feat(skill): 支持技能参数自定义覆盖

本次修改实现同技能不同角色的差异化技能效果:
1. 新增SkillOverrides接口与mergeSkillParams工具函数,用于合并基础技能配置和角色覆盖参数
2. 更新英雄配置、属性组件、触发辅助系统与施法系统以适配该机制
3. 为盾骑士、医师添加示例差异化配置,验证功能可行性
4. 整理技能配置,删除冗余重复的旧技能条目
5. 新增技能重构设计计划文档,替换旧的迁移计划文档
This commit is contained in:
walkpan
2026-05-23 12:11:00 +08:00
parent eae62f245a
commit 88d7bdae47
9 changed files with 221 additions and 811 deletions

View File

@@ -3,7 +3,7 @@ import { HeroDisVal, HeroInfo, HSkillInfo, HType } from "../common/config/heroSe
import { mLogger } from "../common/Logger";
import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { FacSet, FightSet } from "../common/config/GameSet";
import { FieldSkillSet, FieldSkillType } from "../common/config/SkillSet";
import { FieldSkillSet, FieldSkillType, SkillOverrides } from "../common/config/SkillSet";
import { smc } from "../common/SingletonModuleComp";
import { TalentConfig, TalentType } from "../common/config/TalentSet";
import { FieldSkillHelper } from "./FieldSkillHelper";
@@ -33,12 +33,12 @@ export class HeroAttrsComp extends ecs.Comp {
skills: Record<number, HSkillInfo> = {};
// ==================== 触发类技能 ====================
call?: number[];
dead?: number[];
fstart?: number[];
fend?: number[];
atking?: {s_uuid: number, t_num: number}[];
atked?: {s_uuid: number, t_num: number}[];
call?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
dead?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
atking?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
atked?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
revive?: {s_uuid: number, r_num: number, upr: number};
// ==================== 特殊属性 ====================

View File

@@ -2,7 +2,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { Vec3, Prefab, instantiate, tween, Node } from "cc";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { DTType, RType, SkillConfig, SkillKind, SkillSet, SkillUpList, TGroup } from "../common/config/SkillSet";
import { DTType, RType, SkillConfig, SkillKind, SkillSet, SkillUpList, TGroup, SkillOverrides, mergeSkillParams } from "../common/config/SkillSet";
import { Skill } from "../skill/Skill";
import { smc } from "../common/SingletonModuleComp";
import { HeroDisVal, HeroInfo, HType } from "../common/config/heroSet";
@@ -48,7 +48,8 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
triggerType?: string,
isCardSkill?: boolean,
card_lv?: number,
targetPos?: Vec3
targetPos?: Vec3,
overrides?: any
}) {
if (!args || !args.s_uuid) return;
@@ -60,7 +61,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
// 常规英雄技能触发
if (!args.heroAttrs || !args.heroView) return;
this.forceCastTriggerSkill(args.s_uuid, args.heroAttrs, args.heroView, args.triggerType);
this.forceCastTriggerSkill(args.s_uuid, args.heroAttrs, args.heroView, args.triggerType, args.overrides);
}
/**
@@ -140,7 +141,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
skill.load(actualStartPos, parent, s_uuid, targetPos.clone(), mockView, mockAttrs, skillLv, 0);
}
/** 空施法计划:用于“当前无可施法技能”时的统一返回 */
private readonly emptyCastPlan = { skillId: 0, skillLv: 1, isFriendly: false, targetPos: null as Vec3 | null, targetEids: [] as number[] };
private readonly emptyCastPlan = { skillId: 0, skillLv: 1, isFriendly: false, targetPos: null as Vec3 | null, targetEids: [] as number[], overrides: undefined as SkillOverrides | undefined };
/** 查询缓存:避免每帧重复创建 matcher */
