fix(skill&hero): 添加击退属性配置与处理逻辑

1. 移除英雄配置注释里废弃属性的提示
2. 为小刺客技能添加击退概率覆盖参数
3. 补全技能系统中击退属性的计算逻辑
4. 修复代码格式与缩进问题
This commit is contained in:
pan
2026-07-21 10:19:56 +08:00
parent 011446acc6
commit 9a0dbaf41d
2 changed files with 39 additions and 39 deletions

View File

@@ -213,7 +213,6 @@ export interface HeroEvolve {
* fend 辅助 每波结束触发,跨波次累积增益
*
* 触发节奏atked 3次/5次atking 5次/7次fstart/fend 1次/波
* 废弃属性frz(冰冻)、bck(击退) — 怪物固定不移动,无效
*
* 设定中的英雄都是1级,最高可以升级到3级不在列表内提现,升级在游戏内进行)
* skills[0]是普通攻击技能
@@ -258,7 +257,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// ========== atking 类 — 刺客(自身强化) ==========
5021: {
uuid: 5021, name: "小刺客", path: "hc1", fac: FacSet.HERO, pool_lv: 1, lv: 1, type: HType.Melee, hp: 300, ap: 28,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } },
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0, overrides: { bck: 20 } } },
atking: [{ s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 8 } }],
info: "每攻击5次永久提升自身攻击力8点"
},

