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:
@@ -62,8 +62,6 @@ export interface heroInfo {
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kind?: number; // 未使用
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lv: number; // 英雄等级
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cards_lv?: number; // 卡片等级
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as: number; // 攻击间隔(越小越快)
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ss:number; // 技能间隔
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type: HType; // 攻击定位(近战/中程/远程)
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hp: number; // 生命值上限
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ap: number; // 攻击力
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@@ -92,48 +90,48 @@ export interface heroInfo {
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export const HeroInfo: Record<number, heroInfo> = {
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// ========== 近战英雄 ==========
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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,
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skills:[6001,6301],info:"近战,魔法盾 坦克"},
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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,
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skills:[6001,6305],info:"近战,群体护盾 坦克"},
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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,
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skills:[6001,6014],info:"近战,闪击 近战dps"},
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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,
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skills:[6001,6104],info:"近战,火焰击 近战dps"},
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// 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,
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// skills:[6001,6302],info:"治疗近战,火焰击 近战dps"},
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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,
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skills:[6001,6301],slvs:[1,1],cds:[0.75,5],info:"近战,魔法盾 坦克"},
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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,
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skills:[6001,6305],slvs:[1,1],cds:[0.75,5],info:"近战,群体护盾 坦克"},
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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,
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skills:[6001,6014],slvs:[1,1],cds:[1.1,5],info:"近战,闪击 近战dps"},
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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,
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skills:[6001,6104],slvs:[1,1],cds:[1.1,5],info:"近战,火焰击 近战dps"},
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// 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,
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// skills:[6001,6302],slvs:[1,1],cds:[1.1,5],info:"治疗近战,火焰击 近战dps"},
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// ========== 法师英雄 ==========
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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,
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skills:[6005,6012],info:"冰球,冰锥 远法dps"},
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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,
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skills:[6004,6013],info:"火击,火球 远法dps"},
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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,
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skills:[6003,6012],info:"冰击,冰锥 远法dps"},
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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,
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skills:[6012,6202],info:"冰锥,冰刺 远法dps"},
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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,
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skills:[6013,6201],info:"火球,陨石术 远法dps" },
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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,
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skills:[6005,6012],slvs:[1,1],cds:[1.4,5],info:"冰球,冰锥 远法dps"},
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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,
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skills:[6004,6013],slvs:[1,1],cds:[1.4,5],info:"火击,火球 远法dps"},
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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,
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skills:[6003,6012],slvs:[1,1],cds:[1.4,5],info:"冰击,冰锥 远法dps"},
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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,
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skills:[6012,6202],slvs:[1,1],cds:[1.4,5],info:"冰锥,冰刺 远法dps"},
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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,
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skills:[6013,6201],slvs:[1,1],cds:[1.4,5],info:"火球,陨石术 远法dps" },
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// ========== 远程英雄 ==========
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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,
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skills:[6002,6011],info:"普通射击,暴射 远dps"},
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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,
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skills:[6002,6011],slvs:[1,1],cds:[1.3,5],info:"普通射击,暴射 远dps"},
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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,
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skills:[6011,6101],info:"暴射,光箭 远dps"},
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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,
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skills:[6011,6101],slvs:[1,1],cds:[1.3,5],info:"暴射,光箭 远dps"},
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// ========== 腐竹英雄 ==========
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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,
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skills:[6012,6302],info:"冰锥1,治疗 远辅助" },
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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,
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skills:[6012,6302],slvs:[1,1],cds:[1,5],info:"冰锥1,治疗 远辅助" },
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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,
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skills:[6012,6304],info:"冰锥1,群体治疗 远辅助"},
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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,
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skills:[6012,6304],slvs:[1,1],cds:[1,5],info:"冰锥1,群体治疗 远辅助"},
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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,
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skills:[6002,6004],info:"普通射击,单体攻击buff 射手辅助"},
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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,
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skills:[6002,6105],info:"普通射击,群体攻击buff 射手辅助"},
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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,
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skills:[6002,6004],slvs:[1,1],cds:[1,5],info:"普通射击,单体攻击buff 射手辅助"},
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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,
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skills:[6002,6105],slvs:[1,1],cds:[1,5],info:"普通射击,群体攻击buff 射手辅助"},
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@@ -151,20 +149,20 @@ export const HeroInfo: Record<number, heroInfo> = {
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//============== 兽人系列 ===============
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// 1. 基础近战型
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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:""},
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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:""},
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// 2. 快速突击型
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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:""},
