refactor: 重命名Logger类并增加错误日志方法
- 将Logger类重命名为mLogger以符合命名规范 - 新增error方法用于统一错误输出 - 在多个组件中替换console.log/warn/error为mLogger的对应方法 - 为多个组件添加debugMode属性以控制模块级日志开关 - 新增HeroMasterComp组件框架
This commit is contained in:
@@ -13,6 +13,8 @@ import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
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import { HeroSkillsComp } from "./HeroSkills";
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import { HeroMoveComp } from "./HeroMove";
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import { TalComp } from "./TalComp";
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import { mLogger } from "../common/Logger";
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import { HeroMasterComp } from "./HeroMasterComp";
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/** 角色实体 */
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@ecs.register(`Hero`)
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@@ -33,6 +35,7 @@ export class Hero extends ecs.Entity {
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destroy(): void {
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// 如果是主角,清理全局引用
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if (smc.role === this) {
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console.log(`[Hero] 主角销毁,清除 smc.role`);
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smc.role = null;
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}
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@@ -92,7 +95,9 @@ export class Hero extends ecs.Entity {
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// 只有主角才挂载天赋组件
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if (is_master) {
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smc.role = this; // 记录主角实体引用
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console.log(`[Hero] 主角创建,设置 smc.role, uuid=${uuid}`);
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this.add(TalComp);
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this.add(HeroMasterComp)
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const talComp = this.get(TalComp);
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if (talComp) {
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talComp.init(uuid);
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@@ -156,9 +161,9 @@ export class HeroLifecycleSystem extends ecs.ComblockSystem
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// 英雄实体创建时的特殊处理
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const heroAttrs = e.get(HeroAttrsComp);
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if (heroAttrs) {
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console.log(`英雄进入世界: ${heroAttrs.hero_name}`);
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mLogger.log(heroAttrs.debugMode, 'HeroLifecycle', `英雄进入世界: ${heroAttrs.hero_name}`);
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} else {
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console.log(`英雄进入世界: 实体ID ${e.eid}`);
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mLogger.log(true, 'HeroLifecycle', `英雄进入世界: 实体ID ${e.eid}`);
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}
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}
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@@ -166,9 +171,9 @@ export class HeroLifecycleSystem extends ecs.ComblockSystem
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// 英雄实体销毁时的清理工作
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const heroAttrs = e.get(HeroAttrsComp);
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if (heroAttrs) {
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console.log(`英雄离开世界: ${heroAttrs.hero_name}`);
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mLogger.log(heroAttrs.debugMode, 'HeroLifecycle', `英雄离开世界: ${heroAttrs.hero_name}`);
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} else {
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console.log(`英雄离开世界: 实体ID ${e.eid}`);
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mLogger.log(true, 'HeroLifecycle', `英雄离开世界: 实体ID ${e.eid}`);
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}
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}
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}
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@@ -12,7 +12,7 @@ import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { Logger } from "../common/Logger";
