refactor(英雄技能): 重构技能系统以支持多技能和独立冷却

- 将 HeroAttrsComp 中的单一攻击/技能ID重构为技能数组,支持多个技能
- 为每个技能添加独立的冷却计时和最大冷却时间
- 修改 SCastSystem 以支持多技能选择和冷却检查
- 更新 HeroViewComp 显示当前展示技能的冷却进度
- 统一英雄和怪物初始化技能的方式,使用 setSkills 方法
- 移除 heroSet 配置中的 as/ss 字段,改为 cds 数组
- 修改 Skill 实体加载,传递 HeroAttrsComp 用于技能伤害计算
This commit is contained in:
walkpan
2026-03-22 13:35:25 +08:00
parent 218703be6b
commit be4884d28a
7 changed files with 134 additions and 113 deletions

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@@ -62,8 +62,6 @@ export interface heroInfo {
kind?: number; // 未使用
lv: number; // 英雄等级
cards_lv?: number; // 卡片等级
as: number; // 攻击间隔(越小越快)
ss:number; // 技能间隔
type: HType; // 攻击定位(近战/中程/远程)
hp: number; // 生命值上限
ap: number; // 攻击力
@@ -92,48 +90,48 @@ export interface heroInfo {
export const HeroInfo: Record<number, heroInfo> = {
// ========== 近战英雄 ==========
5001:{uuid:5001,name:"盾战士",path:"hk1", fac:FacSet.HERO,cards_lv:1,lv:1,as:0.75,ss:5,type:HType.Melee,hp:450,ap:25,speed:180,
skills:[6001,6301],info:"近战,魔法盾 坦克"},
5002:{uuid:5002,name:"圣骑士",path:"hk3", fac:FacSet.HERO,cards_lv:3,lv:1,as:0.75,ss:5,type:HType.Melee,hp:1350,ap:75,speed:180,
skills:[6001,6305],info:"近战,群体护盾 坦克"},
5003:{uuid:5003,name:"风行剑士",path:"hk4", fac:FacSet.HERO,cards_lv:2,lv:1,as:1.1,ss:5,type:HType.Melee,hp:500,ap:100,speed:180,
skills:[6001,6014],info:"近战,闪击 近战dps"},
5004:{uuid:5004,name:"刺客",path:"hc1", fac:FacSet.HERO,cards_lv:4,lv:1,as:1.1,ss:5,type:HType.Melee,hp:1000,ap:200,speed:180,
skills:[6001,6104],info:"近战,火焰击 近战dps"},
// 5005:{uuid:5005,name:"自然骑士",path:"hk2", fac:FacSet.HERO,cards_lv:4,lv:1,as:1.1,ss:5,type:HType.Melee,hp:1000,ap:200,speed:180,
// skills:[6001,6302],info:"治疗近战,火焰击 近战dps"},
5001:{uuid:5001,name:"盾战士",path:"hk1", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Melee,hp:450,ap:25,speed:180,
skills:[6001,6301],slvs:[1,1],cds:[0.75,5],info:"近战,魔法盾 坦克"},
5002:{uuid:5002,name:"圣骑士",path:"hk3", fac:FacSet.HERO,cards_lv:3,lv:1,type:HType.Melee,hp:1350,ap:75,speed:180,
skills:[6001,6305],slvs:[1,1],cds:[0.75,5],info:"近战,群体护盾 坦克"},
5003:{uuid:5003,name:"风行剑士",path:"hk4", fac:FacSet.HERO,cards_lv:2,lv:1,type:HType.Melee,hp:500,ap:100,speed:180,
skills:[6001,6014],slvs:[1,1],cds:[1.1,5],info:"近战,闪击 近战dps"},
5004:{uuid:5004,name:"刺客",path:"hc1", fac:FacSet.HERO,cards_lv:4,lv:1,type:HType.Melee,hp:1000,ap:200,speed:180,
skills:[6001,6104],slvs:[1,1],cds:[1.1,5],info:"近战,火焰击 近战dps"},
// 5005:{uuid:5005,name:"自然骑士",path:"hk2", fac:FacSet.HERO,cards_lv:4,lv:1,type:HType.Melee,hp:1000,ap:200,speed:180,
// skills:[6001,6302],slvs:[1,1],cds:[1.1,5],info:"治疗近战,火焰击 近战dps"},
// ========== 法师英雄 ==========
5101:{uuid:5101,name:"奥术法师",path:"hm2", fac:FacSet.HERO,cards_lv:1,lv:1,as:1.4,ss:5,type:HType.Long,hp:150,ap:60,speed:100,
skills:[6005,6012],info:"冰球,冰锥 远法dps"},
