refactor(战斗系统): 优化伤害计算与技能释放逻辑,下一步 将伤害信标处理,改为队列处理

- 移除HeroViewComp中的调试日志
- 缩短技能释放前摇时间从0.3秒到0.1秒
- 重构Skill类,清理无用导入并优化属性传递
- 改进HeroAtkSystem,添加伤害数据深拷贝避免重复处理
- 完善SkillView,增加技能结束类型处理并优化伤害应用逻辑
This commit is contained in:
panw
2025-10-31 16:43:27 +08:00
parent 028a175df4
commit 8e0d09fc98
5 changed files with 63 additions and 54 deletions

View File

@@ -27,10 +27,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
private debugMode: boolean = false; // 是否启用调试模式
/**
* 过滤器:只处理拥有 HeroAttrsComp 的实体
* 过滤器:只处理拥有伤害数据的实体
*/
filter(): ecs.IMatcher {
return ecs.allOf(HeroAttrsComp,DmgDataCom);
return ecs.allOf(HeroAttrsComp, DmgDataCom);
}
/**
@@ -38,22 +38,38 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
*/
entityEnter(e: ecs.Entity): void {
const model = e.get(HeroAttrsComp);
const dmgData=e.get(DmgDataCom)
if (!model || !dmgData) return;
let FDData = this.doAttack(e,dmgData)
e.remove(DmgDataCom)
console.log(`[HeroAtkSystem] 英雄${model.hero_name} (uuid: ${model.hero_uuid}) 受到伤害 ${FDData.damage}技能ID ${dmgData.s_uuid}`);
const dmgData = e.get(DmgDataCom);
if (!model || !dmgData) return;
const caster = dmgData.caster;
// 深度拷贝伤害数据,避免组件移除后数据丢失
const dmgDataCopy = this.deepCopyDmgData(dmgData);
// 立即移除组件,避免重复处理
e.remove(DmgDataCom);
// 使用拷贝的数据进行伤害计算
let FDData = this.doAttack(e, dmgDataCopy);
console.log(`[HeroAtkSystem] 英雄${model.hero_name} (uuid: ${model.hero_uuid}) 受到 ${caster.ent.get(HeroAttrsComp).hero_name}(uuid: ${caster.ent.get(HeroAttrsComp).hero_uuid})的 伤害 ${FDData.damage},${FDData.isCrit?"暴击":"普通"}攻击技能ID ${dmgDataCopy.s_uuid}`);
}
/**
* 深度拷贝伤害数据
*/
private deepCopyDmgData(dmgData: DmgDataCom): any {
return {
Attrs: dmgData.Attrs ? { ...dmgData.Attrs } : null,
s_uuid: dmgData.s_uuid
};
}
/**
* 处理角色被攻击
* @param target 被攻击的目标实体
* @param remainingDamage 基础伤害值
* @param attackerAttrs 攻击者的属性
* @param skillId 技能ID
* @param dmgData 伤害数据(可以是组件或拷贝的对象)
* @returns 实际造成的伤害
*/
public doAttack(target: ecs.Entity,dmgData:DmgDataCom): FDData {
public doAttack(target: ecs.Entity, dmgDataCopy: any): FDData {
const targetModel = target.get(HeroAttrsComp);
const targetView = target.get(HeroViewComp);
let reDate:FDData={
@@ -61,11 +77,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
isCrit:false,
isDodge:false,
}
console.log("[HeroAtkSystem] doAttack",target,dmgData)
if (!targetModel || targetModel.is_dead) return reDate;
// 获取技能配置
const skillConf = SkillSet[dmgData.s_uuid];
const skillConf = SkillSet[dmgDataCopy.s_uuid];
if (!skillConf) return reDate;
// 触发被攻击事件
@@ -80,8 +95,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// 暴击判定
const isCrit = this.checkCrit(targetModel.Attrs[Attrs.CRITICAL]);
let damage = this.dmgCount(dmgData.Attrs,dmgData.s_uuid);
let damage = this.dmgCount(dmgDataCopy.Attrs,dmgDataCopy.s_uuid);
if (isCrit) {
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + targetModel.Attrs[Attrs.CRITICAL_DMG]) / 100));
reDate.isCrit=true;
@@ -91,8 +105,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
damage = this.calculateDamage(targetModel, damage);
// 护盾吸收
damage = this.absorbShield(targetModel, damage);
damage =Math.floor(this.absorbShield(targetModel, damage))
if (damage <= 0) return reDate;
// 应用伤害到数据层
@@ -101,7 +114,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// ✅ 触发视图层表现(伤害数字、受击动画、后退)
if (targetView) {
targetView.do_atked(damage, isCrit, dmgData.s_uuid);
targetView.do_atked(damage, isCrit, dmgDataCopy.s_uuid);
}
// 检查死亡
@@ -121,10 +134,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
return reDate;
}
//伤害计算,暂时简单计算
private dmgCount(Attrs:any,s_uuid){
private dmgCount(CAttrs:any,s_uuid:number){
let sConf = SkillSet[s_uuid];
if (!sConf) return 0;
let AP = sConf.ap*Attrs[Attrs.AP];
let AP = sConf.ap*CAttrs[Attrs.AP]/100;
return AP;
}
/**

View File

@@ -297,7 +297,6 @@ export class HeroViewComp extends CCComp {
let SConf=SkillSet[s_uuid]
this.back()
this.showDamage(damage, isCrit, SConf.AtkedName); // 暴击状态由战斗系统内部处理
console.log("[HeroViewComp] do_atked",damage,isCrit,SConf.AtkedName)
}
//后退
back(){

View File

@@ -109,7 +109,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
heroView.playSkillEffect(s_uuid);
// 2. 延迟创建技能实体(等待动画)
const delay = config.with ?? 0.3; // 施法前摇时间
const delay = 0.1
heroView.scheduleOnce(() => {
this.createSkill(s_uuid, heroView);
}, delay);