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import { mLogger } from "../common/Logger";
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/** 最终伤害数据接口
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* 用于封装一次攻击计算的所有结果数据
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@@ -43,14 +43,6 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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private debugMode: boolean = false; // 是否启用调试模式
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private debugLog(...args: any[]): void {
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Logger.log(this.debugMode, 'HeroAtkSystem', ...args);
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}
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private debugWarn(...args: any[]): void {
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Logger.warn(this.debugMode, 'HeroAtkSystem', ...args);
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}
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/**
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* 过滤器:处理拥有伤害队列的实体
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*/
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@@ -85,7 +77,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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damageQueue.processedCount++;
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// 如果目标已死亡,停止处理后续伤害
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if (TAttrsComp.is_dead) {
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this.debugLog(`[HeroAtkSystem] ${TAttrsComp.hero_name} 已死亡,停止处理剩余伤害`);
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mLogger.log(this.debugMode, 'HeroAtkSystem', `[HeroAtkSystem] ${TAttrsComp.hero_name} 已死亡,停止处理剩余伤害`);
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damageQueue.clear(); // 清空剩余伤害
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break;
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}
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@@ -96,7 +88,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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e.remove(DamageQueueComp);
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if (processedCount > 0) {
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this.debugLog(`[HeroAtkSystem] ${TAttrsComp.hero_name} 伤害队列处理完成,共处理 ${processedCount} 个伤害事件`);
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mLogger.log(this.debugMode, 'HeroAtkSystem', `[HeroAtkSystem] ${TAttrsComp.hero_name} 伤害队列处理完成,共处理 ${processedCount} 个伤害事件`);
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}
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}
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}
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@@ -164,7 +156,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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const isCrit = this.checkChance(damageEvent.Attrs[Attrs.CRITICAL]-TAttrsComp.Attrs[Attrs.CRITICAL_RES]);
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// 计算基础伤害
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let damage = this.dmgCount(damageEvent,TAttrsComp);
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this.debugLog("[HeroAtkSystem] dmgCount",damage)
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mLogger.log(this.debugMode, 'HeroAtkSystem', "[HeroAtkSystem] dmgCount",damage)
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if (isCrit) {
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// 暴击伤害计算
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// 使用施法者的暴击伤害加成属性(damageEvent.Attrs 快照)
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@@ -175,11 +167,11 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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CAttrsComp?.useValueTalByAttr(Attrs.CRITICAL); // 清除施法者的暴击buff
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}
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this.debugLog("[HeroAtkSystem] after crit",damage)
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mLogger.log(this.debugMode, 'HeroAtkSystem', "[HeroAtkSystem] after crit",damage)
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// 护盾吸收
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const shieldResult = this.absorbShield(TAttrsComp, damage);
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damage = shieldResult.remainingDamage;
