refactor(skill&atk): 优化伤害飘字与debuff图标显示逻辑

1. 调整fb-1、fb-3、fb-5、fb-6技能预制体的攻击偏移与跑动类型参数
2. 重构debuff图标映射逻辑,提取公共常量供多模块复用
3. 为DoT伤害飘字添加debuff图标显示功能,统一伤害与debuff展示流程
4. 修复tooltip预制体默认激活状态问题
This commit is contained in:
panFD
2026-08-15 14:55:51 +08:00
parent e8c6a7ca6a
commit 667ec1abfb
10 changed files with 50 additions and 28 deletions

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@@ -252,8 +252,8 @@
"__id__": 11 "__id__": 11
}, },
"atk_x": 20, "atk_x": 20,
"atk_y": 35, "atk_y": 20,
"runType": 0, "runType": 1,
"endType": 2, "endType": 2,
"speed": 720, "speed": 720,
"time": 0, "time": 0,

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@@ -252,8 +252,8 @@
"__id__": 11 "__id__": 11
}, },
"atk_x": 20, "atk_x": 20,
"atk_y": 30, "atk_y": 20,
"runType": 0, "runType": 1,
"endType": 2, "endType": 2,
"speed": 720, "speed": 720,
"time": 0, "time": 0,

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@@ -252,7 +252,7 @@
"__id__": 11 "__id__": 11
}, },
"atk_x": 20, "atk_x": 20,
"atk_y": 30, "atk_y": 20,
"runType": 0, "runType": 0,
"endType": 2, "endType": 2,
"speed": 720, "speed": 720,

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@@ -252,7 +252,7 @@
"__id__": 11 "__id__": 11
}, },
"atk_x": 20, "atk_x": 20,
"atk_y": 30, "atk_y": 20,
"runType": 0, "runType": 0,
"endType": 2, "endType": 2,
"speed": 720, "speed": 720,

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@@ -942,7 +942,7 @@
"__id__": 30 "__id__": 30
}, },
"_children": [], "_children": [],
"_active": true, "_active": false,
"_components": [ "_components": [
{ {
"__id__": 32 "__id__": 32

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@@ -19,6 +19,7 @@ import { getMonsterGoldDrop } from "../map/RogueConfig";
import { MissionEconomy } from "../map/MissionEconomy"; import { MissionEconomy } from "../map/MissionEconomy";
import { MoveComp } from "./MoveComp"; import { MoveComp } from "./MoveComp";
import { buffManager, BuffApplyOverrides } from "./BuffManager"; import { buffManager, BuffApplyOverrides } from "./BuffManager";
import { DEBUFF_ICON_MAP } from "./HeroTopBarComp";
/** 最终伤害数据接口 /** 最终伤害数据接口
* 用于封装一次攻击计算的所有结果数据 * 用于封装一次攻击计算的所有结果数据
@@ -196,8 +197,9 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
// ✅ 触发视图层表现(伤害数字、受击动画、冰冻、击晕、击退) // ✅ 触发视图层表现(伤害数字、受击动画、冰冻、击晕、击退)
if (targetView) { if (targetView) {
if (isDot) { if (isDot) {
// DoT只飘伤害数字 + 刷新血条,不播受击动画/音效/击退 // DoT只飘伤害数字 + 刷新血条,不播受击动画/音效/击退
targetView.showDamage(damage, isCrit); // s_uuid 位置是 buffId据此激活 loss_life/hp/debuff 下的对应 debuff 图标
targetView.showDamage(damage, isCrit, DEBUFF_ICON_MAP[damageEvent.s_uuid] ?? "");
} else { } else {
// 击退:受击默认后退,击退属性不再作为概率,而是转换为后退距离的增量 // 击退:受击默认后退,击退属性不再作为概率,而是转换为后退距离的增量
// 击退增量 = 施法者击退强化(原击退概率)- 被攻击者击退抗性 + 击退距离强化 // 击退增量 = 施法者击退强化(原击退概率)- 被攻击者击退抗性 + 击退距离强化

