refactor(hero): 移除复杂的buff系统并简化属性管理
- 删除Buff/Debuff状态管理相关的接口和数据结构 - 简化addBuff方法,直接应用属性变化而不处理buff生命周期 - 移除Interval、Timed、Permanent等buff类型的处理逻辑 - 简化属性应用逻辑,仅支持AP、HP_MAX、SHIELD_MAX三种属性 - 删除HeroBuffSystem中的buff更新逻辑,系统现在为空实现 - 移除状态检查的复杂逻辑,isStun和isFrost直接返回false
This commit is contained in:
@@ -1,41 +1,8 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { Attrs, BType } from "../common/config/HeroAttrs";
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import { BuffConf, BuffRunType } from "../common/config/SkillSet";
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import { HeroDisVal, HeroInfo, HType } from "../common/config/heroSet";
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import { BuffConf } from "../common/config/SkillSet";
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import { HeroDisVal, HType } from "../common/config/heroSet";
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import { mLogger } from "../common/Logger";
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import { smc } from "../common/SingletonModuleComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { _decorator } from "cc";
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/**
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* 可撤销的属性型 Buff/Debuff 实例
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* - 仅用于 Timed 类型
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* - 进入 BUFFS/DEBUFFS 后会在到期时自动反向回滚
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*/
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interface ActiveBuffState {
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id: number
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attr: Attrs
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sourceUuid: number
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value: number
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BType: BType
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time: number
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}
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/**
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* 间隔触发型效果实例
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* - 不直接进入 BUFFS/DEBUFFS
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* - 由 HeroBuffSystem 每帧推进 tick/remain 并触发执行
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*/
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interface IntervalBuffState {
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id: number
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attr: Attrs
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sourceUuid: number
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value: number
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BType: BType
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interval: number
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remain: number
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tick: number
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}
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@ecs.register('HeroAttrs')
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export class HeroAttrsComp extends ecs.Comp {
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public debugMode: boolean = false;
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@@ -96,13 +63,6 @@ export class HeroAttrsComp extends ecs.Comp {
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maxSkillDistance: number = 0; // 最远技能攻击距离(缓存,受MP影响)
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minSkillDistance: number = 0; // 最近技能攻击距离(缓存,不受MP影响,用于停止位置判断)
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// ==================== Buff/Debuff 系统 ====================
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/** 持久型buff数组 - 不会自动过期 */
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BUFFS: Record<number, ActiveBuffState[]> = {};
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DEBUFFS: Record<number, ActiveBuffState[]> = {};
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INTERVAL_EFFECTS: IntervalBuffState[] = [];
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private buffInstanceId = 0;
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// ==================== 标记状态 ====================
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is_dead: boolean = false;
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is_count_dead: boolean = false;
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@@ -132,16 +92,8 @@ export class HeroAttrsComp extends ecs.Comp {
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* 从 HeroInfo 读取初始配置,建立属性系统
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*/
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initAttrs() {
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// 清空现有 buff/debuff
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this.BUFFS = {};
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this.DEBUFFS = {};
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this.INTERVAL_EFFECTS = [];
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this.buffInstanceId = 0;
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// 获取英雄配置
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const heroInfo = HeroInfo[this.hero_uuid];
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if (!heroInfo) return;
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this.in_stun = false;
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this.in_frost = false;
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}
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/*******************基础属性管理********************/
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@@ -188,95 +140,24 @@ export class HeroAttrsComp extends ecs.Comp {
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*/
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addBuff(buffConf: BuffConf) {
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const normalized = this.normalizeBuffValue(buffConf);
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const runType = this.resolveRunType(buffConf);
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// Interval:按间隔触发,写入 INTERVAL_EFFECTS,由系统统一执行
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if (runType === BuffRunType.Interval) {
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const interval = buffConf.interval && buffConf.interval > 0 ? buffConf.interval : 1;
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const remain = buffConf.time > 0 ? buffConf.time : interval;
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this.INTERVAL_EFFECTS.push({
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id: ++this.buffInstanceId,
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attr: buffConf.buff,
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sourceUuid: buffConf.uuid,
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value: normalized.value,
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BType: normalized.BType,
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interval,
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remain,
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tick: interval
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});
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return;
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}
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// Permanent:一次性生效,不写入 BUFFS/DEBUFFS,不存在自动撤销
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if (runType === BuffRunType.Permanent) {
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this.applyAttrChange(buffConf.buff, normalized.value, normalized.BType);