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this.debugLog("[HeroAtkSystem] after shield",damage)
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mLogger.log(this.debugMode, 'HeroAtkSystem', "[HeroAtkSystem] after shield",damage)
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// 显示护盾吸收飘字
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if (shieldResult.absorbedDamage > 0 && targetView) {
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targetView.shield_tip(shieldResult.absorbedDamage);
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@@ -197,7 +189,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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smc.updateHeroInfo(TAttrsComp); // 更新英雄数据到 VM
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const casterName = CAttrsComp?.hero_name || "未知";
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this.debugLog(`[HeroAtkSystem] 英雄${TAttrsComp.hero_name} (uuid: ${TAttrsComp.hero_uuid}) 受到 ${casterName}(eid: ${casterEid})的 伤害 ${damage},${isCrit?"暴击":"普通"}攻击,技能ID ${damageEvent.s_uuid}`);
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mLogger.log(this.debugMode, 'HeroAtkSystem', `[HeroAtkSystem] 英雄${TAttrsComp.hero_name} (uuid: ${TAttrsComp.hero_uuid}) 受到 ${casterName}(eid: ${casterEid})的 伤害 ${damage},${isCrit?"暴击":"普通"}攻击,技能ID ${damageEvent.s_uuid}`);
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//反伤判定 并应用到施法者
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this.check_thorns(TAttrsComp, caster, damage);
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@@ -229,7 +221,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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targetView.scheduleRevive(1.0);
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}
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this.debugLog(`[HeroAtkSystem] Hero waiting to revive! Lives left: ${TAttrsComp.Attrs[Attrs.REVIVE_COUNT]}`);
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mLogger.log(this.debugMode, 'HeroAtkSystem', `[HeroAtkSystem] Hero waiting to revive! Lives left: ${TAttrsComp.Attrs[Attrs.REVIVE_COUNT]}`);
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return reDate;
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}
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@@ -240,7 +232,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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if (TAttrsComp.is_master&&TAttrsComp.Attrs[Attrs.REVIVE_COUNT] <= 0) {
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smc.mission.stop_mon_action = true;
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oops.message.dispatchEvent(GameEvent.HeroDead, { hero_uuid: TAttrsComp.hero_uuid});
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this.debugLog("[HeroAtkSystem] Hero died, stopping monster action (spawn/move)"+TAttrsComp.Attrs[Attrs.REVIVE_COUNT]);
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mLogger.log(this.debugMode, 'HeroAtkSystem', "[HeroAtkSystem] Hero died, stopping monster action (spawn/move)"+TAttrsComp.Attrs[Attrs.REVIVE_COUNT]);
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}
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this.doDead(target);
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@@ -250,7 +242,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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}
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}
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this.debugLog(`[HeroAtkSystem] ${TAttrsComp.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
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mLogger.log(this.debugMode, 'HeroAtkSystem', `[HeroAtkSystem] ${TAttrsComp.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
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reDate.damage=damage;
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@@ -330,11 +322,11 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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const TAttrs=TAttrsComp.Attrs;
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let sConf = SkillSet[damageEvent.s_uuid];
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if (!sConf) return 0;
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this.debugLog(`[HeroAtkSystem] 伤害处理对象`,CAttrs,TAttrs);
