fix(技能): 确保技能持续时间至少为1帧并添加攻击间隔

将技能总时间的最小值从0改为1,避免除零错误。新增hitInterval字段控制攻击间隔,默认至少0.5秒。在STimeSystem中添加周期性攻击逻辑,通过pendingClose标志管理碰撞器状态。
This commit is contained in:
walkpan
2026-03-15 23:38:29 +08:00
parent 518591468c
commit dbdd29f0ff
2 changed files with 18 additions and 1 deletions

View File

@@ -7,11 +7,17 @@ export class StimeDataComp extends ecs.Comp {
s_uuid: number = 0;
totalTime: number = 0;
elapsedTime: number = 0;
hitInterval: number = 0;
hitElapsed: number = 0;
pendingClose: boolean = false;
reset() {
this.s_uuid = 0;
this.totalTime = 0;
this.elapsedTime = 0;
this.hitInterval = 0;
this.hitElapsed = 0;
this.pendingClose = false;
}
}
@@ -29,12 +35,22 @@ export class STimeSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
if (!timeComp || !skillView) return;
const conf = SkillSet[timeComp.s_uuid];
if (!conf || conf.EType !== EType.timeEnd) return;
if (timeComp.pendingClose) {
skillView.close_collider();
timeComp.pendingClose = false;
}
if (timeComp.totalTime <= 0) {
skillView.close_collider();
entity.destroy();
return;
}
timeComp.elapsedTime += this.dt;
timeComp.hitElapsed += this.dt;
if (timeComp.hitInterval > 0 && timeComp.hitElapsed >= timeComp.hitInterval && !timeComp.pendingClose) {
timeComp.hitElapsed -= timeComp.hitInterval;
skillView.atk(null);
timeComp.pendingClose = true;
}
if (timeComp.elapsedTime >= timeComp.totalTime) {
skillView.close_collider();
entity.destroy();

View File

@@ -150,7 +150,8 @@ export class Skill extends ecs.Entity {
if (!sTimeCom) sTimeCom = this.add(StimeDataComp);
sTimeCom.reset();
sTimeCom.s_uuid = s_uuid;
sTimeCom.totalTime = Math.max(0, config.time ?? 0);
sTimeCom.totalTime = Math.max(1, config.time ?? 0);
sTimeCom.hitInterval = Math.max(0.5, config.hitcd || 0);
} else {
const sTimeCom = this.get(StimeDataComp);
if (sTimeCom) this.remove(StimeDataComp);