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return;
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}
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// Timed:先应用,再记录,后续 updateList 到期后自动反向移除
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const duration = buffConf.time > 0 ? buffConf.time : 1;
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const targetList = buffConf.isDebuff ? this.DEBUFFS : this.BUFFS;
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const attrKey = buffConf.buff as unknown as number; // 强制转换 key 类型以适配 Record
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if (!targetList[attrKey]) {
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targetList[attrKey] = [];
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}
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const currentBuffs = targetList[attrKey];
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currentBuffs.push({
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id: ++this.buffInstanceId,
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attr: buffConf.buff,
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sourceUuid: buffConf.uuid,
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value: normalized.value,
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BType: normalized.BType,
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time: duration
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});
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this.applyAttrChange(buffConf.buff, normalized.value, normalized.BType);
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if (this.debugMode) {
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mLogger.log(this.debugMode, 'HeroAttrs', `添加Buff: ${buffConf.name}, 属性:${buffConf.buff}, 值:${normalized.value}, 时间:${duration}`);
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mLogger.log(this.debugMode, 'HeroAttrs', `添加属性: ${buffConf.name}, 属性:${buffConf.buff}, 值:${normalized.value}`);
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}
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}
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/**
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* runType 解析优先级:
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* 1) 显式配置 runType
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* 2) 兼容旧配置:存在 interval 视为 Interval
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* 3) time>0 视为 Timed,否则 Permanent
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*/
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private resolveRunType(buffConf: BuffConf): BuffRunType {
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if (buffConf.runType !== undefined) return buffConf.runType;
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if (buffConf.interval && buffConf.interval > 0) return BuffRunType.Interval;
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return buffConf.time > 0 ? BuffRunType.Timed : BuffRunType.Permanent;
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}
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/**
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* 把配置值统一转换为“可直接写入容器和结算”的数值
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* - RATIO 会在写入前转换为 VALUE
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* - BOOLEAN 保持原类型
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*/
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private normalizeBuffValue(buffConf: BuffConf): { value: number; BType: BType } {
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if (buffConf.BType === BType.BOOLEAN) {
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return { value: buffConf.value, BType: BType.BOOLEAN };
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}
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return {
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value: this.resolveBuffValue(buffConf.buff, buffConf.value, buffConf.BType),
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value: buffConf.value,
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BType: BType.VALUE
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};
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}
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private resolveBuffValue(attr: Attrs, value: number, type: BType): number {
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if (type !== BType.RATIO) return value;
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if (attr === Attrs.hp || attr === Attrs.shield) {
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return this.hp_max * value / 100;
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}
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if (attr === Attrs.hp_max || attr === Attrs.shield_max) {
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return this[attr] * value / 100;
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}
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if (typeof this[attr] === "number") {
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return (this[attr] as number) * value / 100;
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}
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return value;
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}
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/**
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* 通用属性修改应用
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* @param attr 属性名
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@@ -285,48 +166,25 @@ export class HeroAttrsComp extends ecs.Comp {
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* @param reverse 是否反向应用 (用于移除 buff)
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*/
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private applyAttrChange(attr: Attrs, value: number, type: BType, reverse: boolean = false) {
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const mappedAttr = attr === Attrs.hp ? Attrs.hp_max : (attr === Attrs.shield ? Attrs.shield_max : attr);
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if (mappedAttr !== Attrs.ap && mappedAttr !== Attrs.hp_max && mappedAttr !== Attrs.shield_max) return;
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void type;
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let finalValue = value;
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// 如果是移除 buff,取反
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if (reverse) {
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finalValue = -value;
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}
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if (reverse) finalValue = -finalValue;
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// 护盾特殊处理:同时修改当前值和最大值
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if (attr === Attrs.shield && type === BType.VALUE) {
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this.shield += finalValue;
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this.shield_max += finalValue;
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this.shield = Math.max(0, this.shield);
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this.shield_max = Math.max(0, this.shield_max);
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this.dirty_shield = true;
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if (mappedAttr === Attrs.ap) {
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this.ap = Math.max(0, this.ap + finalValue);
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return;
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}
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if (type === BType.RATIO) {