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mLogger.log(this.debugMode, 'HeroAtkSystem', `[HeroAtkSystem] 伤害处理对象`,CAttrs,TAttrs);
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// 2. 计算原始物理伤害和魔法伤害
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// 物理伤害基础值 = 技能物理倍率 * (施法者物理攻击力 + 额外伤害) / 100 * 额外伤害比例
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let apBase = (sConf.ap||0)*(CAttrs[Attrs.AP]+damageEvent.ext_dmg)/100*damageEvent.dmg_ratio;
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this.debugLog(`[HeroAtkSystem] 物理伤害基础值: ${apBase}, 技能ap=${sConf.ap},施法者物理攻击力: ${CAttrs[Attrs.AP]},}
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mLogger.log(this.debugMode, 'HeroAtkSystem', `[HeroAtkSystem] 物理伤害基础值: ${apBase}, 技能ap=${sConf.ap},施法者物理攻击力: ${CAttrs[Attrs.AP]},}
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额外伤害:${damageEvent.ext_dmg}, 额外伤害比例:${damageEvent.dmg_ratio}`);
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// 易伤
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let DMG_INVUL = TAttrs[Attrs.DMG_INVUL]||0
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@@ -351,7 +343,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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total = Math.floor(total * damageRatio);
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if (this.debugMode) console.log(`[HeroAtkSystem] 最终伤害: ${total} (Base: ${apBase}, Def: ${DMG_RED}%, Invul: ${DMG_INVUL}%, Ratio: ${damageRatio})`);
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if (this.debugMode) mLogger.log(this.debugMode, 'HeroAtkSystem', `[HeroAtkSystem] 最终伤害: ${total} (Base: ${apBase}, Def: ${DMG_RED}%, Invul: ${DMG_INVUL}%, Ratio: ${damageRatio})`);
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return total;
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}
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@@ -467,7 +459,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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private absorbShield(TAttrsComp: HeroAttrsComp, damage: number): {remainingDamage: number, absorbedDamage: number} {
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if (TAttrsComp.shield <= 0) {
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this.debugLog("[HeroAtkSystem] 护盾值小于等于0,无法吸收伤害");
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mLogger.log(this.debugMode, 'HeroAtkSystem', "[HeroAtkSystem] 护盾值小于等于0,无法吸收伤害");
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return {remainingDamage: damage, absorbedDamage: 0};
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};
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@@ -478,7 +470,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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TAttrsComp.Attrs[Attrs.SHIELD_MAX] = 0;
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}
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TAttrsComp.dirty_shield = true;
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this.debugLog(`[HeroAtkSystem] 护盾值完全吸收伤害 ${damage}`);
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mLogger.log(this.debugMode, 'HeroAtkSystem', `[HeroAtkSystem] 护盾值完全吸收伤害 ${damage}`);
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return {remainingDamage: 0, absorbedDamage: damage};
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} else {
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const absorbedDamage = TAttrsComp.shield;
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@@ -486,7 +478,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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TAttrsComp.shield = 0;
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TAttrsComp.Attrs[Attrs.SHIELD_MAX] = 0;
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TAttrsComp.dirty_shield = true;
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this.debugLog(`[HeroAtkSystem] 护盾值部分吸收伤害 ${absorbedDamage}`);
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mLogger.log(this.debugMode, 'HeroAtkSystem', `[HeroAtkSystem] 护盾值部分吸收伤害 ${absorbedDamage}`);
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return {remainingDamage, absorbedDamage};
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}
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}
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@@ -7,7 +7,10 @@ import { HeroInfo, AttrSet } from "../common/config/heroSet";
