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
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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;
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for (let i = 0; i < len; i++) {
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const skillId = skills[i];
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if (!skillId) continue;
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const cd = cds[i] ?? cds[0] ?? 0;
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const maxCd = Math.max(0, cd);
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this.skills.push(skillId);
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this.skill_max_cds[skillId] = maxCd;
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this.skill_cds[skillId] = maxCd;
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}
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}
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triggerSkillCD() {
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this.s_cd = 0;
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this.can_skill = false;
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getSkillIds(): number[] {
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return [...this.skills];
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}
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isSkillReady(skillId: number): boolean {
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if (!skillId) return false;
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const maxCd = this.skill_max_cds[skillId] ?? 0;
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if (maxCd <= 0) return true;
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const currentCd = this.skill_cds[skillId] ?? maxCd;
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return currentCd >= maxCd;
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}
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triggerSkillCD(skillId: number) {
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if (!skillId) return;
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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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return;
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}
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this.skill_cds[skillId] = 0;
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}
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getSkillCdProgress(skillId: number): number {
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if (!skillId) return 1;
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const maxCd = this.skill_max_cds[skillId] ?? 0;
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if (maxCd <= 0) return 1;
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const currentCd = this.skill_cds[skillId] ?? maxCd;
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return Math.max(0, Math.min(1, currentCd / maxCd));
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}
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getDisplaySkillCdProgress(): number {
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const displaySkillId = this.skills[1] ?? this.skills[0] ?? 0;
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return this.getSkillCdProgress(displaySkillId);
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}
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@@ -194,8 +237,7 @@ export class HeroAttrsComp extends ecs.Comp {
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* 在技能初始化、新增技能、MP变化时调用
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* @param skillsComp 技能组件
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*/
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public updateSkillDistanceCache(skill_id:number): void {
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void skill_id;
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public updateSkillDistanceCache(): void {
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const rangeType = this.type as HType.Melee | HType.Mid | HType.Long;
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const maxRange = HeroDisVal[rangeType];
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let minRange = 0;
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@@ -240,10 +282,9 @@ export class HeroAttrsComp extends ecs.Comp {
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this.shield_max = 0;
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// 重置新增属性
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this.a_cd = 0;
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this.s_cd = 0;
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this.a_cd_max = 0;
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this.s_cd_max = 0;
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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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this.critical = 0;
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this.freeze_chance = 0;
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this.back_chance = 0;
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@@ -273,10 +314,6 @@ export class HeroAttrsComp extends ecs.Comp {
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this.atk_count = 0;
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this.atked_count = 0;
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this.killed_count =0;
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this.atk_id = 0;
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this.skill_id = 0;
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this.can_atk=false
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this.can_skill=false
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this.combat_target_eid = -1;
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this.enemy_in_cast_range = false;
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// 重置脏标签
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@@ -164,7 +164,7 @@ export class HeroViewComp extends CCComp {
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}
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public cd_show(){
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this.top_node.getChildByName("cd").getComponent(ProgressBar).progress = this.model.s_cd/this.model.s_cd_max;
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this.top_node.getChildByName("cd").getComponent(ProgressBar).progress = this.model.getDisplaySkillCdProgress();
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}
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/** 显示护盾 */
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@@ -141,12 +141,8 @@ export class Monster extends ecs.Entity {
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if(!model.is_boss){
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model.is_kalami = true;
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}
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model.a_cd_max=hero.as
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model.s_cd_max=hero.ss
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// ✅ 初始化技能数据(迁移到 HeroSkillsComp)