5102:{uuid:5012,name:"火焰法师",path:"hm1", fac:FacSet.HERO,cards_lv:2,lv:1,as:1.4,ss:5,type:HType.Long,hp:300,ap:120,speed:100,
skills:[6004,6013],info:"火击,火球 远法dps"},
5103:{uuid:5013,name:"冰法法师",path:"hm4", fac:FacSet.HERO,cards_lv:3,lv:1,as:1.4,ss:5,type:HType.Long,hp:450,ap:180,speed:100,
skills:[6003,6012],info:"冰击,冰锥 远法dps"},
5104:{uuid:5104,name:"寒霜术士",path:"hm4", fac:FacSet.HERO,cards_lv:4,lv:1,as:1.4,ss:5,type:HType.Long,hp:600,ap:240,speed:100,
skills:[6012,6202],info:"冰锥,冰刺 远法dps"},
5105:{uuid:5105,name:"炎爆法师",path:"hm3", fac:FacSet.HERO,cards_lv:5,lv:1,as:1.4,ss:5,type:HType.Long,hp:750,ap:300,speed:100,
skills:[6013,6201],info:"火球,陨石术 远法dps" },
5101:{uuid:5101,name:"奥术法师",path:"hm2", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Long,hp:150,ap:60,speed:100,
skills:[6005,6012],slvs:[1,1],cds:[1.4,5],info:"冰球,冰锥 远法dps"},
5102:{uuid:5012,name:"火焰法师",path:"hm1", fac:FacSet.HERO,cards_lv:2,lv:1,type:HType.Long,hp:300,ap:120,speed:100,
skills:[6004,6013],slvs:[1,1],cds:[1.4,5],info:"火击,火球 远法dps"},
5103:{uuid:5013,name:"冰法法师",path:"hm4", fac:FacSet.HERO,cards_lv:3,lv:1,type:HType.Long,hp:450,ap:180,speed:100,
skills:[6003,6012],slvs:[1,1],cds:[1.4,5],info:"冰击,冰锥 远法dps"},
5104:{uuid:5104,name:"寒霜术士",path:"hm4", fac:FacSet.HERO,cards_lv:4,lv:1,type:HType.Long,hp:600,ap:240,speed:100,
skills:[6012,6202],slvs:[1,1],cds:[1.4,5],info:"冰锥,冰刺 远法dps"},
5105:{uuid:5105,name:"炎爆法师",path:"hm3", fac:FacSet.HERO,cards_lv:5,lv:1,type:HType.Long,hp:750,ap:300,speed:100,
skills:[6013,6201],slvs:[1,1],cds:[1.4,5],info:"火球,陨石术 远法dps" },
// ========== 远程英雄 ==========
5201:{uuid:5201,name:"射手",path:"ha1", fac:FacSet.HERO,cards_lv:1,lv:1,as:1.3,ss:5,type:HType.Long,hp:150,ap:60,speed:120,
skills:[6002,6011],info:"普通射击,暴射 远dps"},
5201:{uuid:5201,name:"射手",path:"ha1", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Long,hp:150,ap:60,speed:120,
skills:[6002,6011],slvs:[1,1],cds:[1.3,5],info:"普通射击,暴射 远dps"},
5202:{uuid:5202,name:"游侠",path:"ha2", fac:FacSet.HERO,cards_lv:3,lv:1,as:1.3,ss:5,type:HType.Long,hp:450,ap:180,speed:120,
skills:[6011,6101],info:"暴射,光箭 远dps"},
5202:{uuid:5202,name:"游侠",path:"ha2", fac:FacSet.HERO,cards_lv:3,lv:1,type:HType.Long,hp:450,ap:180,speed:120,
skills:[6011,6101],slvs:[1,1],cds:[1.3,5],info:"暴射,光箭 远dps"},
// ========== 腐竹英雄 ==========
5301:{uuid:5301,name:"牧师",path:"hh1", fac:FacSet.HERO,cards_lv:1,lv:1,as:1,ss:5,type:HType.Long,hp:150,ap:20,speed:100,
skills:[6012,6302],info:"冰锥1,治疗 远辅助" },
5301:{uuid:5301,name:"牧师",path:"hh1", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Long,hp:150,ap:20,speed:100,
skills:[6012,6302],slvs:[1,1],cds:[1,5],info:"冰锥1,治疗 远辅助" },
5302:{uuid:5302,name:"战地医师",path:"hz1", fac:FacSet.HERO,cards_lv:2,lv:1,as:1,ss:5,type:HType.Mid,hp:300,ap:40,speed:100,