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import { HeroSkillsComp } from "./HeroSkills";
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import { smc } from "../common/SingletonModuleComp";
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import { AttrCards, PotionCards } from "../common/config/AttrSet";
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import { mLogger } from "../common/Logger";
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import { _decorator } from "cc";
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const { property } = _decorator;
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interface talTrigger{
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value:number
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@@ -15,6 +18,9 @@ interface talTrigger{
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}
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@ecs.register('HeroAttrs')
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export class HeroAttrsComp extends ecs.Comp {
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@property({ tooltip: "是否启用调试日志" })
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public debugMode: boolean = false;
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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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@@ -95,7 +101,7 @@ export class HeroAttrsComp extends ecs.Comp {
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const uuid = args;
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const attrCard = AttrCards[uuid];
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if (attrCard) {
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console.log(`[HeroAttrs] 使用属性卡: ${attrCard.desc}`);
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mLogger.log(this.debugMode, 'HeroAttrs', `[HeroAttrs] 使用属性卡: ${attrCard.desc}`);
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// 构造 BuffConf,默认使用 BType.VALUE,永久生效 (time: 0)
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const buffConf: BuffConf = {
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buff: attrCard.attr,
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@@ -117,7 +123,7 @@ export class HeroAttrsComp extends ecs.Comp {
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// 1. 尝试从 PotionCards 获取 (新版药水)
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const potion = PotionCards[itemId];
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if (potion) {
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console.log(`[HeroAttrs] 使用药水: ${potion.desc}`);
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mLogger.log(this.debugMode, 'HeroAttrs', `[HeroAttrs] 使用药水: ${potion.desc}`);
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const buffConf: BuffConf = {
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buff: potion.attr,
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value: potion.value,
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@@ -140,7 +146,7 @@ export class HeroAttrsComp extends ecs.Comp {
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const newLv = args.lv;
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if (newLv > this.lv) {
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console.log(`[HeroAttrs] 英雄升级处理: Lv.${this.lv} -> Lv.${newLv}`);
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mLogger.log(this.debugMode, 'HeroAttrs', `[HeroAttrs] 英雄升级处理: Lv.${this.lv} -> Lv.${newLv}`);
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this.lv = newLv;
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// === 属性成长逻辑 (示例: 固定数值成长) ===
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@@ -249,7 +255,7 @@ export class HeroAttrsComp extends ecs.Comp {
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this.hp = Math.max(0, Math.min(this.hp, this.Attrs[Attrs.HP_MAX]));
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this.dirty_hp = true; // ✅ 仅标记需要更新
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smc.updateHeroInfo(this);
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// console.log(`[HeroAttrs] HP变更: ${this.hero_name}, 变化=${addValue.toFixed(1)}, ${oldHp.toFixed(1)} -> ${this.hp.toFixed(1)}`);
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mLogger.log(this.debugMode, 'HeroAttrs', `[HeroAttrs] HP变更: ${this.hero_name}, 变化=${addValue.toFixed(1)}, ${oldHp.toFixed(1)} -> ${this.hp.toFixed(1)}`);
