feat: 添加冰冻效果并移除调试组件

- 在 GameSet 中添加冰冻时间常量 FROST_TIME
- 在 HeroAttrsComp 中新增 toFrost 方法用于处理冰冻状态
- 在 HeroAtkSystem 中增加冰冻判定,命中时触发冰冻效果并显示冰冻特效
- 简化 HeroViewComp 中的冰冻特效方法,移除眩晕特效方法
- 删除调试用的 HSkillComp 组件及其 meta 文件
- 调整 HeroBuffSystem 的计时器间隔,使冰冻状态更平滑地递减
This commit is contained in:
walkpan
2026-03-19 19:08:50 +08:00
parent 08fbb72d19
commit a08cca9cc3
7 changed files with 19 additions and 224 deletions

View File

@@ -18,8 +18,7 @@ export enum BoxSet {
LETF_END = -420,
RIGHT_END = 420,
//游戏地平线
GAME_LINE = -90
GAME_LINE = -90,
//攻击距离
}
@@ -88,6 +87,8 @@ export enum FightSet {
BACK_RANG=30,//后退范围
FiIGHT_TIME=60*10,//战斗时间
BACK_CHANCE=40,//击退概率
FROST_TIME=1,//冰冻时间
}
export enum IndexSet {

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@@ -117,6 +117,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// 暴击判定
// 使用施法者的暴击率属性damageEvent.Attrs 快照),- 被攻击者的暴击抗性属
const isCrit = this.checkChance(damageEvent.Attrs[Attrs.critical]);
// 计算基础伤害
let damage = this.dmgCount(damageEvent,TAttrsComp);
@@ -147,16 +148,15 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
mLogger.log(this.debugMode, 'HeroAtkSystem', ` 英雄${TAttrsComp.hero_name} (uuid: ${TAttrsComp.hero_uuid}) 受到 eid:${casterEid} 的 伤害 ${damage},${isCrit?"暴击":"普通"}攻击,技能ID ${damageEvent.s_uuid}`);
// 击退判定
// 使用施法者的击退概率属性damageEvent.Attrs 快照) - 被攻击者的控制抗性
// 击退成功后需要清理施法者的相关天赋buff
// 击退和冰冻判定
const isBack = this.checkChance((damageEvent.Attrs[Attrs.back_chance] || 0));
// ✅ 触发视图层表现(伤害数字、受击动画、后退)
const isFrost = this.checkChance(damageEvent.Attrs[Attrs.freeze_chance]);
// ✅ 触发视图层表现(伤害数字、受击动画、后退,冰冻)
if (targetView) {
targetView.do_atked(damage, isCrit, damageEvent.s_uuid, isBack);
targetView.playEnd(skillConf.endAnm);
if(isFrost) TAttrsComp.toFrost();
targetView.in_iced(TAttrsComp.frost_end_time);
}

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@@ -4,6 +4,7 @@ import { BuffConf } from "../common/config/SkillSet";
import { HeroDisVal, HType } from "../common/config/heroSet";
import { mLogger } from "../common/Logger";
import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { FightSet } from "../common/config/GameSet";
@ecs.register('HeroAttrs')
export class HeroAttrsComp extends ecs.Comp {
public debugMode: boolean = false;
@@ -134,12 +135,9 @@ export class HeroAttrsComp extends ecs.Comp {
}
}
/**
* 把配置值统一转换为“可直接写入容器和结算”的数值
* - RATIO 会在写入前转换为 VALUE
* - BOOLEAN 保持原类型
*/
toFrost(time: number=1) {
this.frost_end_time += FightSet.FROST_TIME*time;
}
/**
* 通用属性修改应用
@@ -291,7 +289,7 @@ export class HeroAttrsComp extends ecs.Comp {
@ecs.register('HeroBuffSystem')
export class HeroBuffSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
private timer =new Timer(0.2)
private timer =new Timer(0.1)
filter(): ecs.IMatcher {
return ecs.allOf(HeroAttrsComp);
}
@@ -300,7 +298,7 @@ export class HeroBuffSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
if(this.timer.update(this.dt)){
const attrsComp = e.get(HeroAttrsComp);
if(attrsComp.frost_end_time > 0){
attrsComp.frost_end_time -= 0.2;
attrsComp.frost_end_time -= 0.1;
if(attrsComp.frost_end_time <= 0){
attrsComp.frost_end_time = 0;
}

View File

@@ -261,17 +261,8 @@ export class HeroViewComp extends CCComp {
}
/** 冰冻特效 */
private in_iced(t: number = 1, ap: number = 0) {
const node = this.spawnTimedFx("game/skill/buff/iced", this.node, t);
}
/** 眩晕特效 */
private in_yun(t: number = 1, ap: number = 0) {
const node = this.spawnTimedFx("game/skill/buff/buff_yun", this.node, t);
if (!node) return;
let height = this.node.getComponent(UITransform).height;
node.setPosition(v3(0, height));
in_iced(t: number = 1) {
this.spawnTimedFx("game/skill/buff/iced", this.node, t);
}
/** 技能提示 */

