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
This commit is contained in:
walkpan
2025-10-31 13:38:32 +08:00
parent 8c597ae008
commit 65b1eebd84
12 changed files with 136 additions and 147 deletions

View File

@@ -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
}

View File

@@ -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();

View File

@@ -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<ecs.Comp>();
}
/** 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();
}
}

View File

@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "65a6cf41-5233-445e-b656-1fcf0e37d53d",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -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() {

View File

@@ -1,9 +0,0 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "e8a3bd61-1102-4fb8-8eca-c795cad7ef52",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -1,9 +0,0 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "d3d7bbfc-9c24-4551-8bb5-7a40d7c271cd",
"files": [],
"subMetas": {},
"userData": {}
}