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}
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add_mp(value:number,isValue:boolean){
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const oldMp = this.mp;
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@@ -267,7 +273,7 @@ export class HeroAttrsComp extends ecs.Comp {
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this.mp += addValue;
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this.mp = Math.max(0, Math.min(this.mp, this.Attrs[Attrs.MP_MAX]));
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this.dirty_mp = true; // ✅ 仅标记需要更新
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console.log(`[HeroAttrs] MP变更: ${this.hero_name}, 变化=${addValue.toFixed(1)}, ${oldMp.toFixed(1)} -> ${this.mp.toFixed(1)}`);
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mLogger.log(this.debugMode, 'HeroAttrs', `[HeroAttrs] MP变更: ${this.hero_name}, 变化=${addValue.toFixed(1)}, ${oldMp.toFixed(1)} -> ${this.mp.toFixed(1)}`);
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}
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add_shield(value:number,isValue:boolean){
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const oldShield = this.shield;
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@@ -392,7 +398,7 @@ export class HeroAttrsComp extends ecs.Comp {
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const [val, count] = smc.global_attrs[attrIndex];
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const globalAdd = val * count;
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totalRatio += globalAdd;
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// console.log(`[HeroAttrs] 全局加成: ${this.hero_name} Attr=${attrIndex} Val=${val} Count=${count} Add=${globalAdd}%`);
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// mLogger.log(this.debugMode, 'HeroAttrs', `[HeroAttrs] 全局加成: ${this.hero_name} Attr=${attrIndex} Val=${val} Count=${count} Add=${globalAdd}%`);
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}
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// 4. 根据属性类型计算最终值
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@@ -411,7 +417,7 @@ export class HeroAttrsComp extends ecs.Comp {
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this.clampSingleAttr(attrIndex);
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if (oldVal !== this.Attrs[attrIndex]) {
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console.log(`[HeroAttrs] 属性重算: ${this.hero_name}, 属性ID=${attrIndex}, ${oldVal} -> ${this.Attrs[attrIndex]} (Base=${baseVal}, Add=${totalValue-baseVal}, Ratio=${totalRatio}%)`);
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mLogger.log(this.debugMode, 'HeroAttrs', `[HeroAttrs] 属性重算: ${this.hero_name}, 属性ID=${attrIndex}, ${oldVal} -> ${this.Attrs[attrIndex]} (Base=${baseVal}, Add=${totalValue-baseVal}, Ratio=${totalRatio}%)`);
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}
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}
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38
assets/script/game/hero/HeroMasterComp.ts
Normal file
38
assets/script/game/hero/HeroMasterComp.ts
Normal file
@@ -0,0 +1,38 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
|
||||
import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
|
||||
import { BuffConf, SkillRange } from "../common/config/SkillSet";
|
||||
import { HeroInfo, AttrSet } from "../common/config/heroSet";
|
||||
import { HeroSkillsComp } from "./HeroSkills";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { AttrCards, PotionCards } from "../common/config/AttrSet";
|
||||
import { mLogger } from "../common/Logger";
|
||||
import { _decorator } from "cc";
|
||||
|
||||
|
||||
|
||||
@ecs.register('HeroMaster')
|
||||
export class HeroMasterComp extends ecs.Comp {
|
||||
public debugMode: boolean = false;
|
||||
|
||||
onLoad() {
|
||||
|
||||
}
|
||||
|
||||
onDestroy() {
|
||||
|
||||
}
|
||||
|
||||
|
||||
reset() {
|
||||
// 重置为初始状态
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
9
assets/script/game/hero/HeroMasterComp.ts.meta
Normal file
9
assets/script/game/hero/HeroMasterComp.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "ddc7102d-a082-4e1c-a527-6493347f2c1b",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -5,6 +5,10 @@ import { Attrs } from "../common/config/HeroAttrs";
|
||||
import { HeroInfo } from "../common/config/heroSet";
|
||||
