技能碰撞改回物理碰撞
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@@ -43,34 +43,31 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
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const view = caster.get(HeroViewComp);
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const skillEntity = ecs.getEntity<Skill>(Skill);
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console.log(view.hero_name+"施放技能:"+config.uuid+"=>"+view.hero_name);
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console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
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if (config.TargetGroup === TargetGroup.Enemy) {
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const targets = this.selectEnemyTargets(caster, config);
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console.log("敌人 targets:"+targets);
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if (targets.length === 0) return;
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skillEntity.load(
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new Vec3(view.node.position.x, view.node.position.y+BoxSet.ATK_Y, 0), // 起始位置
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view.fac, // 阵营
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view.box_group, // 阵营
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view.node.parent, // 父节点
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config.uuid, // 技能ID
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new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置
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targets[0]?.get(HeroViewComp),
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view
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);
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targets.forEach(target => {
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this.applySkillEffect(caster, target, config,skillEntity);
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console.log("施放技能:"+config.uuid+"=>"+target.get(HeroViewComp).hero_name);
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});
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caster.get(HeroViewComp).playSkillEffect(config.uuid);
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console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name);
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}
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if (config.TargetGroup === TargetGroup.Ally) {
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const targets = this.selectAllyTargets(caster, config);
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if (targets.length === 0) return;
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targets.forEach(target => {
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this.applySkillEffect(caster, target, config,skillEntity);
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});
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}
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if (config.TargetGroup === TargetGroup.Self) {
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this.applySkillEffect(caster, caster, config,skillEntity);
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}
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}
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@@ -119,13 +116,6 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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return shuffled.slice(0, count);
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}
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/** 应用技能效果 */
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private applySkillEffect(caster: ecs.Entity, target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet],skillEntity:ecs.Entity) {
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const casterView = caster.get(HeroViewComp);
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// 播放技能特效
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casterView.playSkillEffect(config.uuid);
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}
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public clear_timer() {
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console.log("clear_timer");
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