View File

@@ -20,6 +20,15 @@ const { ccclass, property } = _decorator;
* 数据流HeroViewComp 将 HeroAttrsComp 引用传入,本组件通过 model 读取属性。 * 数据流HeroViewComp 将 HeroAttrsComp 引用传入,本组件通过 model 读取属性。
* 注意:英雄根节点下的 "shielded" 是护盾特效动画节点,由 HeroViewComp 管理,不在本组件职责内。 * 注意:英雄根节点下的 "shielded" 是护盾特效动画节点,由 HeroViewComp 管理,不在本组件职责内。
*/ */
/**
* buffId → debuff 图标节点名映射(节点名为 top.prefab / tooltip.prefab debuff 容器下的子节点名,两处同名)。
* 仅伤害类 debuff 需要图标;未映射的 buff 不显示。
* 导出供 HeroTopBarComp头顶 debuff 栏)与 HeroAtkSystemDoT 飘字图标)共用。
*/
export const DEBUFF_ICON_MAP: Record<number, string> = {
7002: "FireDamage", // 灼烧
};
@ccclass('HeroTopBarComp') @ccclass('HeroTopBarComp')
@ecs.register('HeroTopBar', false) @ecs.register('HeroTopBar', false)
export class HeroTopBarComp extends CCComp { export class HeroTopBarComp extends CCComp {
@@ -135,14 +144,6 @@ export class HeroTopBarComp extends CCComp {
this.shieldProgressBar.node.active = shield > 0; this.shieldProgressBar.node.active = shield > 0;
} }
/**
* buffId → debuff 图标节点名映射(节点名为 top.prefab debuff 容器下的子节点名)。
* 仅伤害类 debuff 需要图标;未映射的 buff 不显示。
*/
private static readonly DEBUFF_ICON_MAP: Record<number, string> = {
7002: "FireDamage", // 灼烧
};
/** /**
* 刷新 debuff 图标显隐:按 BuffComp 中当前生效的 debuff 种类点亮对应图标。 * 刷新 debuff 图标显隐:按 BuffComp 中当前生效的 debuff 种类点亮对应图标。
* 由 HeroViewComp 在 dirty_buffs 脏标记时调用;与上次状态做 diff避免重复 set active。 * 由 HeroViewComp 在 dirty_buffs 脏标记时调用;与上次状态做 diff避免重复 set active。
@@ -159,7 +160,7 @@ export class HeroTopBarComp extends CCComp {
const cfg = BuffList[buffId]; const cfg = BuffList[buffId];
// 只显示伤害类 debufftick 负值)与控制类 debuff普通 Buff 不占用 debuff 栏 // 只显示伤害类 debufftick 负值)与控制类 debuff普通 Buff 不占用 debuff 栏
if (!cfg || cfg.category === BuffCategory.Buff) continue; if (!cfg || cfg.category === BuffCategory.Buff) continue;
const nodeName = HeroTopBarComp.DEBUFF_ICON_MAP[buffId]; const nodeName = DEBUFF_ICON_MAP[buffId];
if (nodeName) wantActive.add(nodeName); if (nodeName) wantActive.add(nodeName);
} }
} }