import { HSSet, SkillSet } from "../common/config/SkillSet";
|
||||
import { HeroAttrsComp } from "./HeroAttrsComp";
|
||||
import { mLogger } from "../common/Logger";
|
||||
import { _decorator } from "cc";
|
||||
|
||||
const { property } = _decorator;
|
||||
|
||||
/**
|
||||
* ==================== 技能槽位数据 ====================
|
||||
@@ -35,6 +39,8 @@ export interface SkillSlot {
|
||||
*/
|
||||
@ecs.register('HeroSkills')
|
||||
export class HeroSkillsComp extends ecs.Comp {
|
||||
@property({ tooltip: "是否启用调试日志" })
|
||||
private debugMode: boolean = false;
|
||||
|
||||
// ==================== 技能槽位列表 ====================
|
||||
/** 技能槽位数组(最多4个技能) */
|
||||
@@ -101,7 +107,7 @@ export class HeroSkillsComp extends ecs.Comp {
|
||||
addSkill(s_uuid: number, hset: HSSet=HSSet.skill) {
|
||||
const config = SkillSet[s_uuid];
|
||||
if (!config) {
|
||||
console.warn(`[HeroSkills] 技能配置不存在: ${s_uuid}`);
|
||||
mLogger.warn(this.debugMode, 'HeroSkills', `[HeroSkills] 技能配置不存在: ${s_uuid}`);
|
||||
return;
|
||||
}
|
||||
this.skills[s_uuid] = {
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Tween, Color, BoxCollider2D, UITransform} from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { Logger } from "../common/Logger";
|
||||
import { mLogger } from "../common/Logger";
|
||||
import { HeroSpine } from "./HeroSpine";
|
||||
import { BoxSet, FacSet } from "../common/config/GameSet";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
@@ -28,16 +28,8 @@ export interface BuffInfo {
|
||||
@ecs.register('HeroView', false) // 定义ECS 组件
|
||||
export class HeroViewComp extends CCComp {
|
||||
@property({ tooltip: "是否启用调试日志" })
|
||||
private debugMode: boolean = true; // 是否启用调试模式
|
||||
private debugMode: boolean = false; // 是否启用调试模式
|
||||
|
||||
// 添加条件日志方法
|
||||
private debugLog(...args: any[]): void {
|
||||
Logger.log(this.debugMode, 'HeroViewComp', ...args);
|
||||
}
|
||||
|
||||
private debugWarn(...args: any[]): void {
|
||||
Logger.warn(this.debugMode, 'HeroViewComp', ...args);
|
||||
}
|
||||
// ==================== View 层属性(表现相关)====================
|
||||
as: HeroSpine = null!
|
||||
status:String = "idle"
|
||||
@@ -55,7 +47,7 @@ export class HeroViewComp extends CCComp {
|
||||
get model() {
|
||||
// 🔥 修复:添加安全检查,防止ent为null时的访问异常
|
||||
if (!this.ent) {
|
||||
this.debugWarn("[HeroViewComp] ent is null, returning null for model");
|
||||
mLogger.warn(this.debugMode, 'HeroViewComp', "[HeroViewComp] ent is null, returning null for model");
|
||||
return null;
|
||||
}
|
||||
return this.ent.get(HeroAttrsComp);
|
||||
@@ -196,7 +188,7 @@ export class HeroViewComp extends CCComp {
|
||||
// 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.Attrs[Attrs.HP_MAX];
|
||||
// this.debugLog("hp_show",hp,hp_max)
|
||||
// mLogger.log(this.debugMode, 'HeroViewComp', "hp_show",hp,hp_max)
|
||||
|
||||
let targetProgress = hp / hp_max;
|
||||
let hpNode = this.top_node.getChildByName("hp");
|
||||
@@ -224,7 +216,7 @@ export class HeroViewComp extends CCComp {
|
||||
if(!this.top_node.active) return
|
||||
let mp=this.model.mp;
|
||||
let mp_max=this.model.Attrs[Attrs.MP_MAX];
|
||||
this.debugLog("mp_show",mp,mp_max)
|
||||
mLogger.log(this.debugMode, 'HeroViewComp', "mp_show",mp,mp_max)
|
||||
this.top_node.getChildByName("mp").getComponent(ProgressBar).progress = mp / mp_max;
|
||||
this.scheduleOnce(() => {
|
||||
this.top_node.getChildByName("mp").getChildByName("mpb").getComponent(ProgressBar).progress = mp / mp_max;
|
||||
@@ -425,7 +417,7 @@ export class HeroViewComp extends CCComp {
|
||||
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) {
|
||||
this.debugWarn("[HeroViewComp] realDead called but model is null, skipping");
|
||||
mLogger.warn(this.debugMode, 'HeroViewComp', "[HeroViewComp] realDead called but model is null, skipping");
|
||||
return;
|
||||
}
|
||||
if(this.model.fac === FacSet.HERO){
|
||||
@@ -501,7 +493,7 @@ export class HeroViewComp extends CCComp {
|
||||
|
||||
playSkillEffect(skill_id:number) {
|
||||
let skill = SkillSet[skill_id]
|
||||
this.debugLog('[heroview] skill_id'+skill_id,skill)
|
||||
mLogger.log(this.debugMode, 'HeroViewComp', '[heroview] skill_id'+skill_id,skill)
|
||||
if (!skill) return;
|
||||
switch(skill.act){
|
||||
case "max":
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
import { _decorator } from "cc";
|
||||
import { mLogger } from "../common/Logger";
|
||||