skills:[6012,6304],info:"冰锥1,群体治疗 远辅助"},
5302:{uuid:5302,name:"战地医师",path:"hz1", fac:FacSet.HERO,cards_lv:2,lv:1,type:HType.Mid,hp:300,ap:40,speed:100,
skills:[6012,6304],slvs:[1,1],cds:[1,5],info:"冰锥1,群体治疗 远辅助"},
5303:{uuid:5303,name:"守护祭司",path:"ha3", fac:FacSet.HERO,cards_lv:4,lv:1,as:1,ss:5,type:HType.Mid,hp:600,ap:80,speed:100,
skills:[6002,6004],info:"普通射击,单体攻击buff 射手辅助"},
5304:{uuid:5304,name:"秘法精灵",path:"ha3", fac:FacSet.HERO,cards_lv:6,lv:1,as:1,ss:5,type:HType.Long,hp:900,ap:120,speed:100,
skills:[6002,6105],info:"普通射击,群体攻击buff 射手辅助"},
5303:{uuid:5303,name:"守护祭司",path:"ha3", fac:FacSet.HERO,cards_lv:4,lv:1,type:HType.Mid,hp:600,ap:80,speed:100,
skills:[6002,6004],slvs:[1,1],cds:[1,5],info:"普通射击,单体攻击buff 射手辅助"},
5304:{uuid:5304,name:"秘法精灵",path:"ha3", fac:FacSet.HERO,cards_lv:6,lv:1,type:HType.Long,hp:900,ap:120,speed:100,
skills:[6002,6105],slvs:[1,1],cds:[1,5],info:"普通射击,群体攻击buff 射手辅助"},
@@ -151,20 +149,20 @@ export const HeroInfo: Record<number, heroInfo> = {
//============== 兽人系列 ===============
// 1. 基础近战型
6001:{uuid:6001,name:"兽人战士",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,as:0.65,ss:10,type:HType.Melee,hp:120,ap:12,speed:180,skills:[6001,6003],info:""},
6001:{uuid:6001,name:"兽人战士",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:120,ap:12,speed:180,skills:[6001,6003],slvs:[1,1],cds:[0.65,10],info:""},
// 2. 快速突击型
6002:{uuid:6002,name:"兽人斥候",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,as:0.65,ss:10,type:HType.Melee,hp:120,ap:12,speed:180,skills:[6001,6003],info:""},
6002:{uuid:6002,name:"兽人斥候",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:120,ap:12,speed:180,skills:[6001,6003],slvs:[1,1],cds:[0.65,10],info:""},
// 3. 重型坦克型
6003:{uuid:6003,name:"兽人卫士",path:"mo3", fac:FacSet.MON,cards_lv:1,lv:1,as:2,ss:10,type:HType.Melee,hp:350,ap:30,speed:120,skills:[6001,6003],info:""},
6003:{uuid:6003,name:"兽人卫士",path:"mo3", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:350,ap:30,speed:120,skills:[6001,6003],slvs:[1,1],cds:[2,10],info:""},
// 4. 远程骚扰型
6004:{uuid:6004,name:"兽人射手",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,as:1.5,ss:10,type:HType.Long,hp:80,ap:45,speed:80,skills:[6001,6003],info:""},
6004:{uuid:6004,name:"兽人射手",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Long,hp:80,ap:45,speed:80,skills:[6001,6003],slvs:[1,1],cds:[1.5,10],info:""},
// 5. 特殊机制型
6005:{uuid:6005,name:"兽人自爆兵",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,as:0.65,ss:10,type:HType.Melee,hp:120,ap:12,speed:180,skills:[6001,6003],info:""},
6006:{uuid:6006,name:"兽人召唤师",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,as:1,ss:10,type:HType.Melee,hp:80,ap:20,speed:80,skills:[6001,6003],info:""},
6007:{uuid:6007,name:"兽人祭司",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,as:1,ss:10,type:HType.Melee,hp:80,ap:20,speed:80,skills:[6001,6003],info:""},
