使用ecs系统进行重构
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27
assets/script/game/skill/DOTSystem.ts
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27
assets/script/game/skill/DOTSystem.ts
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@ecs.registerSystem()
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export class DOTSystem extends ecs.System {
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filter(): ecs.IMatcher {
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return ecs.allOf(DOTComp);
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}
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update(entities: ecs.Entity[]) {
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const delta = oops.timer.delta;
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entities.forEach(hero => {
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const dot = hero.get(DOTComp);
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dot.duration -= delta;
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// 每秒伤害
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if (dot.accumulator >= 1) {
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hero.get(HeroModelComp).hp -= dot.damagePerSec;
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dot.accumulator -= 1;
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}
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dot.accumulator += delta;
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// 效果结束
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if (dot.duration <= 0) {
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hero.remove(DOTComp);
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}
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});
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}
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}
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19
assets/script/game/skill/SkillCollisionSystem.ts
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19
assets/script/game/skill/SkillCollisionSystem.ts
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@ecs.registerSystem()
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export class SkillCollisionSystem extends ecs.System {
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filter(): ecs.IMatcher {
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return ecs.allOf(SkillEffectComp, ColliderComp);
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}
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update(skills: ecs.Entity[]) {
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skills.forEach(skill => {
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const collider = skill.get(ColliderComp);
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const collisionResult = skill.get(CollisionResultComp) || skill.add(CollisionResultComp);
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// 检测碰撞(伪代码,实际使用物理引擎检测)
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const hitHeroes = PhysicsSystem.overlap(collider.bounds, 'Hero');
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// 转换为ECS实体
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collisionResult.targets = hitHeroes.map(h => h.entity);
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});
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}
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}
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20
assets/script/game/skill/SkillComponent.ts
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20
assets/script/game/skill/SkillComponent.ts
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// 技能效果组件
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@ecs.register('SkillEffect')
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export class SkillEffectComp extends ecs.Comp {
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damage: number = 0; // 基础伤害
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effectType: 'instant' | 'dot' = 'instant'; // 效果类型
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duration: number = 0; // 持续时间(DOT用)
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reset() {
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this.damage = 0;
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this.effectType = 'instant';
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this.duration = 0;
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}
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}
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// 碰撞结果组件
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@ecs.register('CollisionResult')
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export class CollisionResultComp extends ecs.Comp {
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targets: ecs.Entity[] = []; // 碰撞到的英雄实体
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reset() { this.targets = []; }
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}
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47
assets/script/game/skill/SkillEffectSystem.ts
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47
assets/script/game/skill/SkillEffectSystem.ts
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@ecs.registerSystem()
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export class SkillEffectSystem extends ecs.System {
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filter(): ecs.IMatcher {
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return ecs.allOf(SkillEffectComp, CollisionResultComp);
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}
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update(skills: ecs.Entity[]) {
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skills.forEach(skill => {
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const effect = skill.get(SkillEffectComp);
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const targets = skill.get(CollisionResultComp).targets;
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targets.forEach(hero => {
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// 应用即时伤害
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if (effect.effectType === 'instant') {
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this.applyInstantDamage(hero, effect.damage);
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}
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// 应用持续效果
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else if (effect.effectType === 'dot') {
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this.applyDOT(hero, effect);
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}
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});
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// 清除碰撞结果
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skill.remove(CollisionResultComp);
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});
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}
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private applyInstantDamage(hero: ecs.Entity, damage: number) {
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const model = hero.get(HeroModelComp);
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model.hp -= damage;
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// 触发受击事件
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oops.message.dispatch('HeroDamaged', {
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hero,
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damage,
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currentHp: model.hp
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});
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}
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private applyDOT(hero: ecs.Entity, effect: SkillEffectComp) {
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// 添加持续伤害组件
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hero.add(DOTComp, {
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damagePerSec: effect.damage,
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duration: effect.duration
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});
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}
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}
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