private heroMatcher: ecs.IMatcher | null = null;
@@ -188,7 +189,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
* 强制执行触发技能(召唤/死亡触发)
* 忽略CD、状态、动画前摇直接生效
*/
public forceCastTriggerSkill(s_uuid: number, heroAttrs: HeroAttrsComp, heroView: HeroViewComp, triggerType?: string) {
public forceCastTriggerSkill(s_uuid: number, heroAttrs: HeroAttrsComp, heroView: HeroViewComp, triggerType?: string, overrides?: SkillOverrides) {
// 播放相应的触发动画
if (triggerType === 'call') {
heroView.playReady("yellow");
@@ -199,8 +200,9 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
}
// 如果是敌方攻击技能,必须在战斗中才能释放;友方增益/护盾则允许在非战斗中释放
const config = SkillSet[s_uuid];
let config = SkillSet[s_uuid];
if (!config) return;
config = mergeSkillParams(config, overrides);
const isEnemyTarget = !this.isSelfSkill(config.TGroup) && !this.isFriendlySkill(config.TGroup);
if (isEnemyTarget && !smc.mission.in_fight) return;
@@ -245,7 +247,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
this.applyFriendlySkillEffects(s_uuid, skillLv, config, heroView, heroAttrs, friendlyTargets, null);
} else {
const enemyTargetPos = this.resolveRepeatCastTargetPos(targetPos, i);
this.applyEnemySkillEffects(s_uuid, skillLv, config, heroView, heroAttrs, enemyTargetPos, i);
this.applyEnemySkillEffects(s_uuid, skillLv, config, heroView, heroAttrs, enemyTargetPos, i, overrides);
}
}
}
@@ -255,7 +257,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
* 选择顺序:技能候选列表顺序 + 条件过滤CD、目标可达、目标类型匹配
* 返回内容同时包含“对敌施法”和“友方施法”两种执行所需数据。
*/
private pickCastSkill(heroAttrs: HeroAttrsComp, heroView: HeroViewComp): { skillId: number; skillLv: number; isFriendly: boolean; targetPos: Vec3 | null; targetEids: number[] } {
private pickCastSkill(heroAttrs: HeroAttrsComp, heroView: HeroViewComp): { skillId: number; skillLv: number; isFriendly: boolean; targetPos: Vec3 | null; targetEids: number[]; overrides?: SkillOverrides } {
const type = heroAttrs.type as HType;
const maxRange = this.resolveMaxCastRange(heroAttrs, type);
const target = this.findNearestEnemyInRange(heroAttrs, heroView, maxRange);
@@ -263,24 +265,26 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
const selfEid = heroView.ent?.eid;
for (const s_uuid of skillCandidates) {
if (!s_uuid) continue;
const config = SkillSet[s_uuid];
let config = SkillSet[s_uuid];
if (!config) continue;
if (!heroAttrs.isSkillReady(s_uuid)) continue;
const skillLv = heroAttrs.getSkillLevel(s_uuid);
const overrides = heroAttrs.skills[s_uuid]?.overrides;
config = mergeSkillParams(config, overrides);
if (this.isSelfSkill(config.TGroup)) {
if (typeof selfEid !== "number") continue;
return { skillId: s_uuid, skillLv, isFriendly: true, targetPos: null, targetEids: [selfEid] };
return { skillId: s_uuid, skillLv, isFriendly: true, targetPos: null, targetEids: [selfEid], overrides };
}
if (this.isFriendlySkill(config.TGroup)) {
const includeSelf = config.TGroup === TGroup.Ally;
const friendlyEids = this.collectFriendlyTargetEids(heroAttrs.fac, selfEid, includeSelf);
if (friendlyEids.length === 0) continue;
return { skillId: s_uuid, skillLv, isFriendly: true, targetPos: null, targetEids: friendlyEids };
return { skillId: s_uuid, skillLv, isFriendly: true, targetPos: null, targetEids: friendlyEids, overrides };
}
if (!target || !heroView.node || !target.node) continue;
const targetPos = this.resolveEnemyCastTargetPos(config, heroAttrs, heroView, target, maxRange);