6008:{uuid:6008,name:"兽人图腾师",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,as:1,ss:10,type:HType.Melee,hp:80,ap:20,speed:80,skills:[6001,6003],info:""},
6005:{uuid:6005,name:"兽人自爆兵",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:120,ap:12,speed:180,skills:[6001,6003],slvs:[1,1],cds:[0.65,10],info:""},
6006:{uuid:6006,name:"兽人召唤师",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:80,ap:20,speed:80,skills:[6001,6003],slvs:[1,1],cds:[1,10],info:""},
6007:{uuid:6007,name:"兽人祭司",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:80,ap:20,speed:80,skills:[6001,6003],slvs:[1,1],cds:[1,10],info:""},
6008:{uuid:6008,name:"兽人图腾师",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:80,ap:20,speed:80,skills:[6001,6003],slvs:[1,1],cds:[1,10],info:""},
// 6. 精英/BOSS型
6009:{uuid:6009,name:"兽人首领(BOSS)",path:"mo4", fac:FacSet.MON,cards_lv:1,lv:1,as:1,ss:10,type:HType.Melee,hp:1500,ap:20,speed:100,skills:[6002,6004],info:""},
6009:{uuid:6009,name:"兽人首领(BOSS)",path:"mo4", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:1500,ap:20,speed:100,skills:[6002,6004],slvs:[1,1],cds:[1,10],info:""},
};

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@@ -79,15 +79,9 @@ export class Hero extends ecs.Entity {
model.ap = hero.ap*model.lv;
model.hp= model.hp_max = hero.hp*model.lv;
model.speed = hero.speed;
model.a_cd_max=hero.as
model.s_cd_max=hero.ss
// 初始化技能信息数组
if(hero.skills[0]) model.atk_id=hero.skills[0]*model.lv
let s_lv=hero.skills[model.lv]?model.lv:1
if(hero.skills[s_lv]) {
model.skill_id=hero.skills[s_lv]
}
model.updateSkillDistanceCache(model.skill_id || model.atk_id);
model.setSkills(hero.skills, hero.cds);
model.skill_lvs=hero.slvs
model.updateSkillDistanceCache();
// 初始化 buff/debuff 系统
model.initAttrs();

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@@ -26,10 +26,10 @@ export class HeroAttrsComp extends ecs.Comp {
shield_max: number = 0; // 最大护盾值
// ==================== 攻击属性 (补充) ====================
a_cd: number = 0; // 攻击计时
s_cd: number = 0; // 技能计时
a_cd_max: number = 0; // 攻击CD
s_cd_max: number = 0; // 技能CD
skills: number[] = [];
skill_max_cds: Record<number, number> = {};
skill_cds: Record<number, number> = {};
skill_lvs:Record<number, number> = {};
// ==================== 特殊属性 ====================
critical: number = 0; // 暴击率
freeze_chance: number = 0; // 冰冻概率
@@ -69,10 +69,6 @@ export class HeroAttrsComp extends ecs.Comp {
atk_count: number = 0; // 攻击次数
atked_count: number = 0; // 被攻击次数
killed_count:number=0;
atk_id:number=0; //普通攻击技能id
skill_id:number=0; //技能攻击技能id
can_atk=false
can_skill=false
combat_target_eid: number = -1;
enemy_in_cast_range: boolean = false;
start(){
@@ -162,27 +158,74 @@ export class HeroAttrsComp extends ecs.Comp {