import { basename } from "path/win32";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
|
||||
@@ -8,6 +10,8 @@ import { TalAttrs, talConf, TalEffet, TalTarget, TriType} from "../common/config
|
||||
import { HeroAttrsComp } from "./HeroAttrsComp";
|
||||
import { HeroViewComp } from "./HeroViewComp";
|
||||
|
||||
const { property } = _decorator;
|
||||
|
||||
/**
|
||||
* 天赋槽位接口定义
|
||||
* 描述单个天赋的数据结构
|
||||
@@ -42,6 +46,9 @@ export interface TalSlot {
|
||||
*/
|
||||
@ecs.register('TalComp', true)
|
||||
export class TalComp extends ecs.Comp {
|
||||
@property({ tooltip: "是否启用调试日志" })
|
||||
private debugMode: boolean = false;
|
||||
|
||||
/** 英雄视图组件引用,运行时获取以避免循环引用 */
|
||||
private heroView: any = null;
|
||||
|
||||
@@ -80,7 +87,7 @@ export class TalComp extends ecs.Comp {
|
||||
*/
|
||||
private onUseTalentCard(event: string, args: any) {
|
||||
const uuid = args as number;
|
||||
console.log(`[TalComp] 收到天赋选择事件,添加天赋 ID: ${uuid}`);
|
||||
mLogger.log(this.debugMode, 'TalComp', `[TalComp] 收到天赋选择事件,添加天赋 ID: ${uuid}`);
|
||||
this.addTal(uuid);
|
||||
}
|
||||
|
||||
@@ -91,7 +98,7 @@ export class TalComp extends ecs.Comp {
|
||||
// 只有当前实体是主角时才处理(虽然TalComp只挂载在主角上,但为了安全起见可以再确认,或者直接处理)
|
||||
// GameEvent.CanUpdateLv 事件参数 { lv: number }
|
||||
|
||||
console.log(`[TalComp] 监听到升级事件,当前等级: ${args.lv}`);
|
||||
mLogger.log(this.debugMode, 'TalComp', `[TalComp] 监听到升级事件,当前等级: ${args.lv}`);
|
||||
|
||||
// 更新升级类型的天赋进度 (默认每次升级触发一次,val=1)
|
||||
this.updateCur(TriType.LUP, 1);
|
||||
@@ -109,7 +116,7 @@ export class TalComp extends ecs.Comp {
|
||||
addTal(uuid: number,v_add:number = 0,c_add:number = 0,t_add:number = 0) {
|
||||
// 检查天赋是否已存在
|
||||
if (this.Tals[uuid]) {
|
||||
console.log(`[TalComp]天赋已存在,执行叠加逻辑 ID:${uuid}`);
|
||||
mLogger.log(this.debugMode, 'TalComp', `[TalComp]天赋已存在,执行叠加逻辑 ID:${uuid}`);
|
||||
const tConf = talConf[uuid];
|
||||
if (tConf) {
|
||||
// 叠加效果数值
|
||||
@@ -121,7 +128,7 @@ export class TalComp extends ecs.Comp {
|
||||
// 获取天赋配置
|
||||
const tConf = talConf[uuid];
|
||||
if (!tConf) {
|
||||
console.error(`[TalComp]天赋配置不存在,天赋ID:${uuid}`);
|
||||
mLogger.error(this.debugMode, 'TalComp', `[TalComp]天赋配置不存在,天赋ID:${uuid}`);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -143,7 +150,7 @@ export class TalComp extends ecs.Comp {
|
||||
desc: tConf.desc,
|
||||
cur: 0, // 当前累积值初始为0
|
||||
};
|
||||
console.log(`[TalComp]添加天赋成功,天赋ID:${uuid}`);
|
||||
mLogger.log(this.debugMode, 'TalComp', `[TalComp]添加天赋成功,天赋ID:${uuid}`);
|
||||
}
|
||||
|
||||
checkTal() {
|
||||
@@ -157,7 +164,7 @@ export class TalComp extends ecs.Comp {
|
||||
for (let uuid in this.Tals) {
|
||||
const talent = this.Tals[uuid];
|
||||
if (talent.cur >= (talent.Trigger - talent.Trigger_add)) { // 修复触发条件,累积值达到或超过触发阈值时触发
|
||||
console.log(`[TalComp]天赋触发,天赋ID:${uuid}`);
|
||||
mLogger.log(this.debugMode, 'TalComp', `[TalComp]天赋触发,天赋ID:${uuid}`);
|
||||
// 重置累积值
|
||||
talent.cur = 0;
|
||||
// 添加到触发列表
|
||||
@@ -180,7 +187,7 @@ export class TalComp extends ecs.Comp {
|
||||
updateVal(uuid: number, val: number) {
|
||||
// 检查天赋是否存在
|
||||
if (!this.Tals[uuid]) {
|
||||
console.error(`[TalComp]天赋不存在,天赋ID:${uuid}`);
|
||||
mLogger.error(this.debugMode, 'TalComp', `[TalComp]天赋不存在,天赋ID:${uuid}`);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -191,7 +198,7 @@ export class TalComp extends ecs.Comp {
|
||||
updateTrigger(uuid: number, val: number) {
|
||||
// 检查天赋是否存在
|
||||
if (!this.Tals[uuid]) {
|
||||
console.error(`[TalComp]天赋不存在,天赋ID:${uuid}`);
|
||||
mLogger.error(this.debugMode, 'TalComp', `[TalComp]天赋不存在,天赋ID:${uuid}`);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -225,7 +232,7 @@ export class TalComp extends ecs.Comp {
|
||||
checkTrigger(uuid:number){
|
||||
const talent = this.Tals[uuid];
|
||||
if (talent.cur >= (talent.Trigger - talent.Trigger_add)) { // 修复触发条件,累积值达到或超过触发阈值时触发
|
||||
console.log(`[TalComp]天赋触发,天赋ID:${uuid}`);
|
||||
mLogger.log(this.debugMode, 'TalComp', `[TalComp]天赋触发,天赋ID:${uuid}`);
|
||||
for(let i=0;i<(talent.count+talent.count_add);i++){
|
||||
this.doTriggerTal(talent.uuid);
|
||||
}
|
||||
@@ -242,7 +249,7 @@ export class TalComp extends ecs.Comp {
|
||||
doTriggerTal(uuid: number) {
|
||||
// 检查天赋是否存在
|
||||
if (!this.Tals[uuid]) {
|
||||
console.error(`[TalComp]天赋不存在,天赋ID:${uuid}`);
|
||||
mLogger.error(this.debugMode, 'TalComp', `[TalComp]天赋不存在,天赋ID:${uuid}`);
|
||||
return;
|
||||
}
|
||||
const talent = this.Tals[uuid];
|
||||
|
||||
Reference in New Issue
Block a user