feat(技能系统): 添加最大技能自动施放开关并重构施法逻辑
- 在HeroSkillsComp中添加max_auto字段控制最大技能自动施放 - 重构SACastSystem的施法逻辑,增加返回值判断 - 新增manualCast和manualCastMax方法支持手动施法 - 删除废弃的SCastSystem文件
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { Vec3, v3 } from "cc";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { SkillSet, SType } from "../common/config/SkillSet";
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import { HeroSkillsComp } from "./HeroSkills";
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import { Skill } from "../skill/Skill";
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import { CSRequestComp } from "../skill/STagComps";
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import { smc } from "../common/SingletonModuleComp";
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/**
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* ==================== 技能施法系统 手动施法====================
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*
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* 职责:
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* 1. 监听 CSRequestComp 标记组件
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* 2. 检查施法条件(CD、MP、状态)
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* 3. 扣除资源(MP)
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* 4. 创建技能实体
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* 5. 触发施法动画
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* 6. 移除请求标记
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*
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* 设计理念:
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* - 使用标记组件驱动,符合 ECS 理念
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* - 施法检查与执行分离
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* - 自动处理资源消耗和CD重置
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*/
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// @ecs.register('SCastSystem')
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export class SCastSystem extends ecs.ComblockSystem implements ecs.IEntityEnterSystem {
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/**
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* 过滤器:拥有技能数据 + 施法请求的实体
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*/
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroSkillsComp, HeroAttrsComp, CSRequestComp);
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}
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/**
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* 实体进入时触发(即请求施法时)
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*/
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entityEnter(e: ecs.Entity): void {
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if(!smc.mission.play || smc.mission.pause) return;
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const skillsComp = e.get(HeroSkillsComp);
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const heroAttrs = e.get(HeroAttrsComp);
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const request = e.get(CSRequestComp);
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const heroView = e.get(HeroViewComp);
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// 1. 验证数据完整性
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if (!skillsComp || !heroAttrs || !request || !heroView) {
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console.warn("[SCastSystem] 数据不完整,取消施法");
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e.remove(CSRequestComp);
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return;
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}
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// 2. 获取技能数据
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const skill = skillsComp.getSkill(request.s_uuid);
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if (!skill) {
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console.warn(`[SCastSystem] 技能索引无效: ${request.s_uuid }`);
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e.remove(CSRequestComp);
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return;
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}
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// 3. 检查施法条件
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if (!this.checkCastConditions(skillsComp, heroAttrs, request.s_uuid)) {
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e.remove(CSRequestComp);
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return;
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}
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// 4. 执行施法
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this.executeCast(e, skill, request.targets, heroView);
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// 5. 扣除资源和重置CD
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heroAttrs.mp -= skill.cost;
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skillsComp.resetCD(request.s_uuid);
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// 6. 移除请求标记
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e.remove(CSRequestComp);
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}
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/**
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* 检查施法条件
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*/
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private checkCastConditions(skillsComp: HeroSkillsComp, heroAttrs: HeroAttrsComp, skillIndex: number): boolean {
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// 检查角色状态
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if (heroAttrs.is_dead) {
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return false;
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}
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// 检查控制状态(眩晕、冰冻)
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if (heroAttrs.isStun() || heroAttrs.isFrost()) {
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return false;
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}
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// 检查CD和MP
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if (!skillsComp.canCast(skillIndex, heroAttrs.mp)) {
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return false;
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}
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return true;
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}
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/**
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* 执行施法
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*/
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private executeCast(casterEntity: ecs.Entity, skill: any, targets: Vec3[], heroView: HeroViewComp) {
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const config = SkillSet[skill.uuid];
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if (!config) {
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console.error("[SCastSystem] 技能配置不存在:", skill.uuid);
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return;
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}
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// 1. 播放施法动画
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heroView.playSkillEffect(skill.uuid);
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// 2. 延迟创建技能实体(等待动画)
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const delay = config.with ?? 0.3; // 施法前摇时间
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heroView.scheduleOnce(() => {
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this.createSkill(skill.uuid, heroView, targets);
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}, delay);
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const heroAttrs = casterEntity.get(HeroAttrsComp);
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console.log(`[SCastSystem] ${heroAttrs?.hero_name ?? '未知'} 施放技能: ${config.name}`);
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}
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/**
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* 创建技能实体
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*/
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private createSkill(skillId: number, caster: HeroViewComp, targets: Vec3[]) {
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// 检查节点有效性
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if (!caster.node || !caster.node.isValid) {
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console.warn("[SCastSystem] 施法者节点无效");
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return;
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}
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// 获取场景节点
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const parent = caster.node.parent;
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if (!parent) {
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console.warn("[SCastSystem] 场景节点无效");
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return;
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}
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// ✅ 使用现有的 SkillEnt 创建技能
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// const skill = ecs.getEntity<Skill>(Skill);
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}
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}
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