this.shield = Math.max(0, Math.min(this.shield + value, this.shield_max));
this.dirty_shield = true;
}
//======更新cd========//
updateCD(dt: number){
if(this.atk_id !=0&&!this.can_atk){
this.a_cd+=dt
if(this.a_cd >= this.a_cd_max) this.can_atk = true
}
if(this.skill_id !=0&&!this.can_skill){
this.s_cd+=dt
if(this.s_cd >= this.s_cd_max) this.can_skill = true
for (const skillId of this.skills) {
const maxCd = this.skill_max_cds[skillId] ?? 0;
if (maxCd <= 0) {
this.skill_cds[skillId] = 0;
continue;
}
const currentCd = this.skill_cds[skillId] ?? maxCd;
if (currentCd >= maxCd) {
this.skill_cds[skillId] = maxCd;
continue;
}
this.skill_cds[skillId] = Math.min(maxCd, currentCd + dt);
}
}
isFrost(): boolean {
return this.frost_end_time > 0
}
triggerAtkCD() {
this.a_cd = 0;
this.can_atk = false;
setSkills(skills: number[], cds: number[]) {
this.skills = [];
this.skill_max_cds = {};
this.skill_cds = {};
if (!skills) return;
const len = skills.length;
for (let i = 0; i < len; i++) {
const skillId = skills[i];
if (!skillId) continue;
const cd = cds[i] ?? cds[0] ?? 0;
const maxCd = Math.max(0, cd);
this.skills.push(skillId);
this.skill_max_cds[skillId] = maxCd;
this.skill_cds[skillId] = maxCd;
}
}
triggerSkillCD() {
this.s_cd = 0;
this.can_skill = false;
getSkillIds(): number[] {
return [...this.skills];
}
isSkillReady(skillId: number): boolean {
if (!skillId) return false;
const maxCd = this.skill_max_cds[skillId] ?? 0;
if (maxCd <= 0) return true;
const currentCd = this.skill_cds[skillId] ?? maxCd;
return currentCd >= maxCd;
}
triggerSkillCD(skillId: number) {
if (!skillId) return;
const maxCd = this.skill_max_cds[skillId] ?? 0;
if (maxCd <= 0) {
this.skill_cds[skillId] = 0;
return;
}
this.skill_cds[skillId] = 0;
}
getSkillCdProgress(skillId: number): number {
if (!skillId) return 1;
const maxCd = this.skill_max_cds[skillId] ?? 0;
if (maxCd <= 0) return 1;
const currentCd = this.skill_cds[skillId] ?? maxCd;
return Math.max(0, Math.min(1, currentCd / maxCd));
}
getDisplaySkillCdProgress(): number {
const displaySkillId = this.skills[1] ?? this.skills[0] ?? 0;
return this.getSkillCdProgress(displaySkillId);
}
@@ -194,8 +237,7 @@ export class HeroAttrsComp extends ecs.Comp {
* 在技能初始化、新增技能、MP变化时调用
* @param skillsComp 技能组件
*/
public updateSkillDistanceCache(skill_id:number): void {
void skill_id;
public updateSkillDistanceCache(): void {
const rangeType = this.type as HType.Melee | HType.Mid | HType.Long;
const maxRange = HeroDisVal[rangeType];
let minRange = 0;
@@ -240,10 +282,9 @@ export class HeroAttrsComp extends ecs.Comp {
this.shield_max = 0;
// 重置新增属性
this.a_cd = 0;
this.s_cd = 0;
this.a_cd_max = 0;
this.s_cd_max = 0;
this.skills = [];
this.skill_max_cds = {};
this.skill_cds = {};
this.critical = 0;
