refactor(英雄技能): 重构天赋触发逻辑和技能施放系统

- 将HeroAttrsComp中的isDSill和isWFuny改为talTrigger结构体
- 移除TalComp中不再使用的checkTriggers和checkIsTrigger方法
- 优化SACastSystem中的技能施放逻辑,分离天赋处理代码块
- 为Skill.load方法添加damage参数
- 重命名executeCast返回变量为castSucess以提高可读性
This commit is contained in:
panw
2025-11-19 16:03:19 +08:00
parent e577ed976c
commit bcaa377cf6
4 changed files with 27 additions and 71 deletions

View File

@@ -77,13 +77,13 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
if (!this.checkCastConditions(skills, heroAttrs, skill.s_uuid)) return false
// 4. 执行施法
const ok = this.executeCast(e, skill.s_uuid, heroView,hset);
const castSucess = this.executeCast(e, skill.s_uuid, heroView,hset);
// 5. 扣除资源和重置CD
if (ok) {
if (castSucess) {
heroAttrs.mp -= skill.cost;
skills.resetCD(skill.s_uuid);
}
return ok;
return castSucess;
}
public manualCast(e: ecs.Entity, s_uuid: number): boolean {
if (!e) return false
@@ -134,8 +134,8 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
*/
private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp,hset:HSSet): boolean {
const heroAttrs=casterEntity.get(HeroAttrsComp)
let isDSill=heroAttrs.isDSill > 0
let isWFuny=heroAttrs.isWFuny > 0
let isDSill=heroAttrs.tal_DSill.count > 0
let isWFuny=heroAttrs.tal_WFuny.count > 0
const config = SkillSet[s_uuid];
if (!config) {
console.error("[SACastSystem] 技能配置不存在:", s_uuid);
@@ -144,14 +144,14 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
// 1. 播放施法动画
heroView.playSkillEffect(s_uuid);
/**********************天赋处理*************************************************************************/
// 2. 更新攻击类型的天赋触发值
if(casterEntity.has(TalComp)){
const talComp = casterEntity.get(TalComp);
if (hset === HSSet.atk) talComp.updateCur(TriType.ATK);
if (hset != HSSet.atk) talComp.updateCur(TriType.SKILL);
}
/**********************天赋处理*************************************************************************/
// 获取目标位置
let targets = this.sTargets(heroView, s_uuid);
if (targets.length === 0) {
@@ -161,28 +161,29 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
// 2. 延迟创建技能实体(等待动画)
const delay = 0.3
heroView.scheduleOnce(() => {
//风怒wfuny 只针对 普通攻击起效
if (hset === HSSet.atk&&isWFuny){
this.createSkill(s_uuid, heroView,targets,isWFuny);
heroAttrs.isWFuny --
}else{
this.createSkill(s_uuid, heroView,targets,false);
}
this.createSkill(s_uuid, heroView,targets);
}, delay);
if(isDSill){
//风怒wfuny 只针对 普通攻击起效
if (hset === HSSet.atk&&isWFuny){
heroView.playSkillEffect(s_uuid);
//需要再添加 风怒动画
this.createSkill(s_uuid, heroView,targets);
heroAttrs.tal_WFuny.count --
}
// 双技能 只针对 技能起效
if(hset === HSSet.skill&&isDSill){
targets = this.sTargets(heroView, s_uuid);
if (targets.length === 0) {
console.warn("[SACastSystem] 没有找到有效目标");
return false;
}
heroAttrs.isDSill --
heroView.playSkillEffect(s_uuid);
//需要再添加 双技能动画
heroView.scheduleOnce(() => {
this.createSkill(s_uuid, heroView,targets,isWFuny);
isWFuny=false
this.createSkill(s_uuid, heroView,targets);
}, delay);
heroAttrs.tal_DSill.count --
}
@@ -193,7 +194,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
/**
* 创建技能实体
*/
private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],isWFuny:boolean=false) {
private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],damage:number=0) {
// 检查节点有效性
if (!caster.node || !caster.node.isValid) {
console.warn("[SACastSystem] 施法者节点无效");
@@ -218,7 +219,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
const targetPos = targets[0]; // 使用第一个目标位置
// console.log(`[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`);
// 加载技能实体(包括预制体、组件初始化等)
skill.load(startPos, parent, s_uuid, targetPos, caster);
skill.load(startPos, parent, s_uuid, targetPos, caster,damage);
}