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finalValue = this.resolveBuffValue(attr, finalValue, BType.RATIO);
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if (typeof this[attr] === 'number') {
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this[attr] = (this[attr] as number) + finalValue;
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}
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} else if (type === BType.BOOLEAN) {
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// 布尔型/状态型:value > 0 为 true/计数+1,移除时 -1
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// 这里使用计数器方式来支持多个同类状态叠加
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// 例如 IN_FROST 是一个状态,不是属性。
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// 需要在 HeroAttrsComp 中定义对应的状态计数器,或者利用 DEBUFFS 列表的存在性判断状态
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// 暂时直接修改属性(如果属性是 boolean)
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if (typeof this[attr] === 'boolean') {
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this[attr] = !reverse; // 添加设为 true, 移除设为 false (不仅确,多个冰冻会出问题)
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// 正确做法:updateBuffsDebuffs 中根据列表是否为空来设置状态
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}
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} else {
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// VALUE 固定值
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if (typeof this[attr] === 'number') {
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this[attr] = (this[attr] as number) + finalValue;
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}
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if (mappedAttr === Attrs.hp_max) {
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this.hp_max = Math.max(1, this.hp_max + finalValue);
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if (this.hp > this.hp_max) this.hp = this.hp_max;
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this.dirty_hp = true;
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return;
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}
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// 标记脏数据(如果有对应的 dirty 标记)
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if (attr === Attrs.hp) this.dirty_hp = true;
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if (attr === Attrs.shield) this.dirty_shield = true;
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this.shield_max = Math.max(0, this.shield_max + finalValue);
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this.shield = Math.max(0, Math.min(this.shield + finalValue, this.shield_max));
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this.dirty_shield = true;
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}
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//======更新cd========//
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updateCD(dt: number){
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@@ -340,10 +198,10 @@ export class HeroAttrsComp extends ecs.Comp {
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}
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}
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isStun(): boolean {
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return this.in_stun;
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return false;
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}
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isFrost(): boolean {
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return this.in_frost;
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return false;
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}
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triggerAtkCD() {
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this.a_cd = 0;
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@@ -353,103 +211,8 @@ export class HeroAttrsComp extends ecs.Comp {
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this.s_cd = 0;
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this.can_skill = false;
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}
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// ==================== 临时 BUFF/DEBUFF 更新 ====================
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/**
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* 更新临时 buff/debuff 的剩余时间
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* @param dt 时间增量
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*/
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updateBuffsDebuffs(dt: number) {
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this.updateList(this.BUFFS, dt);
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this.updateList(this.DEBUFFS, dt);
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// 更新状态标记 (根据 DEBUFFS 列表是否存在有效项)
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this.updateStatusFlags();
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}
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/**
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* 仅做“采集触发事件”,不做数值执行
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* 实际执行由 HeroBuffSystem.applyIntervalEffect 统一处理
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*/
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collectIntervalEffectsBySystem(dt: number): IntervalBuffState[] {
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const triggered: IntervalBuffState[] = [];
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for (let i = this.INTERVAL_EFFECTS.length - 1; i >= 0; i--) {
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const state = this.INTERVAL_EFFECTS[i];
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state.remain -= dt;
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state.tick -= dt;
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while (state.tick <= 0 && state.remain > 0) {
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triggered.push({
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id: state.id,
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attr: state.attr,
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sourceUuid: state.sourceUuid,
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value: state.value,
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BType: state.BType,
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interval: state.interval,
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remain: state.remain,
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tick: state.tick
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});
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state.tick += state.interval;
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}
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if (state.remain <= 0) {
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this.INTERVAL_EFFECTS.splice(i, 1);
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}
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}
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return triggered;
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}
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applyStoredEffect(attr: Attrs, value: number, type: BType) {
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this.applyAttrChange(attr, value, type);
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}
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/**
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* Timed Buff/Debuff 到期更新
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* - 到期时调用 applyAttrChange(reverse=true) 回滚
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* - 该函数只处理 BUFFS/DEBUFFS,不处理 INTERVAL_EFFECTS
