fix(技能): 修复技能升级配置和属性计算错误

- 将 SkillUpList 中的 buff_max 字段更正为 buff_hp
- 移除 add_hp 和 add_shield 方法的 isValue 参数,改为直接使用数值
- 在 SCastSystem 中应用技能升级加成计算 AP、命中次数和 buff 值
- 为 HeroAttrsComp 添加 add_hp_max 和 add_ap 方法,替换原有的通用 buff 处理逻辑
- 简化伤害和技能效果应用逻辑,确保属性计算正确
This commit is contained in:
walkpan
2026-03-22 21:30:27 +08:00
parent 61261b97c3
commit 9962a725d1
4 changed files with 33 additions and 55 deletions

View File

@@ -150,7 +150,7 @@ export interface SkillConfig {
}
export const SkillUpList = {
6001:{ap:0,hit_count:0,buff_ap:0,buff_max:0,bck:0,frz:0,crt:0,num:0}
6001:{ap:0,hit_count:0,buff_ap:0,buff_hp:0,bck:0,frz:0,crt:0,num:0}
}
/******

View File

@@ -139,7 +139,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
if (damage <= 0) return reDate;
// TAttrsComp.hp -= damage; // 应用伤害到数据层
TAttrsComp.add_hp(-damage, true); // 使用 add_hp 以触发 dirty_hp 和 UI 更新
TAttrsComp.add_hp(-damage); // 使用 add_hp 以触发 dirty_hp 和 UI 更新
// 受击者产生击退效果
// if (damage > 0 && targetView) {

View File

@@ -80,19 +80,9 @@ export class HeroAttrsComp extends ecs.Comp {
}
/*******************基础属性管理********************/
add_hp(value:number,isValue:boolean){
add_hp(value:number){
const oldHp = this.hp;
let addValue = value;
if(!isValue){
addValue = value * this.hp_max / 100;
}
// ✅ 数据层只负责数据修改,不调用视图层
// let heroView = this.ent.get(HeroViewComp);
// if(heroView && addValue > 0){
// heroView.health(addValue);
// }
this.hp += addValue;
this.hp = Math.max(0, Math.min(this.hp, this.hp_max));
this.dirty_hp = true; // ✅ 仅标记需要更新
@@ -101,13 +91,9 @@ export class HeroAttrsComp extends ecs.Comp {
}
return addValue;
}
add_shield(value:number,isValue:boolean){
add_shield(value:number){
const oldShield = this.shield;
let addValue = value;
if(!isValue){
addValue = value * this.hp_max / 100;
}
this.shield += addValue;
this.shield_max += addValue;
if (this.shield < 0) this.shield = 0;
@@ -117,44 +103,23 @@ export class HeroAttrsComp extends ecs.Comp {
mLogger.log(this.debugMode, 'HeroAttrs', ` 护盾变更: ${this.hero_name}, 变化=${addValue.toFixed(1)}, ${oldShield.toFixed(1)} -> ${this.shield.toFixed(1)}`);
}
}
// ==================== BUFF 管理 ====================
/**
* 添加 buff 效果
* @param buffConf buff 配置
*/
addBuff(buffConf: BuffConf) {
this.applyAttrChange(buffConf.buff, buffConf.value);
if (this.debugMode) {
mLogger.log(this.debugMode, 'HeroAttrs', `属性:${buffConf.buff}, 值:${buffConf.value}`);
}
add_hp_max(value:number){
this.hp_max+=value
this.hp+=value
this.dirty_hp = true; // ✅ 仅标记需要更新
return value
}
add_ap(value:number){
this.ap +=value
return value
}
toFrost(time: number=1) {
this.frost_end_time += FightSet.FROST_TIME*time;
}
/**
* 通用属性修改应用
* @param attr 属性名
* @param value 变化值
*/
private applyAttrChange(attr: Attrs, value: number,) {
const mappedAttr = attr === Attrs.hp ? Attrs.hp_max : (attr === Attrs.shield ? Attrs.shield_max : attr);
if (mappedAttr !== Attrs.ap && mappedAttr !== Attrs.hp_max && mappedAttr !== Attrs.shield_max) return;
if (mappedAttr === Attrs.ap) {
this.ap = Math.max(0, this.ap + value);
return;
}
if (mappedAttr === Attrs.hp_max) {
this.hp_max = Math.max(1, this.hp_max + value);
if (this.hp > this.hp_max) this.hp = this.hp_max;
this.dirty_hp = true;
return;
}
this.shield_max = Math.max(0, this.shield_max + value);
this.shield = Math.max(0, Math.min(this.shield + value, this.shield_max));
this.dirty_shield = true;
}
updateCD(dt: number){
for (const key in this.skills) {
const skill = this.skills[key];

View File

@@ -7,6 +7,7 @@ import { Skill } from "../skill/Skill";
import { smc } from "../common/SingletonModuleComp";
import { GameConst } from "../common/config/GameConst";
import { HType } from "../common/config/heroSet";
import { Attrs } from "../common/config/HeroAttrs";
/**
* ==================== 自动施法系统 ====================
@@ -173,20 +174,32 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
*/
private applyFriendlySkillEffects(_s_uuid: number, _skillLv: number, config: SkillConfig, _heroView: HeroViewComp, _cAttrsComp: HeroAttrsComp, targets: HeroViewComp[], _targetPos: Vec3 | null) {
const kind = config.kind ?? SkillKind.Support;
const sUp=SkillUpList[_skillLv]
const sAp =config.ap+sUp.ap*_skillLv;
const sHit=config.hit_count+sUp.hit_count*_skillLv
for (const target of targets) {
if (!target.ent) continue;
const model = target.ent.get(HeroAttrsComp);
if (!model || model.is_dead) continue;
if (kind === SkillKind.Heal && config.ap !== 0) {
const addHp = model.add_hp(config.ap, false);
const addHp = model.add_hp(sAp*_cAttrsComp.ap);
target.health(addHp);
} else if (kind === SkillKind.Shield && config.ap !== 0) {
model.add_shield(config.ap, false);
} else if (kind === SkillKind.Shield && sAp !== 0) {
model.add_shield(sAp*_cAttrsComp.ap);
}
if (!config.buffs || config.buffs.length === 0) continue;
for (const buffConf of config.buffs) {
if (!buffConf) continue;
model.addBuff(buffConf);
const sBuffAp=buffConf.value+sUp.buff_ap
const sBuffHp=buffConf.value+sUp.buff_hp
switch (buffConf.buff){
case Attrs.ap:
model.add_ap(sBuffAp)
break
case Attrs.hp_max:
model.add_hp_max(sBuffHp)
break
}
}
}
}