diff --git a/assets/script/game/hero/HeroAtk.ts b/assets/script/game/hero/HeroAtk.ts index 54977ee0..4202575a 100644 --- a/assets/script/game/hero/HeroAtk.ts +++ b/assets/script/game/hero/HeroAtk.ts @@ -3,6 +3,7 @@ import { FacSet } from "../common/config/BoxSet"; import { Attrs } from "../common/config/HeroAttrs"; import { FightSet } from "../common/config/Mission"; import { SkillSet } from "../common/config/SkillSet"; +import { DmgDataCom } from "../skill/SDataCom"; import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroViewComp } from "./HeroViewComp"; @@ -14,8 +15,12 @@ export class HeroAtkComp extends ecs.Comp { } } - -/** 业务层业务逻辑处理对象 */ +interface FDData{ + damage:number, + isCrit:boolean, + isDodge:boolean, +} +/** 业务层业务逻辑处理对象 伤害处理系统 */ @ecs.register('HeroAtkSystem') export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate, ecs.IEntityEnterSystem { @@ -25,7 +30,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd * 过滤器:只处理拥有 HeroAttrsComp 的实体 */ filter(): ecs.IMatcher { - return ecs.allOf(HeroAttrsComp); + return ecs.allOf(HeroAttrsComp,DmgDataCom); } /** @@ -33,9 +38,11 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd */ entityEnter(e: ecs.Entity): void { const model = e.get(HeroAttrsComp); - if (!model) return; - - console.log(`[HeroBattleSystem] 英雄进入战斗系统: ${model.hero_name} (uuid: ${model.hero_uuid})`); + const dmgData=e.get(DmgDataCom) + if (!model || !dmgData) return; + let FDData = this.doAttack(e,dmgData) + e.remove(DmgDataCom) + console.log(`[HeroAtkSystem] 英雄${model.hero_name} (uuid: ${model.hero_uuid}) 受到伤害 ${FDData.damage},技能ID ${dmgData.s_uuid}`); } /** @@ -46,13 +53,19 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd * @param skillId 技能ID * @returns 实际造成的伤害 */ - public doAttack(target: ecs.Entity, remainingDamage: number, attackerAttrs: any, skillId: number): number { + public doAttack(target: ecs.Entity,dmgData:DmgDataCom): FDData { const targetModel = target.get(HeroAttrsComp); const targetView = target.get(HeroViewComp); - if (!targetModel || targetModel.is_dead) return 0; + let reDate:FDData={ + damage:0, + isCrit:false, + isDodge:false, + } + if (!targetModel || targetModel.is_dead) return reDate; // 获取技能配置 - const skillConf = SkillSet[skillId]; + const skillConf = SkillSet[dmgData.s_uuid]; + if (!skillConf) return reDate; // 触发被攻击事件 this.onAttacked(target); @@ -60,15 +73,17 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd // 闪避判定 if (this.checkDodge(targetModel)) { // TODO: 触发闪避视图表现 - return 0; + reDate.isDodge=true; + return reDate; } // 暴击判定 - const isCrit = this.checkCrit(attackerAttrs[Attrs.CRITICAL]); - let damage = remainingDamage; + const isCrit = this.checkCrit(targetModel.Attrs[Attrs.CRITICAL]); + let damage = this.dmgCount(dmgData.Attrs,dmgData.s_uuid); if (isCrit) { - damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + attackerAttrs[Attrs.CRITICAL_DMG]) / 100)); + damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + targetModel.Attrs[Attrs.CRITICAL_DMG]) / 100)); + reDate.isCrit=true; } // 伤害计算(考虑易伤等debuff) @@ -77,7 +92,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd // 护盾吸收 damage = this.absorbShield(targetModel, damage); - if (damage <= 0) return 0; + if (damage <= 0) return reDate; // 应用伤害到数据层 targetModel.hp -= damage; @@ -85,7 +100,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd // ✅ 触发视图层表现(伤害数字、受击动画、后退) if (targetView) { - targetView.do_atked(damage, isCrit, skillId); + targetView.do_atked(damage, isCrit, dmgData.s_uuid); } // 检查死亡 @@ -101,9 +116,16 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd console.log(`[HeroAtkSystem] ${targetModel.