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*/
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private updateList(list: Record<number, ActiveBuffState[]>, dt: number) {
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for (const attrKey in list) {
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const buffs = list[attrKey];
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if (!buffs || buffs.length === 0) continue;
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// 倒序遍历以便移除
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for (let i = buffs.length - 1; i >= 0; i--) {
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const buff = buffs[i];
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buff.time -= dt;
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if (buff.time <= 0) {
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this.applyAttrChange(buff.attr, buff.value, buff.BType, true);
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buffs.splice(i, 1);
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if (this.debugMode) {
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mLogger.log(this.debugMode, 'HeroAttrs', `Buff过期: 属性:${buff.attr}, 恢复值:${buff.value}`);
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}
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}
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}
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// 如果该属性的 buff 列表空了,可以清理 key (可选)
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if (buffs.length === 0) {
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delete list[attrKey];
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}
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}
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}
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private updateStatusFlags() {
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// 检查特定状态的 Debuff 列表是否为空,来更新 boolean 标志
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this.checkStatus(Attrs.IN_FROST, 'in_frost');
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this.checkStatus(Attrs.IN_STUN, 'in_stun');
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}
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private checkStatus(attr: Attrs, flagName: string) {
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const key = attr as unknown as number;
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const hasBuff = this.DEBUFFS[key] && this.DEBUFFS[key].length > 0;
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// 只有当状态改变时才赋值,避免每帧赋值
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if (this[flagName] !== hasBuff) {
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this[flagName] = hasBuff;
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// 状态变化日志
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if (this.debugMode) {
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mLogger.log(this.debugMode, 'HeroAttrs', `状态变更: ${this.hero_name}, ${flagName} = ${hasBuff}`);
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}
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}
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}
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// ==================== 技能距离缓存管理 ====================
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@@ -525,10 +288,6 @@ export class HeroAttrsComp extends ecs.Comp {
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this.in_frost = false;
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this.in_stun = false;
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this.BUFFS = {};
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this.DEBUFFS = {};
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this.INTERVAL_EFFECTS = [];
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this.buffInstanceId = 0;
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// 重置技能距离缓存
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this.maxSkillDistance = 0;
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this.minSkillDistance = 0;
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@@ -568,49 +327,7 @@ export class HeroBuffSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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}
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update(e: ecs.Entity): void {
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if (!smc.mission.play || smc.mission.pause) return;
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const attrs = e.get(HeroAttrsComp);
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if (!attrs || attrs.is_dead) return;
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// 1) 推进 Timed Buff/Debuff 生命周期
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attrs.updateBuffsDebuffs(this.dt);
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// 2) 收集本帧到点的 Interval 触发
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const triggered = attrs.collectIntervalEffectsBySystem(this.dt);
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if (triggered.length === 0) return;
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const view = e.get(HeroViewComp);
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// 3) 统一执行数值与表现
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for (const effect of triggered) {
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this.applyIntervalEffect(attrs, view, effect);
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}
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}
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/**
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* 间隔效果统一执行入口
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* - 先做数值结算
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* - 再按实际变化触发表现,避免无效动画
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*/
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private applyIntervalEffect(attrs: HeroAttrsComp, view: HeroViewComp | null, effect: IntervalBuffState) {
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if (effect.attr === Attrs.hp) {
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const oldHp = attrs.hp;
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attrs.add_hp(effect.value, true);
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const delta = attrs.hp - oldHp;
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if (view && delta !== 0) {
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view.playIntervalEffect(effect.attr, delta, effect.sourceUuid);
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}
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return;
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}
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if (effect.attr === Attrs.shield) {
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const oldShield = attrs.shield;
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attrs.add_shield(effect.value, true);
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const delta = attrs.shield - oldShield;
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if (view && delta !== 0) {
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view.playIntervalEffect(effect.attr, delta, effect.sourceUuid);
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}
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return;
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}
|
||||
attrs.applyStoredEffect(effect.attr, effect.value, effect.BType);
|
||||
if (view) {
|
||||
view.playIntervalEffect(effect.attr, effect.value, effect.sourceUuid);
|
||||
}
|
||||
void e;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user