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if(hero.skills[0]) model.atk_id=hero.skills[0]
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if(hero.skills[1]) model.skill_id=hero.skills[1]
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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.updateSkillDistanceCache();
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//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
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const type = heroAttrs.type as HType;
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const maxRange = this.resolveMaxCastRange(heroAttrs, type);
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const target = this.findNearestEnemyInRange(heroAttrs, heroView, maxRange);
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const skillCandidates = [heroAttrs.skill_id, heroAttrs.atk_id];
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const skillCandidates = this.buildSkillCandidates(heroAttrs.getSkillIds());
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const selfEid = heroView.ent?.eid;
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for (const s_uuid of skillCandidates) {
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if (!s_uuid) continue;
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const config = SkillSet[s_uuid];
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if (!config) continue;
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const isMainSkill = s_uuid === heroAttrs.skill_id;
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if (isMainSkill && !heroAttrs.can_skill) continue;
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if (!isMainSkill && !heroAttrs.can_atk) continue;
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if (!heroAttrs.isSkillReady(s_uuid)) continue;
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if (this.isSelfSkill(config.TGroup)) {
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if (typeof selfEid !== "number") continue;
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return { skillId: s_uuid, isFriendly: true, targetPos: null, targetEids: [selfEid] };
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@@ -91,8 +89,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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heroView.playReady(config.readyAnm);
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//播放角色攻击动画
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heroView.playSkillAnm(config.act);
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const isMainSkill = s_uuid === heroAttrs.skill_id;
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// 优先使用技能配置的前摇时间,否则使用全局默认值
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// 注意:这里仍然是基于时间的延迟,受帧率波动影响。
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// 若需精确同步,建议在动画中添加帧事件并在 HeroViewComp 中监听。
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@@ -103,32 +100,34 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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if (castPlan.isFriendly) {
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const friendlyTargets = this.resolveFriendlyTargets(castPlan.targetEids, heroAttrs.fac);
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if (friendlyTargets.length === 0) return;
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this.applyPrimaryEffect(s_uuid, config, heroView, friendlyTargets, null);
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this.applyPrimaryEffect(s_uuid, config, heroView,heroAttrs, friendlyTargets, null);
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this.applyExtraEffects(config, friendlyTargets);
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return;
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}
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this.applyPrimaryEffect(s_uuid, config, heroView, [], castPlan.targetPos);
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this.applyPrimaryEffect(s_uuid, config, heroView,heroAttrs, [], castPlan.targetPos);
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}, delay);
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if (isMainSkill) {
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heroAttrs.triggerSkillCD();
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} else {
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heroAttrs.triggerAtkCD();
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}
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heroAttrs.triggerSkillCD(s_uuid);
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}
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private createSkillEntity(s_uuid: number, caster: HeroViewComp, targetPos: Vec3) {
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private buildSkillCandidates(skillIds: number[]): number[] {
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if (!skillIds || skillIds.length === 0) return [];
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if (skillIds.length === 1) return [skillIds[0]];
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return [...skillIds.slice(1), skillIds[0]];
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}
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private createSkillEntity(s_uuid: number, caster: HeroViewComp,cAttrsComp: HeroAttrsComp, targetPos: Vec3) {
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if (!caster.node || !caster.node.isValid) return;
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const parent = caster.node.parent;
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if (!parent) return;
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const skill = ecs.getEntity<Skill>(Skill);
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skill.load(caster.node.position.clone(), parent, s_uuid, targetPos.clone(), caster, 0);
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skill.load(caster.node.position.clone(), parent, s_uuid, targetPos.clone(), caster,cAttrsComp, 0);
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}
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private applyPrimaryEffect(s_uuid: number, config: SkillConfig, heroView: HeroViewComp, targets: HeroViewComp[], targetPos: Vec3 | null) {
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private applyPrimaryEffect(s_uuid: number, config: SkillConfig, heroView: HeroViewComp, cAttrsComp: HeroAttrsComp,targets: HeroViewComp[], targetPos: Vec3 | null) {
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const kind = config.kind ?? SkillKind.Damage;
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if (kind === SkillKind.Damage) {
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if (config.ap <= 0 || !targetPos) return;
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this.createSkillEntity(s_uuid, heroView, targetPos);
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this.createSkillEntity(s_uuid, heroView,cAttrsComp, targetPos);
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return;
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}
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for (const target of targets) {
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