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@@ -1,193 +0,0 @@
import { _decorator, instantiate, Label, Node, Prefab, UITransform, v3, Vec3 } from 'cc';
import { CCComp } from 'db://oops-framework/module/common/CCComp';
import { ecs } from 'db://oops-framework/libs/ecs/ECS';
import { SkillSet } from '../common/config/SkillSet';
import { BoxSet, FacSet } from '../common/config/GameSet';
import { smc } from '../common/SingletonModuleComp';
import { Skill } from '../skill/Skill';
import { mLogger } from '../common/Logger';
const { ccclass, property } = _decorator;
@ccclass('HSkillComp')
@ecs.register('HSkillComp', false)
export class HSkillComp extends CCComp {
debugMode: boolean = false;
private readonly panelName: string = 'skill_debug_panel';
private readonly panelWidth: number = 680;
private readonly panelHeight: number = 1180;
private readonly colCount: number = 4;
private readonly cellWidth: number = 160;
private readonly cellHeight: number = 68;
private readonly startX: number = -240;
private readonly startY: number = 560;
@property(Prefab)
btnPrefab: Prefab | null = null;
private panelNode: Node | null = null;
private buttonNodes: Node[] = [];
private mockCasterNode: Node | null = null;
private mockCasterView: any = null;
private currentSkill: Skill | null = null;
protected onLoad(): void {
this.ensurePanel();
}
start() {
this.renderSkillButtons();
}
start_test() {
this.node.active = true;
const home = this.node.parent?.getChildByName('mission_home');
if (home) {
home.active = false;
}
this.renderSkillButtons();
}
end_test() {
const home = this.node.parent?.getChildByName('mission_home');
if (home) {
home.active = true;
}
this.node.active = false;
}
update_data(uuid: number) {
this.renderSkillButtons();
}
private ensurePanel() {
let panel = this.node.getChildByName(this.panelName);
if (!panel) {
panel = new Node(this.panelName);
panel.parent = this.node;
const transform = panel.addComponent(UITransform);
transform.setContentSize(this.panelWidth, this.panelHeight);
panel.setPosition(0, 640, 0);
}
this.panelNode = panel;
}
private renderSkillButtons() {
this.ensurePanel();
const prefab = this.getBtnPrefab();
if (!prefab || !this.panelNode || !this.panelNode.isValid) {
return;
}
this.clearButtons();
const skillIds = Object.keys(SkillSet).map(Number).sort((a, b) => a - b);
skillIds.forEach((skillId, index) => {
const btnNode = instantiate(prefab);
btnNode.parent = this.panelNode;
const row = Math.floor(index / this.colCount);
const col = index % this.colCount;
btnNode.setPosition(
this.startX + col * this.cellWidth,
this.startY - row * this.cellHeight,
0
);
const label = btnNode.getChildByName('Label')?.getComponent(Label);
if (label) {
const conf = SkillSet[skillId];
label.string = `${skillId} ${conf?.name ?? ''}`;
}
btnNode.on(Node.EventType.TOUCH_END, () => this.playDebugSkill(skillId), this);
this.buttonNodes.push(btnNode);
});
}
private clearButtons() {
this.buttonNodes.forEach(node => {
if (!node || !node.isValid) {
return;
}
node.off(Node.EventType.TOUCH_END);
node.destroy();
});
this.buttonNodes.length = 0;
}
private getBtnPrefab(): Prefab | null {
if (this.btnPrefab) {
return this.btnPrefab;
}
mLogger.error(this.debugMode, 'HSkillComp', '[HSkillComp] 未绑定 Btn 预制体,请在编辑器中设置 btnPrefab');
return null;
}
private getSkillParent(): Node {
const layer = smc.map?.MapView?.scene?.entityLayer?.node?.getChildByName('SKILL');
if (layer && layer.isValid) {
return layer;
}
return this.node;
}
private ensureMockCaster(parent: Node, startPos: Vec3): any {
if (!this.mockCasterNode || !this.mockCasterNode.isValid) {
this.mockCasterNode = new Node('debug_caster');
this.mockCasterNode.parent = parent;
this.mockCasterNode.setScale(v3(1, 1, 1));
this.mockCasterNode.active = false;
} else if (this.mockCasterNode.parent !== parent) {
this.mockCasterNode.parent = parent;
}
this.mockCasterNode.setPosition(startPos);
const mockAttrs = {
hero_name: '技能调试器',
ap: 100,
critical: 0,
critical_dmg: 50,
freeze_chance: 0,
back_chance: 0,
puncture: 0,
wfuny: 0,
fac: FacSet.HERO
};
const mockEntity = {
eid: -10086,
get: () => mockAttrs
};
this.mockCasterView = {
node: this.mockCasterNode,
box_group: BoxSet.HERO,
ent: mockEntity
};
return this.mockCasterView;
}
private playDebugSkill(skillId: number) {
const conf = SkillSet[skillId];
if (!conf) {
return;
}
this.destroyCurrentSkill();
const parent = this.getSkillParent();
const startPos = v3(-260, -40, 0);
const targetPos = v3(260, -40, 0);
const caster = this.ensureMockCaster(parent, startPos);
const skill = ecs.getEntity<Skill>(Skill);
skill.load(startPos.clone(), parent, skillId, targetPos, caster, 0);
this.currentSkill = skill;
}
private destroyCurrentSkill() {
if (!this.currentSkill) {
return;
}
this.currentSkill.destroy();
this.currentSkill = null;
}
reset() {
this.destroyCurrentSkill();
this.clearButtons();
if (this.mockCasterNode && this.mockCasterNode.isValid) {
this.mockCasterNode.destroy();
this.mockCasterNode = null;
}
this.node.destroy();
}
}

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@@ -1 +0,0 @@
{"ver":"4.0.24","importer":"typescript","imported":true,"uuid":"34b93128-7505-4579-91c9-a93e9f1040ad","files":[],"subMetas":{},"userData":{}}

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@@ -214,7 +214,6 @@ export class Skill extends ecs.Entity {
sDataCom.Attrs[Attrs.critical] = cAttrsComp.critical + addCrt;
sDataCom.Attrs[Attrs.freeze_chance] = cAttrsComp.freeze_chance + addFrz;
sDataCom.Attrs[Attrs.back_chance] = cAttrsComp.back_chance + addBck;
sDataCom.s_uuid=s_uuid
sDataCom.fac=cAttrsComp.fac
sDataCom.ext_dmg=ext_dmg