技能系统修改为 只负责普通技能
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159
assets/script/game/skill/SkillSystem.ts
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159
assets/script/game/skill/SkillSystem.ts
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import { Node, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { HeroSkillsComp } from "./heroSkillsComp";
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import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
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import { CdType } from "../common/config/SkillSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { Skill } from "../skills/Skill";
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import { SkillCom } from "../skills/SkillCom";
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import { AnimType } from "../common/config/SkillSet";
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/** 技能系统 */
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@ecs.register('SkillSystem')
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export class SkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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private _timers: { [key: string]: number } = {};
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private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
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private readonly SKILL_RANGE_X = 10; // x轴判定范围
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private readonly SKILL_RANGE_Y = 10; // y轴判定范围
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init(): void {
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oops.message.on(GameEvent.MissionEnd, this.clear_timer, this);
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}
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filter(): ecs.IMatcher {
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return ecs.allOf(SkillCom);
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}
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update(e: ecs.Entity) {
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const skill = e.get(SkillCom);
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if(this.checkSkill(skill)){
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if(skill.atk_count < 1){
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skill.atk_count++;
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console.log("技能命中目标",skill.target.hero_name);
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this.applySkillEffect(skill.caster,skill.target,SkillSet[skill.s_uuid],skill);
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}
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}
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this.processDamageQueue();
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}
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private processDamageQueue() {
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const delta = this.dt;
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for (let i = this._damageQueue.length - 1; i >= 0; i--) {
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this._damageQueue[i].timer -= delta;
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if (this._damageQueue[i].timer <= 0) {
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this._damageQueue[i].callback();
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this._damageQueue.splice(i, 1);
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}
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}
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}
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checkSkill(skill: SkillCom) {
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const targetPos = skill.target.node.position;
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const target = skill.target;
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const skillPos = skill.node.position;
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// 根据技能配置获取判定范围
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const config = SkillSet[skill.s_uuid];
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const rangeX = config?.rangeX || 20; // 默认值为10
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const rangeY = config?.rangeY || 20;
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const distanceX = Math.abs(targetPos.x - skillPos.x);
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const distanceY = Math.abs(targetPos.y - skillPos.y);
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const isInRange = distanceX < rangeX && distanceY < rangeY;
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return isInRange;
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}
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/** 应用技能效果 */
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private applySkillEffect(casterView:HeroViewComp, targetView: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet],skill:SkillCom) {
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// 直接计算伤害(包含防御减免)
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const damageResult = this.calculateDamage(casterView, casterView, config);
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// 将施法者传入applyDamage方法
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this.applyDamage(targetView,damageResult);
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// 播放技能特效
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casterView.playSkillEffect(config.uuid);
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console.log(`${casterView.hero_name} 对 ${targetView.hero_name} 造成 ${damageResult.value}伤害`);
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}
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private calculateDamage(caster: HeroViewComp, target: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet]) {
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const result = {
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value: 0,
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isCrit: false,
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isDodged: false,
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delay: 0.3, // 默认延迟
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ignoreDefense: false,
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canCrit: true,
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}
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// 计算延迟时间
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if (config.AnimType === AnimType.parabolic) {
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const sourcePos = caster.node.position;
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const targetPos = target.node.position;
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// 计算距离除以速度得到时间
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const distance = Math.abs(targetPos.x - sourcePos.x);
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result.delay = distance / config.speed;
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}
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const sourceView = caster;
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let final = sourceView.ap * config.ap / 100;
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// 伤害浮动(±10%)
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const damageFloat = 0.9 + Math.random() * 0.2; // 0.9~1.1
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final *= damageFloat;
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final = Math.round(final);
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result.value = Math.max(1, final); // 确保最小伤害为1
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result.isCrit = false;
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return result;
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}
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private applyDamage(targetView: HeroViewComp, result: any,) {;
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this._damageQueue.push({
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timer: 0,
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callback: () => {
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if (!targetView?.ent.has(HeroViewComp)) return;
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let remainingDamage = result.value;
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if (targetView.shield > 0) {
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const shieldAbsorb = Math.min(targetView.shield, remainingDamage);
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targetView.shield -= shieldAbsorb;
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remainingDamage -= shieldAbsorb;
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if (targetView.shield <= 0) {
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targetView.BUFFCOMP.show_shield(false);
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}
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}
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if (remainingDamage > 0) {
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targetView.hp -= remainingDamage;
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if(targetView.hp <= 0) {
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targetView.BUFFCOMP.dead()
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targetView.to_grave();
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}
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targetView.showDamage(result.value, true);
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} else {
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targetView.BUFFCOMP.tooltip(5,"*吸收*");
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}
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}
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});
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}
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public clear_timer() {
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console.log("clear_timer");
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Object.values(this._timers).forEach(clearTimeout);
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}
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onDestroy() {
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Object.values(this._timers).forEach(clearTimeout);
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}
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/** 应用负面状态 */
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private applyDebuff(target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
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// 实现debuff逻辑...
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}
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}
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