View File

@@ -57,6 +57,7 @@ export class HeroViewComp extends CCComp {
private damageQueue: Array<{ private damageQueue: Array<{
damage: number, damage: number,
isCrit: boolean, isCrit: boolean,
debuffIcon: string,
}> = []; }> = [];
private isProcessingDamage: boolean = false; private isProcessingDamage: boolean = false;
private damageInterval: number = 0.01; // 伤害数字显示间隔 private damageInterval: number = 0.01; // 伤害数字显示间隔
@@ -209,7 +210,7 @@ export class HeroViewComp extends CCComp {
Tooltip.load(pos, TooltipTypes.skill, value, s_uuid, this.node, 1, this.model?.fac ?? FacSet.MON, triggerType); Tooltip.load(pos, TooltipTypes.skill, value, s_uuid, this.node, 1, this.model?.fac ?? FacSet.MON, triggerType);
} }
/** 血量提示(伤害数字) */ /** 血量提示(伤害数字) */
private hp_tip(type: number = 1, value: string = "", s_uuid: number = 1001, y: number = 0) { private hp_tip(type: number = 1, value: string = "", s_uuid: number = 1001, y: number = 0, debuffIcon: string = "") {
let x = this.node.position.x; let x = this.node.position.x;
// 获取怪物高度的一半,定位到中心点 // 获取怪物高度的一半,定位到中心点
let halfHeight = 0; let halfHeight = 0;
@@ -221,7 +222,7 @@ export class HeroViewComp extends CCComp {
// 起点设为怪物中心偏下位置,使其在血条下方 // 起点设为怪物中心偏下位置,使其在血条下方
let ny = this.node.position.y + halfHeight - 15; let ny = this.node.position.y + halfHeight - 15;
let pos = v3(x, ny, 0); let pos = v3(x, ny, 0);
Tooltip.load(pos, type, value, s_uuid, this.node.parent, 1, this.model?.fac ?? FacSet.MON); Tooltip.load(pos, type, value, s_uuid, this.node.parent, 1, this.model?.fac ?? FacSet.MON, "", debuffIcon);
} }
/** 护盾减免提示 */ /** 护盾减免提示 */
@@ -449,11 +450,11 @@ export class HeroViewComp extends CCComp {
/** 显示伤害数字 */ /** 显示伤害数字 */
showDamage(damage: number, isCrit: boolean, debuffIcon: string = "") {
showDamage(damage: number, isCrit: boolean) {
this.damageQueue.push({ this.damageQueue.push({
damage, damage,
isCrit, isCrit,
debuffIcon,
}); });
} }
@@ -464,7 +465,7 @@ export class HeroViewComp extends CCComp {
this.isProcessingDamage = true; this.isProcessingDamage = true;
const damageInfo = this.damageQueue.shift()!; const damageInfo = this.damageQueue.shift()!;
this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit); this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit, damageInfo.debuffIcon);
// 设置延时处理下一个伤 // 设置延时处理下一个伤
this.scheduleOnce(() => { this.scheduleOnce(() => {
@@ -473,7 +474,7 @@ export class HeroViewComp extends CCComp {
} }
/** 立即显示伤害效果 */ /** 立即显示伤害效果 */
private showDamageImmediate(damage: number, isCrit: boolean) { private showDamageImmediate(damage: number, isCrit: boolean, debuffIcon: string = "") {
if (!this.model) return; if (!this.model) return;
const damageText = NumberFormatter.formatNumber(Math.max(0, Math.floor(damage))); const damageText = NumberFormatter.formatNumber(Math.max(0, Math.floor(damage)));
@@ -481,7 +482,7 @@ export class HeroViewComp extends CCComp {
if (isCrit) { if (isCrit) {
this.hp_tip(TooltipTypes.crit, damageText); this.hp_tip(TooltipTypes.crit, damageText);
} else { } else {
this.hp_tip(TooltipTypes.life, damageText); this.hp_tip(TooltipTypes.life, damageText, 1001, 0, debuffIcon);
} }
} }
reset() { reset() {

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@@ -60,7 +60,7 @@ export class Tooltip extends ecs.Entity {
this.remove(TooltipCom); this.remove(TooltipCom);
super.destroy(); super.destroy();
} }
static load(pos: Vec3 = Vec3.ZERO,type:number=1,vaule:string="",s_uuid:number=1001,parent:any=null,cd:number=1,fac:number=FacSet.MON,triggerType:string="") { static load(pos: Vec3 = Vec3.ZERO,type:number=1,vaule:string="",s_uuid:number=1001,parent:any=null,cd:number=1,fac:number=FacSet.MON,triggerType:string="",debuffIcon:string="") {
let node: Node; let node: Node;
if (Tooltip.pool.size() > 0) { if (Tooltip.pool.size() > 0) {
node = Tooltip.pool.get()!; node = Tooltip.pool.get()!;
@@ -75,7 +75,7 @@ export class Tooltip extends ecs.Entity {
node.active = true; node.active = true;
var sv = node.getComponent(TooltipCom)!; var sv = node.getComponent(TooltipCom)!;
sv.init(type, vaule, s_uuid, fac, triggerType); sv.init(type, vaule, s_uuid, fac, triggerType, debuffIcon);
// this.add(sv); // 不要添加到单例实体上,否则会覆盖或导致单例被销毁 // this.add(sv); // 不要添加到单例实体上,否则会覆盖或导致单例被销毁
} }