if (!targetPos) continue;
return { skillId: s_uuid, skillLv, isFriendly: false, targetPos, targetEids: [] };
return { skillId: s_uuid, skillLv, isFriendly: false, targetPos, targetEids: [], overrides };
}
return this.emptyCastPlan;
}
@@ -291,14 +295,18 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
* - 延迟到出手时机后,按技能目标类型分发到对敌/友方效果处理
* - 触发技能CD
*/
private castSkill(castPlan: { skillId: number; skillLv: number; isFriendly: boolean; targetPos: Vec3 | null; targetEids: number[] }, heroAttrs: HeroAttrsComp, heroView: HeroViewComp) {
private castSkill(castPlan: { skillId: number; skillLv: number; isFriendly: boolean; targetPos: Vec3 | null; targetEids: number[]; overrides?: SkillOverrides }, heroAttrs: HeroAttrsComp, heroView: HeroViewComp) {
if (!smc.mission.in_fight) return;
const s_uuid = castPlan.skillId;
const skillLv = castPlan.skillLv;
const config = SkillSet[s_uuid];
const overrides = castPlan.overrides;
let config = SkillSet[s_uuid];
const sUp = SkillUpList[s_uuid] ? SkillUpList[s_uuid]:SkillUpList[1001];
const cNum = Math.min(2, Math.max(0, Math.floor(sUp.num ?? 0)));
if (!config) return;
config = mergeSkillParams(config, overrides);
//播放前摇技能动画
heroView.playReady(config.readyAnm);
//播放角色攻击动画
@@ -331,7 +339,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
continue;
}
const enemyTargetPos = this.resolveRepeatCastTargetPos(castPlan.targetPos, i);
this.applyEnemySkillEffects(s_uuid, skillLv, config, heroView, heroAttrs, enemyTargetPos, i);
this.applyEnemySkillEffects(s_uuid, skillLv, config, heroView, heroAttrs, enemyTargetPos, i, overrides);
}
}, delay);
heroAttrs.triggerSkillCD(s_uuid);
@@ -360,24 +368,24 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
* 创建技能实体(投射物/范围体等)。
* 仅用于对敌伤害技能的实体化表现与碰撞伤害分发。
*/
private createSkillEntity(s_uuid: number, skillLv: number, caster: HeroViewComp,cAttrsComp: HeroAttrsComp, targetPos: Vec3, castIndex: number = 0) {
private createSkillEntity(s_uuid: number, skillLv: number, caster: HeroViewComp,cAttrsComp: HeroAttrsComp, targetPos: Vec3, castIndex: number = 0, overrides?: SkillOverrides) {
if (!caster.node || !caster.node.isValid) return;
const parent = caster.node.parent;
if (!parent) return;
const skill = ecs.getEntity<Skill>(Skill);
const startPos = this.resolveRepeatCastStartPos(caster.node.position, castIndex);
skill.load(startPos, parent, s_uuid, targetPos.clone(), caster, cAttrsComp, skillLv, 0);
skill.load(startPos, parent, s_uuid, targetPos.clone(), caster, cAttrsComp, skillLv, 0, overrides);
}
/**
* 对敌技能效果处理。
* 当前职责:仅处理伤害技能并创建技能实体。
*/
private applyEnemySkillEffects(s_uuid: number, skillLv: number, config: SkillConfig, heroView: HeroViewComp, cAttrsComp: HeroAttrsComp, targetPos: Vec3 | null, castIndex: number = 0) {
private applyEnemySkillEffects(s_uuid: number, skillLv: number, config: SkillConfig, heroView: HeroViewComp, cAttrsComp: HeroAttrsComp, targetPos: Vec3 | null, castIndex: number = 0, overrides?: SkillOverrides) {
const kind = config.kind ?? SkillKind.Damage;
if (kind !== SkillKind.Damage) return;
if (config.ap <= 0 || !targetPos) return;
this.createSkillEntity(s_uuid, skillLv, heroView, cAttrsComp, targetPos, castIndex);
this.createSkillEntity(s_uuid, skillLv, heroView, cAttrsComp, targetPos, castIndex, overrides);
}
private resolveRepeatCastStartPos(startPos: Readonly<Vec3>, castIndex: number): Vec3 {