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`); } - return damage; + reDate.damage=damage; + return reDate; + } + //伤害计算,暂时简单计算 + private dmgCount(Attrs:any,s_uuid){ + let sConf = SkillSet[s_uuid]; + if (!sConf) return 0; + let AP = sConf.ap*Attrs[Attrs.AP]; + return AP; } - /** * 处理角色死亡 */ diff --git a/assets/script/game/hero/HeroAttrsComp.ts b/assets/script/game/hero/HeroAttrsComp.ts index f7f714ca..f7c1cdd2 100644 --- a/assets/script/game/hero/HeroAttrsComp.ts +++ b/assets/script/game/hero/HeroAttrsComp.ts @@ -2,6 +2,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs"; import { BuffConf, SkillSet } from "../common/config/SkillSet"; import { HeroInfo, AttrSet, HeroUpSet } from "../common/config/heroSet"; +import { DmgDataCom } from "../skill/SDataCom"; import { EBusComp } from "./EBusComp"; @@ -345,6 +346,8 @@ export class HeroAttrsComp extends ecs.Comp { return this.NeAttrs[NeAttrs.IN_FROST]?.time > 0; } + + reset() { // 重置为初始状态 this.hero_uuid = 1001; diff --git a/assets/script/game/hero/SAutocastSystem.ts.meta b/assets/script/game/hero/SAutocastSystem.ts.meta deleted file mode 100644 index b180a505..00000000 --- a/assets/script/game/hero/SAutocastSystem.ts.meta +++ /dev/null @@ -1,9 +0,0 @@ -{ - "ver": "4.0.24", - "importer": "typescript", - "imported": true, - "uuid": "a38a89b8-24eb-429f-92d4-7d3f4d87ba88", - "files": [], - "subMetas": {}, - "userData": {} -} diff --git a/assets/script/game/hero/SCastSystem.ts b/assets/script/game/hero/SCastSystem.ts index 5e4d0a10..0a19d7f6 100644 --- a/assets/script/game/hero/SCastSystem.ts +++ b/assets/script/game/hero/SCastSystem.ts @@ -3,7 +3,6 @@ import { Vec3, v3 } from "cc"; import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroViewComp } from "./HeroViewComp"; import { SkillSet, SType } from "../common/config/SkillSet"; -import { SkillEnt } from "../skill/SkillEnt"; import { HeroSkillsComp } from "./HeroSkills"; import { Skill } from "../skill/Skill"; import { CSRequestComp } from "../skill/STagComps"; diff --git a/assets/script/game/hero/SDataComp.ts.meta b/assets/script/game/hero/SDataComp.ts.meta deleted file mode 100644 index 07bb6726..00000000 --- a/assets/script/game/hero/SDataComp.ts.meta +++ /dev/null @@ -1,9 +0,0 @@ -{ - "ver": "4.0.24", - "importer": "typescript", - "imported": true, - "uuid": "5ef9c9a8-c661-44fd-93f4-fc133f734867", - "files": [], - "subMetas": {}, - "userData": {} -} diff --git a/assets/script/game/skill/SDataCom.ts b/assets/script/game/skill/SDataCom.ts index 8c36d1f3..52227b99 100644 --- a/assets/script/game/skill/SDataCom.ts +++ b/assets/script/game/skill/SDataCom.ts @@ -3,16 +3,34 @@ import { BoxSet } from "../common/config/BoxSet"; import { HeroViewComp } from "../hero/HeroViewComp"; /** 业务层对象 */ +//技能数据 @ecs.register('SDataCom') export class SDataCom extends ecs.Comp { /** 业务层组件移除时,重置所有数据为默认值 */ - attrs:any=null + Attrs:any=null caster:HeroViewComp=null group:BoxSet=BoxSet.HERO + fac: number = 0; // 0:hero 1:monster + s_uuid:number=0 + hit_count:number=0 //击中数量 + reset() { + this.Attrs=null + this.group=BoxSet.HERO + this.fac=0 + this.s_uuid=0 + this.caster=null + this.hit_count=0 + } +} +//伤害数据 +@ecs.register('DmgDataCom') +export class DmgDataCom extends ecs.Comp { + /** 业务层组件移除时,重置所有数据为默认值 */ + Attrs:any=null + caster:HeroViewComp=null s_uuid:number=0 reset() { - this.attrs=null - this.group=0 + this.Attrs=null this.s_uuid=0 this.caster=null } diff --git a/assets/script/game/skill/Skill.ts b/assets/script/game/skill/Skill.ts index ccc302bc..bed72417 100644 --- a/assets/script/game/skill/Skill.ts +++ b/assets/script/game/skill/Skill.ts @@ -83,7 +83,7 @@ export class Skill extends ecs.Entity { const sDataCom = this.get(SDataCom); sDataCom.group=caster.box_group sDataCom.caster=caster - sDataCom.attrs=casterAttrs + sDataCom.Attrs=casterAttrs sDataCom.s_uuid=s_uuid } @@ -92,6 +92,7 @@ export class Skill extends ecs.Entity { destroy() { // 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放 this.remove(SDataCom); + this.remove(SMoveDataComp) this.remove(SkillView) super.destroy(); diff --git a/assets/script/game/skill/SkillEnt.ts b/assets/script/game/skill/SkillEnt.ts deleted file mode 100644 index 6e4e27dd..00000000 --- a/assets/script/game/skill/SkillEnt.ts +++ /dev/null @@ -1,77 +0,0 @@ -import { instantiate, Node, Prefab, v3, Vec3 } from "cc"; -import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; -import { SkillSet } from "../common/config/SkillSet"; -import { oops } from "db://oops-framework/core/Oops"; -import { smc } from "../common/SingletonModuleComp"; -import { FacSet } from "../common/config/BoxSet"; -import { HType } from "../common/config/heroSet"; -import { SkillViewCom } from "./SkillViewCom"; -import { HeroViewComp } from "../hero/HeroViewComp"; - -/** SkillCon 模块 */ -@ecs.register(`SkillEnt`) -export class SkillEnt extends ecs.Entity { - -load(startPos: Vec3, parent: Node, uuid: number, targetPos: any[], caster:HeroViewComp=null,dmg:number=0) { - const config = SkillSet[uuid]; - if (!config) { - console.error("[Skill] 技能配置不存在:", uuid); - return; - } - // 检查施法者 - if (!caster) { - console.error("[Skill] 施法者为空"); - return; - } - // 加载预制体 - const path = `game/skill/atk/${config.sp_name}`; - const prefab:Prefab = oops.res.get(path, Prefab); - if (!prefab) { - console.error("[Skill] 预制体加载失败:", path); - return; - } - // console.log("load skill startPos",startPos) - const node: Node = instantiate(prefab); - console.log("load skill node",node) - node.parent = parent; - // 设置节点属性 - node.setPosition(startPos); - if(caster.fac==FacSet.MON){ - node.scale=v3(node.scale.x*-1,1,1) - }else{ - if(caster.type==HType.warrior){ - if(caster.node.scale.x<0){ - node.scale=v3(node.scale.x*-1,node.scale.y,1) - } - } - } - // 添加技能组件 - const SComp = node.getComponent(SkillViewCom); // 初始化技能参数 - // 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问 - // 核心标识 - SComp.s_uuid= uuid - SComp.cName=caster.hero_name - SComp.scale= caster.node.scale.x - // 位置和施法者信息 - SComp.startPos= startPos - SComp.targetPos= targetPos - SComp.group= caster.box_group - SComp.fac= caster.fac, - // 技能数值(深拷贝避免引用问题) - SComp.Attrs = { ...caster.Attrs } // 或使用 Object.assign({}, caster.Attrs) - SComp.caster= caster, - this.add(SComp); - } - - /** 实始添加的数据层组件 */ - protected init() { - // this.addComponents(); - } - - /** 模块资源释放 */ - destroy() { - // 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放 - this.remove(SkillViewCom); - super.destroy(); - } -} diff --git a/assets/script/game/skill/SkillEnt.ts.meta b/assets/script/game/skill/SkillEnt.ts.meta deleted file mode 100644 index ad374b65..00000000 --- a/assets/script/game/skill/SkillEnt.ts.meta +++ /dev/null @@ -1,9 +0,0 @@ -{ - "ver": "4.0.24", - "importer": "typescript", - "imported": true, - "uuid": "65a6cf41-5233-445e-b656-1fcf0e37d53d", - "files": [], - "subMetas": {}, - "userData": {} -} diff --git a/assets/script/game/skill/SkillView.ts b/assets/script/game/skill/SkillView.ts index e799f593..c3ef32cd 100644 --- a/assets/script/game/skill/SkillView.ts +++ b/assets/script/game/skill/SkillView.ts @@ -1,12 +1,15 @@ -import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, v3, Vec3 } from "cc"; +import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, UITransform, v3, Vec3 } 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 { HeroViewComp } from "../hero/HeroViewComp"; -import { DTType, RType, SkillSet } from "../common/config/SkillSet"; +import { DTType, EType, RType, SkillSet } from "../common/config/SkillSet"; import { BezierMove } from "../BezierMove/BezierMove"; import { BoxSet } from "../common/config/BoxSet"; -import { SDataCom } from "./SDataCom"; +import { DmgDataCom, SDataCom } from "./SDataCom"; import { SMoveDataComp } from "./SMoveComp"; +import { Attrs } from "../common/config/HeroAttrs"; +import { MonMoveComp } from "../hero/MonMove"; +import { HeroAttrsComp } from "../hero/HeroAttrsComp"; const { ccclass, property } = _decorator; @@ -108,6 +111,71 @@ export class SkillView extends CCComp { } onAnimationFinished(){ + } + //动画帧事件 atk 触发 + public atk(args:any){ + let dis=this.node.getComponent(UITransform).width/2 + let sData=this.ent.get(SDataCom) + let fac=sData.fac + let enemys:any=[] + if(fac==BoxSet.HERO){ + enemys=ecs.query(ecs.allOf(MonMoveComp)) + }else{ + enemys=ecs.query(ecs.allOf(HeroViewComp)) + } + let IRTargets: HeroViewComp[] = [] + // 收集范围内所有敌方目标 + enemys.some(e => { + const view = e.get(HeroViewComp); + const distance = Math.abs(this.node.position.x - view.node.position.x); + if(distance <= dis) { + IRTargets.push(view); + } + + }); + // 根据配置的hit_num决定攻击模式 + const hitNum = SkillSet[this.s_uuid].hit_num || 0; + if(hitNum > 0) { + // 限制目标数量:按距离排序,选择最近的N个目标 + if(IRTargets.length > 0) { + // 按距离排序(从近到远) + IRTargets.sort((a, b) => { + const distanceA = Math.abs(this.node.position.x - a.node.position.x); + const distanceB = Math.abs(this.node.position.x - b.node.position.x); + return distanceA - distanceB; + }); + + // 限制目标数量 + const maxTargets = Math.min(hitNum, IRTargets.length); + const sTargets = IRTargets.slice(0, maxTargets); + + sTargets.forEach(target => { + this.apply_damage(target, false); + }); + } + } else { + // 范围伤害:对所有范围内目标造成伤害 + if(IRTargets.length > 0) { + IRTargets.forEach(target => { + this.apply_damage(target, true); + }); + } + } + } + //伤害应用 + apply_damage(target:HeroViewComp,is_range:boolean=false){ + if(target == null) return; + if (!this.SConf) return; + let sData=this.ent.get(SDataCom) + //伤害处理 + let dmgData=target.ent.add(DmgDataCom) + dmgData.Attrs=sData.Attrs + dmgData.caster=sData.caster + dmgData.s_uuid=sData.s_uuid + + sData.hit_count++ + // console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture) + if(sData.hit_count>=(this.SConf.hit+sData.Attrs[Attrs.PUNCTURE])&&(this.SConf.DTType!=DTType.range)&&(this.SConf.EType!=EType.animationEnd)&&(this.SConf.EType!=EType.timeEnd)) this.ent.destroy// 技能命中次数 } /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */ reset() { diff --git a/assets/script/game/skill/components.meta b/assets/script/game/skill/components.meta deleted file mode 100644 index 3fb3f369..00000000 --- a/assets/script/game/skill/components.meta +++ /dev/null @@ -1,9 +0,0 @@ -{ - "ver": "1.2.0", - "importer": "directory", - "imported": true, - "uuid": "e8a3bd61-1102-4fb8-8eca-c795cad7ef52", - "files": [], - "subMetas": {}, - "userData": {} -} diff --git a/assets/script/game/skill/systems.meta b/assets/script/game/skill/systems.meta deleted file mode 100644 index 5a4e1271..00000000 --- a/assets/script/game/skill/systems.meta +++ /dev/null @@ -1,9 +0,0 @@ -{ - "ver": "1.2.0", - "importer": "directory", - "imported": true, - "uuid": "d3d7bbfc-9c24-4551-8bb5-7a40d7c271cd", - "files": [], - "subMetas": {}, - "userData": {} -}