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const model = target.ent.get(HeroAttrsComp);
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if (!model || model.is_dead) continue;
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// 统一通过 Buff 系统应用效果
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if (config.buffs) {
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for (const buffId of config.buffs) {
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const buffConf = BuffsList[buffId];
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if (buffConf) {
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model.addBuff(buffConf);
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}
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}
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}
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// 应用 Debuff 效果
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if (config.debuffs) {
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for (const buffId of config.debuffs) {
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const buffConf = BuffsList[buffId];
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if (buffConf) {
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model.addBuff(buffConf);
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}
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}
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}
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}
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mLogger.log(this.debugMode, "SCastSystem", `[SCastSystem] ${casterAttrs.hero_name} 施放 ${config.name}`);
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}
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private findTargets(caster: HeroViewComp, casterAttrs: HeroAttrsComp, config: SkillConfig): HeroViewComp[] {
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const range = casterAttrs.getCachedMaxSkillDistance() || GameConst.Battle.DEFAULT_SEARCH_RANGE;
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const isEnemy = config.TGroup === TGroup.Enemy;
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@@ -140,36 +140,6 @@ export class SkillView extends CCComp {
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this.sData.dmg_ratio,
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);
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// 1. 应用 Buff 效果 (对目标,虽然通常 Buff 是给自己,但这里 target 是碰撞对象)
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// 注意:如果是增益 Buff (如治疗),通常目标应该是自己或队友。
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// 但 SkillView 的碰撞逻辑通常是针对"命中目标"。
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// 如果是治疗技能,target 应该是队友。如果是攻击技能,target 是敌人。
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// 这里的逻辑假设 SkillView 命中的就是正确的目标。
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if (this.SConf.buffs && this.SConf.buffs.length > 0) {
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const targetModel = target.ent.get(HeroAttrsComp);
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if (targetModel) {
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for (const buffId of this.SConf.buffs) {
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const buffConf = BuffsList[buffId];
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if (buffConf) {
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targetModel.addBuff(buffConf);
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}
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}
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}
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}
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// 2. 应用 Debuff 效果
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if (this.SConf.debuffs && this.SConf.debuffs.length > 0) {
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const targetModel = target.ent.get(HeroAttrsComp);
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if (targetModel) {
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for (const buffId of this.SConf.debuffs) {
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const buffConf = BuffsList[buffId];
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if (buffConf) {
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targetModel.addBuff(buffConf);
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}
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}
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}
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}
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// 更新技能命中次数
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this.sData.hit_count++
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if (
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