@@ -512,7 +520,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
}
/** 判定施法计划是否具备有效目标 */
private hasCastTarget(castPlan: { skillId: number; skillLv: number; isFriendly: boolean; targetPos: Vec3 | null; targetEids: number[] }): boolean {
private hasCastTarget(castPlan: { skillId: number; skillLv: number; isFriendly: boolean; targetPos: Vec3 | null; targetEids: number[]; overrides?: SkillOverrides }): boolean {
if (castPlan.skillId === 0) return false;
if (castPlan.isFriendly) return castPlan.targetEids.length > 0;
return !!castPlan.targetPos;

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@@ -3,7 +3,7 @@ import { GameEvent, SkillTriggerType } from "../common/config/GameEvent";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { FacSet } from "../common/config/GameSet";
import { FieldSkillType } from "../common/config/SkillSet";
import { FieldSkillType, SkillOverrides } from "../common/config/SkillSet";
import { TalentType } from "../common/config/TalentSet";
import { smc } from "../common/SingletonModuleComp";
import { FieldSkillHelper } from "./FieldSkillHelper";
@@ -105,7 +105,7 @@ export class SkillTriggerHelper {
model.atking.forEach(atkConfig => {
// atk_count 代表已进行的普攻次数。当其余数刚好整除配置阈值时触发。
if (model.atk_count > 0 && model.atk_count % atkConfig.t_num === 0) {
this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atking);
this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atking, atkConfig.overrides);
}
});
}
@@ -119,7 +119,7 @@ export class SkillTriggerHelper {
model.atked.forEach(atkConfig => {
// atked_count 代表已承受的受击次数。当其余数刚好整除配置阈值时触发。
if (model.atked_count > 0 && model.atked_count % atkConfig.t_num === 0) {
this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atked);
this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atked, atkConfig.overrides);
}
});
}
@@ -127,28 +127,29 @@ export class SkillTriggerHelper {
/**
* 通用的数组型触发器处理(适用于 FStart / FEnd 等无需额外判定的简单列表触发)
*/
private static handleArrayTrigger(uuids: number[] | undefined, model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) {
if (!uuids || uuids.length === 0) return;
this.dispatchArray(uuids, model, view, type);
private static handleArrayTrigger(configs: {s_uuid: number, t_num: number, overrides?: SkillOverrides}[] | undefined, model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) {
if (!configs || configs.length === 0) return;
this.dispatchArray(configs, model, view, type);
}
/**
* 批量派发技能事件
*/
private static dispatchArray(uuids: number[], model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) {
uuids.forEach(uuid => this.dispatchSingle(uuid, model, view, type));
private static dispatchArray(configs: {s_uuid: number, t_num?: number, overrides?: SkillOverrides}[], model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) {
configs.forEach(config => this.dispatchSingle(config.s_uuid, model, view, type, config.overrides));
}
/**
* 单一技能事件派发底层接口
* 事件发出后,将由 SCastSystem 的 forceCastTriggerSkill 监听拦截并执行无视CD的强制施法
*/
private static dispatchSingle(s_uuid: number, model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) {
private static dispatchSingle(s_uuid: number, model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType, overrides?: SkillOverrides) {
oops.message.dispatchEvent(GameEvent.TriggerSkill, {
s_uuid: s_uuid,
heroAttrs: model,
heroView: view,
triggerType: type
triggerType: type,
overrides: overrides
});
}
}