refactor(skill): 重构伤害计算逻辑
- 删除SkillEnt.ts及其meta文件,简化技能实体管理 - 将SDataCom重命名为更清晰的DmgDataCom和SDataCom - 重构伤害计算系统,增加命中检测和伤害类型处理 - 优化技能碰撞检测逻辑,支持范围伤害和数量限制
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@@ -3,16 +3,34 @@ import { BoxSet } from "../common/config/BoxSet";
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import { HeroViewComp } from "../hero/HeroViewComp";
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/** 业务层对象 */
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//技能数据
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@ecs.register('SDataCom')
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export class SDataCom extends ecs.Comp {
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/** 业务层组件移除时,重置所有数据为默认值 */
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attrs:any=null
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Attrs:any=null
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caster:HeroViewComp=null
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group:BoxSet=BoxSet.HERO
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fac: number = 0; // 0:hero 1:monster
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s_uuid:number=0
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hit_count:number=0 //击中数量
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reset() {
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this.Attrs=null
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this.group=BoxSet.HERO
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this.fac=0
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this.s_uuid=0
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this.caster=null
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this.hit_count=0
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}
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}
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//伤害数据
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@ecs.register('DmgDataCom')
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export class DmgDataCom extends ecs.Comp {
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/** 业务层组件移除时,重置所有数据为默认值 */
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Attrs:any=null
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caster:HeroViewComp=null
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s_uuid:number=0
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reset() {
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this.attrs=null
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this.group=0
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this.Attrs=null
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this.s_uuid=0
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this.caster=null
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}
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@@ -83,7 +83,7 @@ export class Skill extends ecs.Entity {
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const sDataCom = this.get(SDataCom);
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sDataCom.group=caster.box_group
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sDataCom.caster=caster
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sDataCom.attrs=casterAttrs
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sDataCom.Attrs=casterAttrs
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sDataCom.s_uuid=s_uuid
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}
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@@ -92,6 +92,7 @@ export class Skill extends ecs.Entity {
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destroy() {
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// 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
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this.remove(SDataCom);
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this.remove(SMoveDataComp)
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this.remove(SkillView)
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super.destroy();
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@@ -1,77 +0,0 @@
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import { instantiate, Node, Prefab, v3, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { SkillSet } from "../common/config/SkillSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { smc } from "../common/SingletonModuleComp";
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import { FacSet } from "../common/config/BoxSet";
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import { HType } from "../common/config/heroSet";
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import { SkillViewCom } from "./SkillViewCom";
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import { HeroViewComp } from "../hero/HeroViewComp";
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/** SkillCon 模块 */
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@ecs.register(`SkillEnt`)
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export class SkillEnt extends ecs.Entity {
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load(startPos: Vec3, parent: Node, uuid: number, targetPos: any[], caster:HeroViewComp=null,dmg:number=0) {
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const config = SkillSet[uuid];
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if (!config) {
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console.error("[Skill] 技能配置不存在:", uuid);
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return;
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}
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// 检查施法者
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if (!caster) {
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console.error("[Skill] 施法者为空");
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return;
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}
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// 加载预制体
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const path = `game/skill/atk/${config.sp_name}`;
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const prefab:Prefab = oops.res.get(path, Prefab);
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if (!prefab) {
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console.error("[Skill] 预制体加载失败:", path);
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return;
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}
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// console.log("load skill startPos",startPos)
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const node: Node = instantiate(prefab);
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console.log("load skill node",node)
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node.parent = parent;
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// 设置节点属性
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node.setPosition(startPos);
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if(caster.fac==FacSet.MON){
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node.scale=v3(node.scale.x*-1,1,1)
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}else{
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if(caster.type==HType.warrior){
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if(caster.node.scale.x<0){
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node.scale=v3(node.scale.x*-1,node.scale.y,1)
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}
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}
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}
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// 添加技能组件
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const SComp = node.getComponent(SkillViewCom); // 初始化技能参数
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// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
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// 核心标识
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SComp.s_uuid= uuid
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SComp.cName=caster.hero_name
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SComp.scale= caster.node.scale.x
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// 位置和施法者信息
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SComp.startPos= startPos
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SComp.targetPos= targetPos
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SComp.group= caster.box_group
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SComp.fac= caster.fac,
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// 技能数值(深拷贝避免引用问题)
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SComp.Attrs = { ...caster.Attrs } // 或使用 Object.assign({}, caster.Attrs)
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SComp.caster= caster,