this.freeze_chance = 0;
this.back_chance = 0;
@@ -273,10 +314,6 @@ export class HeroAttrsComp extends ecs.Comp {
this.atk_count = 0;
this.atked_count = 0;
this.killed_count =0;
this.atk_id = 0;
this.skill_id = 0;
this.can_atk=false
this.can_skill=false
this.combat_target_eid = -1;
this.enemy_in_cast_range = false;
// 重置脏标签

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@@ -164,7 +164,7 @@ export class HeroViewComp extends CCComp {
}
public cd_show(){
this.top_node.getChildByName("cd").getComponent(ProgressBar).progress = this.model.s_cd/this.model.s_cd_max;
this.top_node.getChildByName("cd").getComponent(ProgressBar).progress = this.model.getDisplaySkillCdProgress();
}
/** 显示护盾 */

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@@ -141,12 +141,8 @@ export class Monster extends ecs.Entity {
if(!model.is_boss){
model.is_kalami = true;
}
model.a_cd_max=hero.as
model.s_cd_max=hero.ss
// ✅ 初始化技能数据(迁移到 HeroSkillsComp
if(hero.skills[0]) model.atk_id=hero.skills[0]
if(hero.skills[1]) model.skill_id=hero.skills[1]
model.updateSkillDistanceCache(model.skill_id || model.atk_id);
model.setSkills(hero.skills, hero.cds);
model.updateSkillDistanceCache();
//根据刷怪控制脚本对ap和hp进行加强

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@@ -56,15 +56,13 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
const type = heroAttrs.type as HType;
const maxRange = this.resolveMaxCastRange(heroAttrs, type);
const target = this.findNearestEnemyInRange(heroAttrs, heroView, maxRange);
const skillCandidates = [heroAttrs.skill_id, heroAttrs.atk_id];
const skillCandidates = this.buildSkillCandidates(heroAttrs.getSkillIds());
const selfEid = heroView.ent?.eid;
for (const s_uuid of skillCandidates) {
if (!s_uuid) continue;
const config = SkillSet[s_uuid];
if (!config) continue;
const isMainSkill = s_uuid === heroAttrs.skill_id;
if (isMainSkill && !heroAttrs.can_skill) continue;
if (!isMainSkill && !heroAttrs.can_atk) continue;
if (!heroAttrs.isSkillReady(s_uuid)) continue;
if (this.isSelfSkill(config.TGroup)) {
if (typeof selfEid !== "number") continue;
return { skillId: s_uuid, isFriendly: true, targetPos: null, targetEids: [selfEid] };
@@ -91,8 +89,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
heroView.playReady(config.readyAnm);
//播放角色攻击动画
heroView.playSkillAnm(config.act);
const isMainSkill = s_uuid === heroAttrs.skill_id;
// 优先使用技能配置的前摇时间,否则使用全局默认值
// 注意:这里仍然是基于时间的延迟,受帧率波动影响。
// 若需精确同步,建议在动画中添加帧事件并在 HeroViewComp 中监听。
@@ -103,32 +100,34 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
if (castPlan.isFriendly) {
const friendlyTargets = this.resolveFriendlyTargets(castPlan.targetEids, heroAttrs.fac);
if (friendlyTargets.length === 0) return;
this.applyPrimaryEffect(s_uuid, config, heroView, friendlyTargets, null);