View File

@@ -101,14 +101,14 @@ export class Skill extends ecs.Entity {
this.addComponents<SMoveDataComp>(SMoveDataComp);
}
load(startPos: Vec3, parent: Node, s_uuid: number, targetPos: Vec3,
caster:HeroViewComp,cAttrsComp:HeroAttrsComp, skill_lv:number=0, ext_dmg:number=0, overrides?: SkillOverrides) {
caster: HeroViewComp, cAttrsComp: HeroAttrsComp, skill_lv: number = 0, ext_dmg: number = 0, overrides?: SkillOverrides) {
let config = SkillSet[s_uuid];
if (!config) {
mLogger.error(this.debugMode, 'Skill', "[Skill] 技能配置不存在:", s_uuid);
return;
}
config = mergeSkillParams(config, overrides);
const path = `game/skill/atk/${config.sp_name}`;
const initSkillNode = (prefab: Prefab) => {
const node: Node = Skill.getFromPool(path) || instantiate(prefab);
@@ -119,7 +119,7 @@ export class Skill extends ecs.Entity {
this.prefabPath = path;
this.skillNode = node;
let skillParent: Node | null = null;
if (smc.map && smc.map.MapView && smc.map.MapView.scene && smc.map.MapView.scene.entityLayer && smc.map.MapView.scene.entityLayer.node) {
skillParent = smc.map.MapView.scene.entityLayer.node.getChildByName("SKILL");
@@ -127,18 +127,18 @@ export class Skill extends ecs.Entity {
if (!skillParent || !skillParent.isValid) {
skillParent = parent;
}
if (!skillParent || !skillParent.isValid) {
mLogger.error(this.debugMode, 'Skill', "[Skill] 父节点无效");
if(node.isValid) node.destroy();
return;
mLogger.error(this.debugMode, 'Skill', "[Skill] 父节点无效");
if (node.isValid) node.destroy();
return;
}
node.parent = skillParent;
node.active = true;
// 设置节点属性
let face=caster.node.scale.x < 0 ? -1 : 1
node.setScale(v3(Math.abs(node.scale.x)*face,node.scale.y,1))
let face = caster.node.scale.x < 0 ? -1 : 1
node.setScale(v3(Math.abs(node.scale.x) * face, node.scale.y, 1))
// 初始视图
const SView = node.getComponent(SkillView);
if (!SView) {
@@ -146,21 +146,21 @@ export class Skill extends ecs.Entity {
if (node.isValid) node.destroy();
return;
}
if(config.EType!=EType.collision){
const collider=node.getComponent(BoxCollider2D);
if(collider){
collider.enabled=false
if (config.EType != EType.collision) {
const collider = node.getComponent(BoxCollider2D);
if (collider) {
collider.enabled = false
}
}
// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
// 核心标识
SView.s_uuid= s_uuid
SView.group= caster.box_group
// 核心标识
SView.s_uuid = s_uuid
SView.group = caster.box_group
this.add(SView);
startPos.x=startPos.x+SView.atk_x*face
startPos.y=startPos.y+SView.atk_y
startPos.x = startPos.x + SView.atk_x * face
startPos.y = startPos.y + SView.atk_y
node.setPosition(startPos);
@@ -179,7 +179,7 @@ export class Skill extends ecs.Entity {
sMoveCom.bezierStartHeight = config.bezier_start_y ?? sMoveCom.bezierStartHeight;
sMoveCom.bezierMidHeight = config.bezier_mid_y ?? sMoveCom.bezierMidHeight;
sMoveCom.bezierArc = config.bezier_arc ?? sMoveCom.bezierArc;
// 从SkillView获取移动参数位置初始化由SMoveSystem统一处理
// 从SkillView获取移动参数位置初始化由SMoveSystem统一处理
sMoveCom.atk_x = SView.atk_x;
sMoveCom.atk_y = SView.atk_y;
@@ -199,30 +199,31 @@ export class Skill extends ecs.Entity {
if (!sDataCom) {
sDataCom = this.add(SDataCom);
}
sDataCom.reset();
sDataCom.group=caster.box_group
sDataCom.casterEid=caster.ent.eid
sDataCom.reset();
sDataCom.group = caster.box_group
sDataCom.casterEid = caster.ent.eid
sDataCom.Attrs = {};
const SUp=SkillUpList[s_uuid] ? SkillUpList[s_uuid]:SkillUpList[1001];
const sCrt = (config.crt ?? 0)+(SUp.crt*skill_lv);
const sFrz = (config.frz ?? 0)+(SUp.frz*skill_lv);
const sStun = (config.stun ?? 0)+(SUp.stun*skill_lv);
const sAp =config.ap+(SUp.ap*skill_lv);
const sHit=config.hit_count+(SUp.hit_count*skill_lv);
sDataCom.Attrs[Attrs.ap] = Math.floor(cAttrsComp.ap*sAp/100); //技能的ap是百分值 需要/100 而且需要再最终计算总ap时再/100不然会出现ap为90%变0
const SUp = SkillUpList[s_uuid] ? SkillUpList[s_uuid] : SkillUpList[1001];
const sCrt = (config.crt ?? 0) + (SUp.crt * skill_lv);
const sFrz = (config.frz ?? 0) + (SUp.frz * skill_lv);
const sStun = (config.stun ?? 0) + (SUp.stun * skill_lv);
const sBck = (config.bck ?? 0) + (SUp.bck * skill_lv);
const sAp = config.ap + (SUp.ap * skill_lv);
const sHit = config.hit_count + (SUp.hit_count * skill_lv);
sDataCom.Attrs[Attrs.ap] = Math.floor(cAttrsComp.ap * sAp / 100); //技能的ap是百分值 需要/100 而且需要再最终计算总ap时再/100不然会出现ap为90%变0
sDataCom.Attrs[Attrs.critical] = cAttrsComp.getRuntimeCritical() + sCrt;
sDataCom.Attrs[Attrs.critical_damage] = cAttrsComp.getRuntimeCritDamageBonus();
sDataCom.Attrs[Attrs.freeze_chance] = cAttrsComp.getRuntimeFreezeChance() + sFrz;
sDataCom.Attrs[Attrs.stun_chance] = cAttrsComp.getRuntimeStunChance() + sStun;
sDataCom.Attrs[Attrs.knockback_chance] = cAttrsComp.knockback_chance || 0;
sDataCom.Attrs[Attrs.knockback_chance] = cAttrsComp.knockback_chance + sBck;
sDataCom.Attrs[Attrs.knockback_distance] = cAttrsComp.knockback_distance || 0;
sDataCom.Attrs[Attrs.puncture_chance] = cAttrsComp.getRuntimePunctureChance(); // 初始化携带施法者的穿透概率
sDataCom.s_uuid=s_uuid
sDataCom.s_uuid = s_uuid
sDataCom.skill_lv = Math.max(0, skill_lv);
sDataCom.fac=cAttrsComp.fac
sDataCom.ext_dmg=ext_dmg
sDataCom.fac = cAttrsComp.fac
sDataCom.ext_dmg = ext_dmg
sDataCom.hit_count = 0
sDataCom.max_hit_count = Math.max(1,sHit)
sDataCom.max_hit_count = Math.max(1, sHit)
SView.init();
};
@@ -248,10 +249,10 @@ export class Skill extends ecs.Entity {
this.remove(SDataCom);
this.remove(SMoveDataComp)
this.remove(StimeDataComp)
// 移除组件会触发 reset但我们在 reset 中移除了 destroy
this.remove(SkillView)
// 回收节点到对象池
if (this.skillNode && this.skillNode.isValid && this.prefabPath) {
Skill.putToPool(this.prefabPath, this.skillNode);