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@@ -29,6 +29,8 @@ export class TooltipCom extends CCComp {
fac: number = FacSet.MON; fac: number = FacSet.MON;
/** 当前技能喊话对应的触发类型(空字符串表示普通主动技能) */ /** 当前技能喊话对应的触发类型(空字符串表示普通主动技能) */
triggerType: string = ""; triggerType: string = "";
/** DoT 飘字需激活的 debuff 图标节点名loss_life/hp/debuff 下的子节点,如 FireDamage空串=普通伤害 */
debuffIcon: string = "";
// 动画参数配置 // 动画参数配置
private readonly popDuration = 0.15; private readonly popDuration = 0.15;
@@ -43,12 +45,13 @@ export class TooltipCom extends CCComp {
} }
/** 初始化并播放动画 */ /** 初始化并播放动画 */
init(type: number, value: string, uuid: number, fac: number = FacSet.MON, triggerType: string = "") { init(type: number, value: string, uuid: number, fac: number = FacSet.MON, triggerType: string = "", debuffIcon: string = "") {
this.stype = type; this.stype = type;
this.value = value; this.value = value;
this.s_uuid = uuid; this.s_uuid = uuid;
this.fac = fac; this.fac = fac;
this.triggerType = triggerType; this.triggerType = triggerType;
this.debuffIcon = debuffIcon;
// 初始化或获取 UIOpacity 组件 // 初始化或获取 UIOpacity 组件
this._uiOpacity = this.node.getComponent(UIOpacity); this._uiOpacity = this.node.getComponent(UIOpacity);
@@ -94,6 +97,7 @@ export class TooltipCom extends CCComp {
this.node.setPosition(v3(this.node.position.x + offsetX, currentY)); this.node.setPosition(v3(this.node.position.x + offsetX, currentY));
this.node.setSiblingIndex(topSiblingIndex); this.node.setSiblingIndex(topSiblingIndex);
this.setupLabel(this.fac === FacSet.HERO ? "hloss" : "loss_life", "hp", this.value); this.setupLabel(this.fac === FacSet.HERO ? "hloss" : "loss_life", "hp", this.value);
this.setupDebuffIcon(); // DoT 伤害时点亮 loss_life/hp/debuff 下的对应图标
scaleMax = 1.5; scaleMax = 1.5;
break; break;
case TooltipTypes.health: // 治疗 case TooltipTypes.health: // 治疗
@@ -164,6 +168,20 @@ export class TooltipCom extends CCComp {
} }
} }
/**
* DoT 伤害飘字:激活 loss_life/hp/debuff 下指定的 debuff 图标子节点。
* 仅怪物普通伤害loss_life路径调用debuffIcon 为空或未找到节点时静默跳过。
*/
private setupDebuffIcon() {
if (!this.debuffIcon) return;
const debuffNode = this.node.getChildByName("loss_life")?.getChildByName("hp")?.getChildByName("debuff");
if (!debuffNode) return;
// 先全部隐藏(对象池复用防残留),再点亮目标图标
for (const child of debuffNode.children) {
child.active = child.name === this.debuffIcon;
}
}
/** /**
* 根据技能触发类型激活对应的背景标识节点 * 根据技能触发类型激活对应的背景标识节点
* 仅 TooltipTypes.skill 走此分支,其他飘字类型不受影响 * 仅 TooltipTypes.skill 走此分支,其他飘字类型不受影响