this.applyPrimaryEffect(s_uuid, config, heroView,heroAttrs, friendlyTargets, null);
this.applyExtraEffects(config, friendlyTargets);
return;
}
this.applyPrimaryEffect(s_uuid, config, heroView, [], castPlan.targetPos);
this.applyPrimaryEffect(s_uuid, config, heroView,heroAttrs, [], castPlan.targetPos);
}, delay);
if (isMainSkill) {
heroAttrs.triggerSkillCD();
} else {
heroAttrs.triggerAtkCD();
}
heroAttrs.triggerSkillCD(s_uuid);
}
private createSkillEntity(s_uuid: number, caster: HeroViewComp, targetPos: Vec3) {
private buildSkillCandidates(skillIds: number[]): number[] {
if (!skillIds || skillIds.length === 0) return [];
if (skillIds.length === 1) return [skillIds[0]];
return [...skillIds.slice(1), skillIds[0]];
}
private createSkillEntity(s_uuid: number, caster: HeroViewComp,cAttrsComp: HeroAttrsComp, targetPos: Vec3) {
if (!caster.node || !caster.node.isValid) return;
const parent = caster.node.parent;
if (!parent) return;
const skill = ecs.getEntity<Skill>(Skill);
skill.load(caster.node.position.clone(), parent, s_uuid, targetPos.clone(), caster, 0);
skill.load(caster.node.position.clone(), parent, s_uuid, targetPos.clone(), caster,cAttrsComp, 0);
}
private applyPrimaryEffect(s_uuid: number, config: SkillConfig, heroView: HeroViewComp, targets: HeroViewComp[], targetPos: Vec3 | null) {
private applyPrimaryEffect(s_uuid: number, config: SkillConfig, heroView: HeroViewComp, cAttrsComp: HeroAttrsComp,targets: HeroViewComp[], targetPos: Vec3 | null) {
const kind = config.kind ?? SkillKind.Damage;
if (kind === SkillKind.Damage) {
if (config.ap <= 0 || !targetPos) return;
this.createSkillEntity(s_uuid, heroView, targetPos);
this.createSkillEntity(s_uuid, heroView,cAttrsComp, targetPos);
return;
}
for (const target of targets) {

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@@ -101,9 +101,8 @@ export class Skill extends ecs.Entity {
this.addComponents<SMoveDataComp>(SMoveDataComp);
}
load(startPos: Vec3, parent: Node, s_uuid: number, targetPos: Vec3,
caster:HeroViewComp,ext_dmg:number=0) {
caster:HeroViewComp,cAttrsComp:HeroAttrsComp, ext_dmg:number=0) {
const config = SkillSet[s_uuid];
if (!config) {
mLogger.error(this.debugMode, 'Skill', "[Skill] 技能配置不存在:", s_uuid);
return;
@@ -196,8 +195,6 @@ export class Skill extends ecs.Entity {
const sTimeCom = this.get(StimeDataComp);
if (sTimeCom) this.remove(StimeDataComp);
}
let cAttrsComp=caster.ent.get(HeroAttrsComp)
// 初始化数据组件
let sDataCom = this.get(SDataCom);
if (!sDataCom) {
@@ -210,7 +207,7 @@ export class Skill extends ecs.Entity {
const addCrt = config.crt ?? 0;
const addFrz = config.frz ?? 0;
const addBck = config.bck ?? 0;
sDataCom.Attrs[Attrs.ap] = cAttrsComp.ap;
sDataCom.Attrs[Attrs.ap] = cAttrsComp.ap*config.ap;
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;