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this.add(SComp);
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}
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/** 实始添加的数据层组件 */
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protected init() {
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// this.addComponents<ecs.Comp>();
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}
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/** 模块资源释放 */
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destroy() {
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// 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
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this.remove(SkillViewCom);
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super.destroy();
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}
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}
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@@ -1,9 +0,0 @@
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "65a6cf41-5233-445e-b656-1fcf0e37d53d",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -1,12 +1,15 @@
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import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, v3, Vec3 } from "cc";
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import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, UITransform, v3, Vec3 } 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 { HeroViewComp } from "../hero/HeroViewComp";
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import { DTType, RType, SkillSet } from "../common/config/SkillSet";
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import { DTType, EType, RType, SkillSet } from "../common/config/SkillSet";
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import { BezierMove } from "../BezierMove/BezierMove";
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import { BoxSet } from "../common/config/BoxSet";
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import { SDataCom } from "./SDataCom";
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import { DmgDataCom, SDataCom } from "./SDataCom";
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import { SMoveDataComp } from "./SMoveComp";
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import { Attrs } from "../common/config/HeroAttrs";
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import { MonMoveComp } from "../hero/MonMove";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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const { ccclass, property } = _decorator;
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@@ -108,6 +111,71 @@ export class SkillView extends CCComp {
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}
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onAnimationFinished(){
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}
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//动画帧事件 atk 触发
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public atk(args:any){
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let dis=this.node.getComponent(UITransform).width/2
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let sData=this.ent.get(SDataCom)
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let fac=sData.fac
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let enemys:any=[]
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if(fac==BoxSet.HERO){
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enemys=ecs.query(ecs.allOf(MonMoveComp))
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}else{
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enemys=ecs.query(ecs.allOf(HeroViewComp))
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}
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let IRTargets: HeroViewComp[] = []
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// 收集范围内所有敌方目标
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enemys.some(e => {
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const view = e.get(HeroViewComp);
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const distance = Math.abs(this.node.position.x - view.node.position.x);
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if(distance <= dis) {
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IRTargets.push(view);
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}
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});
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// 根据配置的hit_num决定攻击模式
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const hitNum = SkillSet[this.s_uuid].hit_num || 0;
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if(hitNum > 0) {
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// 限制目标数量:按距离排序,选择最近的N个目标
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if(IRTargets.length > 0) {
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// 按距离排序(从近到远)
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IRTargets.sort((a, b) => {
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const distanceA = Math.abs(this.node.position.x - a.node.position.x);
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const distanceB = Math.abs(this.node.position.x - b.node.position.x);
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return distanceA - distanceB;
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});
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// 限制目标数量
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const maxTargets = Math.min(hitNum, IRTargets.length);
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const sTargets = IRTargets.slice(0, maxTargets);
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sTargets.forEach(target => {
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this.apply_damage(target, false);
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});
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}
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} else {
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// 范围伤害:对所有范围内目标造成伤害
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if(IRTargets.length > 0) {
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IRTargets.forEach(target => {
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this.apply_damage(target, true);
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});
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}
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}
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}
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//伤害应用
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apply_damage(target:HeroViewComp,is_range:boolean=false){
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if(target == null) return;
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if (!this.SConf) return;
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let sData=this.ent.get(SDataCom)
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//伤害处理
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let dmgData=target.ent.add(DmgDataCom)
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dmgData.Attrs=sData.Attrs
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dmgData.caster=sData.caster
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dmgData.s_uuid=sData.s_uuid
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sData.hit_count++
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// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture)
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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
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}
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/** 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 */
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reset() {
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@@ -1,9 +0,0 @@
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{
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"ver": "1.2.0",
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"importer": "directory",
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"imported": true,
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"uuid": "e8a3bd61-1102-4fb8-8eca-c795cad7ef52",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -1,9 +0,0 @@
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{
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"ver": "1.2.0",
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"importer": "directory",
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"imported": true,
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"uuid": "d3d7bbfc-9c24-4551-8bb5-7a40d7c271cd",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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