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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:""},
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// 3. 重型坦克型
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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:""},
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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:""},
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// 4. 远程骚扰型
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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:""},
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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:""},
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// 5. 特殊机制型
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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:""},
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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:""},
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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:""},
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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:""},
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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:""},
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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:""},
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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:""},
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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:""},
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// 6. 精英/BOSS型
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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:""},
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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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};
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@@ -79,15 +79,9 @@ export class Hero extends ecs.Entity {
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model.ap = hero.ap*model.lv;
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model.hp= model.hp_max = hero.hp*model.lv;
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model.speed = hero.speed;
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model.a_cd_max=hero.as
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model.s_cd_max=hero.ss
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// 初始化技能信息数组
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if(hero.skills[0]) model.atk_id=hero.skills[0]*model.lv
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let s_lv=hero.skills[model.lv]?model.lv:1
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if(hero.skills[s_lv]) {
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model.skill_id=hero.skills[s_lv]
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}
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model.updateSkillDistanceCache(model.skill_id || model.atk_id);
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model.setSkills(hero.skills, hero.cds);
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model.skill_lvs=hero.slvs
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model.updateSkillDistanceCache();
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// 初始化 buff/debuff 系统
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model.initAttrs();
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@@ -26,10 +26,10 @@ export class HeroAttrsComp extends ecs.Comp {
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shield_max: number = 0; // 最大护盾值
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// ==================== 攻击属性 (补充) ====================
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a_cd: number = 0; // 攻击计时
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s_cd: number = 0; // 技能计时
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a_cd_max: number = 0; // 攻击CD
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s_cd_max: number = 0; // 技能CD
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skills: number[] = [];
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skill_max_cds: Record<number, number> = {};
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skill_cds: Record<number, number> = {};
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skill_lvs:Record<number, number> = {};
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// ==================== 特殊属性 ====================
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critical: number = 0; // 暴击率
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freeze_chance: number = 0; // 冰冻概率
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@@ -69,10 +69,6 @@ export class HeroAttrsComp extends ecs.Comp {
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atk_count: number = 0; // 攻击次数
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atked_count: number = 0; // 被攻击次数
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killed_count:number=0;
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atk_id:number=0; //普通攻击技能id
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skill_id:number=0; //技能攻击技能id
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can_atk=false
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can_skill=false
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combat_target_eid: number = -1;
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enemy_in_cast_range: boolean = false;
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start(){
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@@ -162,27 +158,74 @@ export class HeroAttrsComp extends ecs.Comp {
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this.shield = Math.max(0, Math.min(this.shield + value, 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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if(this.atk_id !=0&&!this.can_atk){
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this.a_cd+=dt
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if(this.a_cd >= this.a_cd_max) this.can_atk = true
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}
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if(this.skill_id !=0&&!this.can_skill){
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this.s_cd+=dt
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if(this.s_cd >= this.s_cd_max) this.can_skill = true
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for (const skillId of this.skills) {
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const maxCd = this.skill_max_cds[skillId] ?? 0;
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if (maxCd <= 0) {
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this.skill_cds[skillId] = 0;
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continue;
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}
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const currentCd = this.skill_cds[skillId] ?? maxCd;
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if (currentCd >= maxCd) {
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this.skill_cds[skillId] = maxCd;
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continue;
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}
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this.skill_cds[skillId] = Math.min(maxCd, currentCd + dt);
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}
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}
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isFrost(): boolean {
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return this.frost_end_time > 0
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}
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triggerAtkCD() {
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this.a_cd = 0;
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this.can_atk = false;
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setSkills(skills: number[], cds: number[]) {
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this.skills = [];
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this.skill_max_cds = {};
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this.skill_cds = {};
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if (!skills) return;
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||||
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
|
||||
|
||||
@@ -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 */
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
|
||||
@@ -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) {
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user