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+ "_lineHeight": 25, "_overflow": 2, "_enableWrapText": true, "_font": null, @@ -27695,7 +27695,7 @@ "_contentSize": { "__type__": "cc.Size", "width": 170, - "height": 55 + "height": 90 }, "_anchorPoint": { "__type__": "cc.Vec2", diff --git a/assets/resources/gui/element/mskills.prefab b/assets/resources/gui/element/mskills.prefab index 244f85c9..d6b58c66 100644 --- a/assets/resources/gui/element/mskills.prefab +++ b/assets/resources/gui/element/mskills.prefab @@ -38,8 +38,8 @@ }, "_lpos": { "__type__": "cc.Vec3", - "x": -180, - "y": 990, + "x": -160, + "y": 350, "z": 0 }, "_lrot": { @@ -79,7 +79,7 @@ }, "_contentSize": { "__type__": "cc.Size", - "width": 360, + "width": 400, "height": 100 }, "_anchorPoint": { @@ -198,6 +198,7 @@ "__id__": 0 }, "fileId": "5622mxbS1PNqMFP0FH5Mir", + "instance": null, "targetOverrides": null } ] \ No newline at end of file diff --git a/assets/resources/gui/element/sbox.prefab b/assets/resources/gui/element/sbox.prefab index 41b66d77..72bf3ffa 100644 --- a/assets/resources/gui/element/sbox.prefab +++ b/assets/resources/gui/element/sbox.prefab @@ -114,7 +114,7 @@ "_lpos": { "__type__": "cc.Vec3", "x": 0, - "y": 30, + "y": 40, "z": 0 }, "_lrot": { @@ -126,8 +126,8 @@ }, "_lscale": { "__type__": "cc.Vec3", - "x": 1, - "y": 1, + "x": 0.2, + "y": 0.2, "z": 1 }, "_mobility": 0, @@ -154,8 +154,8 @@ }, "_contentSize": { "__type__": "cc.Size", - "width": 60, - "height": 60 + "width": 370, + "height": 370 }, "_anchorPoint": { "__type__": "cc.Vec2", @@ -191,7 +191,7 @@ "a": 255 }, "_spriteFrame": { - "__uuid__": "cb93c900-b440-4571-91d1-7da1636e3d73@d9082", + "__uuid__": "cb93c900-b440-4571-91d1-7da1636e3d73@d8db6", "__expectedType__": "cc.SpriteFrame" }, "_type": 1, @@ -230,10 +230,10 @@ }, "_alignFlags": 45, "_target": null, - "_left": 0, - "_right": 0, - "_top": 0, - "_bottom": 0, + "_left": 3, + "_right": 3, + "_top": 3, + "_bottom": 3, "_horizontalCenter": 0, "_verticalCenter": 0, "_isAbsLeft": true, @@ -261,8 +261,6 @@ "__id__": 0 }, "fileId": "93fFoXu3BBYqu4RLG2YPon", - "instance": null, - "targetOverrides": null, "nestedPrefabInstanceRoots": null }, { @@ -1160,7 +1158,7 @@ "_lpos": { "__type__": "cc.Vec3", "x": 0, - "y": 30.251, + "y": 40, "z": 0 }, "_lrot": { @@ -1172,8 +1170,8 @@ }, "_lscale": { "__type__": "cc.Vec3", - "x": 0.5, - "y": 0.5, + "x": 0.7, + "y": 0.7, "z": 1 }, "_mobility": 0, @@ -1302,7 +1300,7 @@ "_lpos": { "__type__": "cc.Vec3", "x": 0, - "y": 30, + "y": 40, "z": 0 }, "_lrot": { @@ -1342,8 +1340,8 @@ }, "_contentSize": { "__type__": "cc.Size", - "width": 56, - "height": 56 + "width": 76, + "height": 76 }, "_anchorPoint": { "__type__": "cc.Vec2", @@ -1477,7 +1475,7 @@ "_lpos": { "__type__": "cc.Vec3", "x": 0, - "y": 30, + "y": 40, "z": 0 }, "_lrot": { @@ -1517,8 +1515,8 @@ }, "_contentSize": { "__type__": "cc.Size", - "width": 150, - "height": 150 + "width": 200, + "height": 200 }, "_anchorPoint": { "__type__": "cc.Vec2", @@ -1798,8 +1796,8 @@ }, "_contentSize": { "__type__": "cc.Size", - "width": 60, - "height": 60 + "width": 80, + "height": 80 }, "_anchorPoint": { "__type__": "cc.Vec2", diff --git a/assets/script/game/common/config/CardSet.ts b/assets/script/game/common/config/CardSet.ts index 1ccb784c..bcecc47a 100644 --- a/assets/script/game/common/config/CardSet.ts +++ b/assets/script/game/common/config/CardSet.ts @@ -37,6 +37,16 @@ export enum CKind { Potion = 4, //药水 } +/** 技能卡触发类型 */ +export enum CardSkillType { + Interval = 1, // 间隔定时触发 (战斗中每隔N秒执行) + Field = 2, // 驻场技能 (被动光环) + BattleStart = 3, // 战斗开始时触发一次 + BattleEnd = 4, // 战斗结束时触发一次 + HeroDead = 5, // 场上己方英雄死亡时触发 + HeroCall = 6, // 场上己方英雄召唤上场时触发 +} + /** 卡池等级定义 */ export enum CardLV { LV1 = 1, @@ -46,6 +56,21 @@ export enum CardLV { LV5 = 5, } +/** + * 卡牌技能触发类型 + * - 命名对齐英雄侧 SkillTriggerType,便于跨模块认知统一 + * - 枚举值从 1 开始,避免 0 的 falsy 坑(if (trigger_type) 判断出错) + */ +export enum CardTriggerType { + Instant = 1, // 即时触发:使用后立即生效一次 + Interval = 2, // 定时循环:战斗中按 t_inv 间隔重复触发 + Field = 3, // 驻场光环:被动生效(仅显式分类,仍由 field 字段驱动) + FightStart = 4, // 战斗开始时触发 + FightEnd = 5, // 战斗结束时触发(每波结束) + HeroDead = 6, // 场上己方英雄死亡时触发 + HeroCall = 7, // 英雄上场时触发(主角召唤 + 技能召唤 + 复活) +} + /** 通用卡牌配置 */ export interface CardConfig { uuid: number @@ -69,6 +94,15 @@ export interface CardConfig { keep_waves?: number // 维持的波次数(-1表示持续到战斗结束,0或undefined表示仅本波次) overrides?: SkillOverrides // 技能参数覆写(如自定义伤害ap、buff值、金币数等) field?: number[] // 驻场技能 UUID 数组,表示该卡牌提供驻场属性加成 + + /** 触发类型(必填,技能卡专用;功能卡/英雄卡可缺省) */ + trigger_type?: CardTriggerType; + /** + * 事件型触发的全局次数上限(仅 FightStart/FightEnd/HeroDead/HeroCall 有效) + * 默认 Infinity;达到上限后销毁节点 + * 注意:与 t_times 语义不同——t_times 控制每波内 Interval 的次数 + */ + trigger_limit?: number; } export const CardsUpSet: Record = { 1: 50, @@ -150,48 +184,48 @@ const waveToPoolLv: Record = { const SkillCardData: any[] = [ // === 1波技能 === - { uuid: 8301, skill: 6301, wave: 1, name: "护盾", info: "每2秒为1个英雄添加抵挡3次伤害的护盾", is_inst: false, t_times: 999, t_inv: 2, keep_waves: -1 }, - { uuid: 8302, skill: 6302, wave: 1, name: "治疗", info: "每2秒治疗1个英雄", is_inst: false, t_times: 999, t_inv: 2, keep_waves: -1}, - { uuid: 8705, skill: 0, wave: 1, name: "金币收益", info: "每回合金币收益+1", is_inst: false, keep_waves: -1, field: [7005] }, - { uuid: 8706, skill: 0, wave: 1, name: "出售强化", info: "卖出英雄金币+1", is_inst: false, keep_waves: -1, field: [7006] }, - { uuid: 8707, skill: 0, wave: 1, name: "战后恢复", info: "战斗结束生命回复量+10%", is_inst: false, keep_waves: -1, field: [7007] }, + { uuid: 8301, skill: 6301, wave: 1, name: "护盾", info: "为伙伴/自己添加护盾,可抵挡3次伤害", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant }, + { uuid: 8302, skill: 6302, wave: 1, name: "治疗", info: "治疗伙伴/自己", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant }, + { uuid: 8705, skill: 0, wave: 1, name: "金币收益", info: "每回合金币收益+1", is_inst: false, keep_waves: -1, field: [7005], trigger_type: CardTriggerType.Field }, + { uuid: 8706, skill: 0, wave: 1, name: "出售强化", info: "卖出英雄金币+1", is_inst: false, keep_waves: -1, field: [7006], trigger_type: CardTriggerType.Field }, + { uuid: 8707, skill: 0, wave: 1, name: "战后恢复", info: "战斗结束生命回复量+10%", is_inst: false, keep_waves: -1, field: [7007], trigger_type: CardTriggerType.Field }, // === 5波技能 === - { uuid: 8303, skill: 6303, wave: 5, name: "获取金币", info: "战斗阶段:每5秒增加1个金币", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, - { uuid: 8401, skill: 6401, wave: 5, name: "攻击强化", info: "战斗阶段:每5秒为全体友方攻击力提升5点", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, - { uuid: 8402, skill: 6402, wave: 5, name: "生命强化", info: "战斗阶段:每5秒为全体友方最大生命值提升20点", is_inst: false, keep_waves: -1 }, - { uuid: 8403, skill: 6403, wave: 5, name: "暴击强化", info: "战斗阶段:每5秒为全体友方暴击率提升1%", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, - { uuid: 8404, skill: 6404, wave: 5, name: "暴伤强化", info: "战斗阶段:每5秒为全体友方暴击伤害提升2%", is_inst: false, keep_waves: -1 }, - { uuid: 8405, skill: 6405, wave: 5, name: "击晕强化", info: "战斗阶段:每5秒为全体友方击晕概率提升1%", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, - { uuid: 8408, skill: 6408, wave: 5, name: "穿刺强化", info: "战斗阶段:每5秒为全体友方穿透概率提升2%", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, - { uuid: 8409, skill: 6409, wave: 5, name: "风怒强化", info: "战斗阶段:每5秒为全体友方风怒概率提升1%", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, - // { uuid: 8501, skill: 6501, wave: 5, name: "复活", info: "ap 代表复活的生命值百分比", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, + { uuid: 8303, skill: 6303, wave: 5, name: "获取金币", info: "增加一定数量的金币", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant }, + { uuid: 8401, skill: 6401, wave: 5, name: "攻击强化", info: "全体友方攻击力提升5点,持续1次", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant }, + { uuid: 8402, skill: 6402, wave: 5, name: "生命强化", info: "全体友方最大生命值提升20点,持续1次", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant }, + { uuid: 8403, skill: 6403, wave: 5, name: "暴击强化", info: "全体友方暴击率提升10%,持续1次", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant }, + { uuid: 8404, skill: 6404, wave: 5, name: "暴伤强化", info: "全体友方暴击伤害提升20%,持续1次", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant }, + { uuid: 8405, skill: 6405, wave: 5, name: "击晕强化", info: "全体友方击晕概率提升10%,持续1次", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant }, + { uuid: 8408, skill: 6408, wave: 5, name: "穿刺强化", info: "全体友方穿透概率提升20%,持续1次", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant }, + { uuid: 8409, skill: 6409, wave: 5, name: "风怒强化", info: "全体友方风怒次数提升1次,持续1次", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant }, + // { uuid: 8501, skill: 6501, wave: 5, name: "复活", info: "ap 代表复活的生命值百分比", is_inst: true, keep_waves: -1 }, // === 10波技能 === - { uuid: 8708, skill: 0, wave: 10, name: "攻击加成", info: "英雄攻击力+10%", is_inst: false, keep_waves: -1, field: [7008] }, - { uuid: 8709, skill: 0, wave: 10, name: "击晕加成", info: "英雄击晕概率+10%", is_inst: false, keep_waves: -1, field: [7009] }, - { uuid: 8710, skill: 0, wave: 10, name: "暴击加成", info: "英雄暴击率+10%", is_inst: false, keep_waves: -1, field: [7010] }, - { uuid: 8711, skill: 0, wave: 10, name: "暴伤加成", info: "英雄暴击伤害+20%", is_inst: false, keep_waves: -1, field: [7011] }, - { uuid: 8712, skill: 0, wave: 10, name: "攻速加成", info: "英雄攻击速度+10%", is_inst: false, keep_waves: -1, field: [7012] }, - { uuid: 8713, skill: 0, wave: 10, name: "购买优惠", info: "购买卡牌费用-1金币", is_inst: false, keep_waves: -1, field: [7013] }, - { uuid: 8714, skill: 0, wave: 10, name: "刷新优惠", info: "刷新卡牌费用-1金币", is_inst: false, keep_waves: -1, field: [7014] }, - { uuid: 8716, skill: 0, wave: 10, name: "生命加成", info: "英雄最大生命+10%", is_inst: false, keep_waves: -1, field: [7016] }, - { uuid: 8717, skill: 0, wave: 10, name: "风怒加成", info: "英雄风怒概率+10%", is_inst: false, keep_waves: -1, field: [7017] }, - { uuid: 8718, skill: 0, wave: 10, name: "穿刺加成", info: "英雄穿刺概率+10%", is_inst: false, keep_waves: -1, field: [7018] }, + { uuid: 8708, skill: 0, wave: 10, name: "攻击加成", info: "英雄攻击力+10%", is_inst: false, keep_waves: -1, field: [7008], trigger_type: CardTriggerType.Field }, + { uuid: 8709, skill: 0, wave: 10, name: "击晕加成", info: "英雄击晕概率+10%", is_inst: false, keep_waves: -1, field: [7009], trigger_type: CardTriggerType.Field }, + { uuid: 8710, skill: 0, wave: 10, name: "暴击加成", info: "英雄暴击率+10%", is_inst: false, keep_waves: -1, field: [7010], trigger_type: CardTriggerType.Field }, + { uuid: 8711, skill: 0, wave: 10, name: "暴伤加成", info: "英雄暴击伤害+20%", is_inst: false, keep_waves: -1, field: [7011], trigger_type: CardTriggerType.Field }, + { uuid: 8712, skill: 0, wave: 10, name: "攻速加成", info: "英雄攻击速度+10%", is_inst: false, keep_waves: -1, field: [7012], trigger_type: CardTriggerType.Field }, + { uuid: 8713, skill: 0, wave: 10, name: "购买优惠", info: "购买卡牌费用-1金币", is_inst: false, keep_waves: -1, field: [7013], trigger_type: CardTriggerType.Field }, + { uuid: 8714, skill: 0, wave: 10, name: "刷新优惠", info: "刷新卡牌费用-1金币", is_inst: false, keep_waves: -1, field: [7014], trigger_type: CardTriggerType.Field }, + { uuid: 8716, skill: 0, wave: 10, name: "生命加成", info: "英雄最大生命+10%", is_inst: false, keep_waves: -1, field: [7016], trigger_type: CardTriggerType.Field }, + { uuid: 8717, skill: 0, wave: 10, name: "风怒加成", info: "英雄风怒概率+10%", is_inst: false, keep_waves: -1, field: [7017], trigger_type: CardTriggerType.Field }, + { uuid: 8718, skill: 0, wave: 10, name: "穿刺加成", info: "英雄穿刺概率+10%", is_inst: false, keep_waves: -1, field: [7018], trigger_type: CardTriggerType.Field }, // === 15波技能 === - { uuid: 8701, skill: 0, wave: 15, name: "召唤强化", info: "召唤触发技能次数+1", is_inst: false, keep_waves: -1, field: [7001] }, - { uuid: 8702, skill: 0, wave: 15, name: "死亡强化", info: "死亡触发技能次数+1", is_inst: false, keep_waves: -1, field: [7002] }, - { uuid: 8703, skill: 0, wave: 15, name: "开场强化", info: "战斗开始触发技能次数+1", is_inst: false, keep_waves: -1, field: [7003] }, - { uuid: 8704, skill: 0, wave: 15, name: "结束强化", info: "战斗结束触发技能次数+1", is_inst: false, keep_waves: -1, field: [7004] }, + { uuid: 8701, skill: 0, wave: 15, name: "召唤强化", info: "召唤触发技能次数+1", is_inst: false, keep_waves: -1, field: [7001], trigger_type: CardTriggerType.Field }, + { uuid: 8702, skill: 0, wave: 15, name: "死亡强化", info: "死亡触发技能次数+1", is_inst: false, keep_waves: -1, field: [7002], trigger_type: CardTriggerType.Field }, + { uuid: 8703, skill: 0, wave: 15, name: "开场强化", info: "战斗开始触发技能次数+1", is_inst: false, keep_waves: -1, field: [7003], trigger_type: CardTriggerType.Field }, + { uuid: 8704, skill: 0, wave: 15, name: "结束强化", info: "战斗结束触发技能次数+1", is_inst: false, keep_waves: -1, field: [7004], trigger_type: CardTriggerType.Field }, // === 20波技能 === - { uuid: 8201, skill: 6201, wave: 20, name: "雷墙", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, - { uuid: 8202, skill: 6202, wave: 20, name: "火墙", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, - { uuid: 8203, skill: 6203, wave: 20, name: "飓风", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, - { uuid: 8204, skill: 6204, wave: 20, name: "水墙", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, - { uuid: 8205, skill: 6205, wave: 20, name: "风墙", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, - { uuid: 8206, skill: 6206, wave: 20, name: "陨石术", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, + { uuid: 8201, skill: 6201, wave: 20, name: "雷墙", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval }, + { uuid: 8202, skill: 6202, wave: 20, name: "火墙", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval }, + { uuid: 8203, skill: 6203, wave: 20, name: "飓风", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval }, + { uuid: 8204, skill: 6204, wave: 20, name: "水墙", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval }, + { uuid: 8205, skill: 6205, wave: 20, name: "风墙", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval }, + { uuid: 8206, skill: 6206, wave: 20, name: "陨石术", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval }, ]; SkillCardData.forEach(data => { @@ -211,7 +245,10 @@ SkillCardData.forEach(data => { t_times: data.t_times || (data.is_inst ? 1 : 999), t_inv: data.t_inv || 0, keep_waves: data.keep_waves, - field: data.field + field: data.field, + overrides: data.overrides, // 【修复】原遗漏 + trigger_type: data.trigger_type, // 【新增】显式触发类型 + trigger_limit: data.trigger_limit, // 【新增】事件型触发次数上限 }); }); diff --git a/assets/script/game/common/config/GameSet.ts b/assets/script/game/common/config/GameSet.ts index d547be96..4038316a 100644 --- a/assets/script/game/common/config/GameSet.ts +++ b/assets/script/game/common/config/GameSet.ts @@ -13,7 +13,7 @@ export enum BoxSet { LETF_END = -360, RIGHT_END = 360, //游戏地平线 - GAME_LINE = -100, + GAME_LINE = -90, } export enum FacSet { diff --git a/assets/script/game/hero/HeroAtkSystem.ts b/assets/script/game/hero/HeroAtkSystem.ts index 3a6b2cab..76403586 100644 --- a/assets/script/game/hero/HeroAtkSystem.ts +++ b/assets/script/game/hero/HeroAtkSystem.ts @@ -327,6 +327,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd const view = entity.get(HeroViewComp); if (view) { SkillTriggerHelper.trigger(SkillTriggerType.Dead, TAttrsComp, view); + // 【新增】仅英雄阵营派发全局死亡事件(怪物死亡会误触发海量卡牌效果) + if (TAttrsComp.fac === FacSet.HERO) { + oops.message.dispatchEvent(GameEvent.HeroDead, { eid: entity.eid }); + } } } diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts index 2eb48798..642663f8 100644 --- a/assets/script/game/hero/HeroViewComp.ts +++ b/assets/script/game/hero/HeroViewComp.ts @@ -9,6 +9,7 @@ import { SkillSet,} from "../common/config/SkillSet"; import { HeroInfo } from "../common/config/heroSet"; import { oops } from "db://oops-framework/core/Oops"; import { UIID } from "../common/config/GameUIConfig"; +import { GameEvent } from "../common/config/GameEvent"; import { HeroAttrsComp } from "./HeroAttrsComp"; import { Tooltip } from "../skill/Tooltip"; import { timedCom } from "../skill/timedCom"; @@ -454,6 +455,12 @@ export class HeroViewComp extends CCComp { this.top_node.active = true; this.status_change("idle"); + + // 【新增】仅英雄阵营派发复活成功事件,供卡牌技能(HeroCall 类型)监听 + // 统一在此派发可覆盖两条复活路径:复活技能触发 + 关卡战斗准备阶段恢复 + if (this.model && this.model.fac === FacSet.HERO && this.ent) { + oops.message.dispatchEvent(GameEvent.ReviveSuccess, { eid: this.ent.eid }); + } } diff --git a/assets/script/game/map/MissionComp.ts b/assets/script/game/map/MissionComp.ts index bd841317..ddfacfaa 100644 --- a/assets/script/game/map/MissionComp.ts +++ b/assets/script/game/map/MissionComp.ts @@ -494,6 +494,9 @@ export class MissionComp extends CCComp { // 战斗结束阶段,给予所有英雄恢复70%血量的技能效果 this.healAllHeroes(); + + // 【新增】派发每波战斗结束事件,供卡牌技能监听(区别于整局结束的 MissionEnd) + oops.message.dispatchEvent(GameEvent.FightEnd); break; case MissionPhase.Settle: diff --git a/assets/script/game/map/MissionHeroComp.ts b/assets/script/game/map/MissionHeroComp.ts index 12553c50..5177e8bc 100644 --- a/assets/script/game/map/MissionHeroComp.ts +++ b/assets/script/game/map/MissionHeroComp.ts @@ -55,12 +55,12 @@ export class MissionHeroComp extends CCComp { /** 硬编码的6个英雄占位点 */ public static readonly HERO_POSITIONS: Vec3[] = [ - v3(-210, BoxSet.GAME_LINE + 90, 0), // index 0 (node_index 1): Top Front - v3(-160, BoxSet.GAME_LINE, 0), // index 1 (node_index 2): Mid Front - v3(-210, BoxSet.GAME_LINE - 90, 0), // index 2 (node_index 3): Bot Front - v3(-300, BoxSet.GAME_LINE + 90, 0), // index 3 (node_index 4): Top Back - v3(-300, BoxSet.GAME_LINE, 0), // index 4 (node_index 5): Mid Back - v3(-300, BoxSet.GAME_LINE - 90, 0), // index 5 (node_index 6): Bot Back + v3(-175, BoxSet.GAME_LINE + 100, 0), // index 0 (node_index 1): Top Front + v3(-170, BoxSet.GAME_LINE, 0), // index 1 (node_index 2): Mid Front + v3(-175, BoxSet.GAME_LINE - 100, 0), // index 2 (node_index 3): Bot Front + v3(-280, BoxSet.GAME_LINE + 100, 0), // index 3 (node_index 4): Top Back + v3(-280, BoxSet.GAME_LINE, 0), // index 4 (node_index 5): Mid Back + v3(-280, BoxSet.GAME_LINE - 100, 0), // index 5 (node_index 6): Bot Back ]; /** 英雄出生时的掉落高度(从空中落到地面的像素差) */ diff --git a/assets/script/game/map/MissionMonComp.ts b/assets/script/game/map/MissionMonComp.ts index f5a0e21a..3a5d8ff2 100644 --- a/assets/script/game/map/MissionMonComp.ts +++ b/assets/script/game/map/MissionMonComp.ts @@ -59,21 +59,21 @@ export class MissionMonCompComp extends CCComp { /** 硬编码的 12 个怪物占位点 (3行4列) */ public static readonly MON_POSITIONS: Vec3[] = [ // 第 1 列 (X=60) - v3(60, BoxSet.GAME_LINE + 90, 0), // index 0: Top - v3(60, BoxSet.GAME_LINE, 0), // index 1: Mid - v3(60, BoxSet.GAME_LINE - 90, 0), // index 2: Bot + v3(0, BoxSet.GAME_LINE + 100, 0), // index 0: Top + v3(0, BoxSet.GAME_LINE, 0), // index 1: Mid + v3(0, BoxSet.GAME_LINE - 100, 0), // index 2: Bot // 第 2 列 (X=140) - v3(140, BoxSet.GAME_LINE + 90, 0), // index 3: Top - v3(140, BoxSet.GAME_LINE, 0), // index 4: Mid - v3(140, BoxSet.GAME_LINE - 90, 0), // index 5: Bot + v3(90, BoxSet.GAME_LINE + 100, 0), // index 3: Top + v3(90, BoxSet.GAME_LINE, 0), // index 4: Mid + v3(90, BoxSet.GAME_LINE - 100, 0), // index 5: Bot // 第 3 列 (X=220) - v3(220, BoxSet.GAME_LINE + 90, 0), // index 6: Top - v3(220, BoxSet.GAME_LINE, 0), // index 7: Mid - v3(220, BoxSet.GAME_LINE - 90, 0), // index 8: Bot + v3(180, BoxSet.GAME_LINE + 100, 0), // index 6: Top + v3(180, BoxSet.GAME_LINE, 0), // index 7: Mid + v3(180, BoxSet.GAME_LINE - 100, 0), // index 8: Bot // 第 4 列 (X=300) - v3(300, BoxSet.GAME_LINE + 90, 0), // index 9: Top - v3(300, BoxSet.GAME_LINE, 0), // index 10: Mid - v3(300, BoxSet.GAME_LINE - 90, 0), // index 11: Bot + v3(270, BoxSet.GAME_LINE + 100, 0), // index 9: Top + v3(270, BoxSet.GAME_LINE, 0), // index 10: Mid + v3(270, BoxSet.GAME_LINE - 100, 0), // index 11: Bot ]; // ======================== 编辑器属性 ======================== diff --git a/assets/script/game/map/SkillBoxComp.ts b/assets/script/game/map/SkillBoxComp.ts index d3506431..7639c055 100644 --- a/assets/script/game/map/SkillBoxComp.ts +++ b/assets/script/game/map/SkillBoxComp.ts @@ -4,23 +4,27 @@ * * 职责: * 1. 表示一张已使用的技能卡在战场上的 **可视化实体**。 - * 2. 管理技能的 **触发逻辑**:即时触发 vs 定时触发(战斗中按间隔触发)。 + * 2. 按 trigger_type 类型化分发触发逻辑(即时 / 定时 / 驻场 / 事件型)。 * 3. 显示技能图标和剩余触发次数。 * 4. 触发结束后自动销毁。 * - * 关键设计: - * - is_instant=true(即时技能):init 时立即触发一次,播放后延迟销毁。 - * - is_instant=false(持续技能):战斗中每隔 trigger_interval 秒触发一次, - * 共触发 trigger_times 次后销毁。 - * - 新一波(NewWave)时如果持续技能的次数已用完则销毁。 - * - 销毁时通过 GameEvent.RemoveSkillBox 通知 MissSkillsComp 回收槽位。 + * 触发类型(CardTriggerType): + * - Instant (1):init 时立即触发一次(按 t_times 控制次数,跨波次 NewWave 时再次触发) + * - Interval (2):监听 FightStart → update 帧驱动按 t_inv 间隔重复触发(按 t_times 控制每波次数) + * - Field (3):被动生效,不主动施法(实际由 FieldSkillSet 处理) + * - FightStart (4):监听 FightStart 事件,按 trigger_limit 全局累计上限 + * - FightEnd (5):监听 FightEnd 事件(每波结束派发),按 trigger_limit 全局累计上限 + * - HeroDead (6):监听 HeroDead 事件(仅英雄阵营派发,怪物死亡不触发) + * - HeroCall (7):监听 MasterCalled(主角/技能召唤)+ ReviveSuccess(复活) * - * 触发技能的方式: - * - 通过 GameEvent.TriggerSkill 事件,将技能 UUID、卡牌等级、 - * 触发位置等信息分发给技能系统。 + * 关键设计: + * - 事件型(4-7)统一走 onEventTrigger 入口,仅作触发信号,不读取 payload + * - 触发上限:Instant/Interval 按 t_times(每波内),事件型按 trigger_limit(全局) + * - 跨波次:keep_waves 控制存活;事件型 trigger_count 不随波次重置 + * - 销毁时通过 GameEvent.RemoveSkillBox 通知 MissSkillsComp 回收槽位 * * 依赖: - * - CardPoolList(CardSet)—— 查询技能卡的触发配置(t_times / t_inv / is_inst) + * - CardPoolList / CardTriggerType(CardSet)—— 查询技能卡的触发配置 * - SkillSet —— 技能静态配置(icon 字段) * - GameEvent —— 各类游戏事件 * - smc.mission —— 游戏运行状态 @@ -29,7 +33,7 @@ import { mLogger } from "../common/Logger"; import { _decorator, Node, Prefab, Sprite, Label, Vec3, resources, SpriteAtlas, tween, v3, Tween, NodeEventType } from "cc"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; -import { CardPoolList } from "../common/config/CardSet"; +import { CardPoolList, CardTriggerType } from "../common/config/CardSet"; import { SkillSet, SkillOverrides } from "../common/config/SkillSet"; import { oops } from "db://oops-framework/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; @@ -79,6 +83,15 @@ export class SkillBoxComp extends CCComp { /** 驻场技能 UUID 列表 */ public field: number[] = []; + // ======================== 触发类型化扩展 ======================== + + /** 触发类型(默认即时,保持向后兼容) */ + private trigger_type: CardTriggerType = CardTriggerType.Instant; + /** 事件型触发的全局次数上限(Infinity 表示无上限) */ + private trigger_limit: number = Infinity; + /** 事件型已触发次数 */ + private trigger_count: number = 0; + // ======================== 运行时状态 ======================== /** 已触发次数 */ @@ -92,9 +105,13 @@ export class SkillBoxComp extends CCComp { // ======================== 生命周期 ======================== - /** 注册战斗开始、任务结束、新一波等事件 */ + /** + * 注册全局事件: + * - MissionEnd:所有类型都需要监听,任务结束时强制销毁 + * - NewWave:处理 keep_waves 跨波次逻辑(所有类型统一) + * - 其它触发事件由 registerTrigger 按 trigger_type 动态注册 + */ onLoad() { - oops.message.on(GameEvent.FightStart, this.onFightStart, this); oops.message.on(GameEvent.MissionEnd, this.onMissionEnd, this); this.node.on(GameEvent.NewWave, this.onNewWave, this); oops.message.on(GameEvent.NewWave, this.onNewWaveGlobal, this); @@ -104,8 +121,15 @@ export class SkillBoxComp extends CCComp { /** 销毁时移除所有事件监听并通知槽位管理器回收 */ onDestroy() { super.onDestroy(); - oops.message.off(GameEvent.FightStart, this.onFightStart, this); + // 统一 off 所有可能订阅的事件(即使未订阅也无副作用) + // 注意:FightStart 可能由两种回调订阅(Interval→onFightStart / FightStart触发型→onEventTrigger),都需要 off oops.message.off(GameEvent.MissionEnd, this.onMissionEnd, this); + oops.message.off(GameEvent.FightStart, this.onFightStart, this); + oops.message.off(GameEvent.FightStart, this.onEventTrigger, this); + oops.message.off(GameEvent.FightEnd, this.onEventTrigger, this); + oops.message.off(GameEvent.HeroDead, this.onEventTrigger, this); + oops.message.off(GameEvent.MasterCalled, this.onEventTrigger, this); + oops.message.off(GameEvent.ReviveSuccess, this.onEventTrigger, this); if (this.node && this.node.isValid) { this.node.off(GameEvent.NewWave, this.onNewWave, this); this.node.off(NodeEventType.TOUCH_END, this.onNodeClicked, this); @@ -128,9 +152,9 @@ export class SkillBoxComp extends CCComp { /** * 初始化技能卡效果: - * 1. 从 CardPoolList 查询技能卡的触发配置。 + * 1. 从 CardPoolList 查询技能卡的触发配置(含 trigger_type)。 * 2. 更新 UI 显示(图标 + 次数)。 - * 3. 即时技能立即触发一次;若次数已满则延迟销毁。 + * 3. 按 trigger_type 注册对应事件监听并执行首次触发。 * * @param uuid 卡牌 UUID * @param card_lv 技能卡等级 @@ -148,37 +172,135 @@ export class SkillBoxComp extends CCComp { this.keep_waves = config.keep_waves ?? 0; this.overrides = config.overrides; this.field = config.field || []; + // 读取触发类型与上限(兜底默认值,避免 undefined) + this.trigger_type = config.trigger_type ?? CardTriggerType.Instant; + this.trigger_limit = config.trigger_limit ?? Infinity; } else { this.s_uuid = uuid; } this.current_trigger_times = 0; + this.trigger_count = 0; this.timer = 0; this.initialized = true; this.updateUI(); - if (this.is_instant) { - // 即时技能:立即触发 + // 按 trigger_type 注册事件监听 + 执行首次触发 + this.registerTrigger(); + } + + /** + * 按 trigger_type 注册对应事件监听: + * - Instant: init 时立即触发一次(保持旧行为) + * - Interval: 监听 FightStart,进入战斗后由 update 帧驱动计时 + * - Field: 不主动施法(实际生效由 FieldSkillSet 处理) + * - FightStart: 监听 FightStart 事件 + * - FightEnd: 监听 FightEnd 事件 + * - HeroDead: 监听 HeroDead 事件(已在派发处做阵营过滤) + * - HeroCall: 监听 MasterCalled(主角/技能召唤)+ ReviveSuccess(复活) + * + * 注意:MasterCalled 各派发点 payload 不一致,onEventTrigger 仅作触发信号使用。 + */ + private registerTrigger(): void { + switch (this.trigger_type) { + case CardTriggerType.Instant: + // 即时技能:立即触发一次 + this.onEventTrigger(); + break; + + case CardTriggerType.Interval: + // 定时循环:监听 FightStart 进入战斗后启动计时 + oops.message.on(GameEvent.FightStart, this.onFightStart, this); + break; + + case CardTriggerType.Field: + // 驻场光环:不主动施法,由 FieldSkillSet 处理 + break; + + case CardTriggerType.FightStart: + oops.message.on(GameEvent.FightStart, this.onEventTrigger, this); + break; + + case CardTriggerType.FightEnd: + oops.message.on(GameEvent.FightEnd, this.onEventTrigger, this); + break; + + case CardTriggerType.HeroDead: + oops.message.on(GameEvent.HeroDead, this.onEventTrigger, this); + break; + + case CardTriggerType.HeroCall: + // 同时监听召唤和复活两类英雄上场事件 + oops.message.on(GameEvent.MasterCalled, this.onEventTrigger, this); + oops.message.on(GameEvent.ReviveSuccess, this.onEventTrigger, this); + break; + + default: + mLogger.warn(true, 'SkillBoxComp', `[registerTrigger] unknown trigger_type: ${this.trigger_type}, fallback to Instant`); + this.onEventTrigger(); + break; + } + } + + /** + * 事件型触发的统一入口: + * - Instant 类型:按 trigger_times 上限判定,复用 current_trigger_times 跟踪 + * (保持与原 is_instant 行为一致,且 NewWave 中也用 current_trigger_times) + * - 事件型(FightStart/FightEnd/HeroDead/HeroCall):按 trigger_limit 上限判定,使用 trigger_count 跟踪 + * + * 注意:本方法不读取事件 payload,仅作触发信号使用(避免 MasterCalled 不同 payload 字段引发的兼容问题)。 + */ + private onEventTrigger(): void { + if (!this.initialized) return; + + if (this.trigger_type === CardTriggerType.Instant) { + // 即时触发:上限由 trigger_times 控制(保持旧行为) + if (this.current_trigger_times >= this.trigger_times) { + this.destroySelf(); + return; + } this.triggerSkill(); this.current_trigger_times++; + this.updateUI(); + + // 单次触发 + 不跨波次维持 → 延迟销毁(保留短暂视觉反馈) if (this.keep_waves === 0 && this.current_trigger_times >= this.trigger_times) { - // 次数已满且不跨波次维持 → 延迟 1 秒后销毁(保留短暂视觉反馈) - this.scheduleOnce(() => { - if (this.ent) { - (this.ent as ecs.Entity).destroy(); - } else if (this.node && this.node.isValid) { - this.node.destroy(); - } - }, 1.0); + this.scheduleOnce(() => this.destroySelf(), 1.0); } + return; + } + + // 事件型:上限由 trigger_limit 控制(全局累计,跨波次不重置) + if (this.trigger_count >= this.trigger_limit) { + this.destroySelf(); + return; + } + + this.triggerSkill(); + this.trigger_count++; + this.updateUI(); + } + + /** + * 统一的节点销毁封装: + * 优先通过 ECS 实体销毁;否则直接销毁节点。 + */ + private destroySelf(): void { + if (this.ent) { + (this.ent as ecs.Entity).destroy(); + } else if (this.node && this.node.isValid) { + this.node.destroy(); } } /** * 更新 UI: - * - 图标:从 uicons 图集获取。 - * - 剩余次数:持续技能显示剩余数字,即时技能不显示。 + * - 图标:从 uicons 图集获取 + * - 剩余次数标签: + * * Interval / 事件型:显示剩余次数(按各自上限计算) + * * Instant / Field:不显示 + * - CD 遮罩:仅 Interval 类型展示冷却进度 */ updateUI() { // 加载技能图标 @@ -193,13 +315,29 @@ export class SkillBoxComp extends CCComp { } } - // 更新剩余次数标签 + // 是否需要展示剩余次数 + const showRemainCount = + this.trigger_type === CardTriggerType.Interval || + this.trigger_type === CardTriggerType.FightStart || + this.trigger_type === CardTriggerType.FightEnd || + this.trigger_type === CardTriggerType.HeroDead || + this.trigger_type === CardTriggerType.HeroCall; + if (this.info_label) { - if (!this.is_instant) { - if (this.trigger_interval <= 0 && this.field && this.field.length > 0) { - this.info_label.string = ""; // 纯驻场技能不显示剩余次数 + if (showRemainCount) { + // 事件型按 trigger_limit;Interval 按 t_times + const isEvent = + this.trigger_type === CardTriggerType.FightStart || + this.trigger_type === CardTriggerType.FightEnd || + this.trigger_type === CardTriggerType.HeroDead || + this.trigger_type === CardTriggerType.HeroCall; + const used = isEvent ? this.trigger_count : this.current_trigger_times; + const total = isEvent ? this.trigger_limit : this.trigger_times; + if (isEvent && !isFinite(total)) { + // 无上限:显示已触发次数 + this.info_label.string = `${used}`; } else { - const remain = Math.max(0, this.trigger_times - this.current_trigger_times); + const remain = Math.max(0, Math.floor(total) - used); this.info_label.string = `${remain}`; } } else { @@ -207,14 +345,14 @@ export class SkillBoxComp extends CCComp { } } - // 初始化或重置 CD 遮罩表现 + // 初始化或重置 CD 遮罩表现(仅 Interval 类型有冷却进度) if (this.cd_mask && this.cd_mask.isValid) { let sprite = this.cd_mask.getComponent(Sprite); if (sprite) { - if (this.is_instant || this.trigger_interval <= 0) { - sprite.fillRange = 0; // 无需冷却(包括驻场光环卡),直接归 0 - } else { + if (this.trigger_type === CardTriggerType.Interval && this.trigger_interval > 0) { sprite.fillRange = Math.max(0, 1 - (this.timer / this.trigger_interval)); + } else { + sprite.fillRange = 0; // 非冷却类型直接归 0 } } } @@ -222,14 +360,17 @@ export class SkillBoxComp extends CCComp { // ======================== 战斗状态事件 ======================== - /** 战斗开始:标记进入战斗状态,持续技能开始计时 */ + /** + * 战斗开始回调: + * - 仅 Interval 类型在 registerTrigger 中订阅此事件 + * - 标记进入战斗状态,启动计时器(实际触发由 update 帧驱动) + * + * 注意:FightStart 触发型(CardTriggerType.FightStart)的事件回调是 onEventTrigger,不是本方法。 + */ private onFightStart() { if (!this.initialized) return; this.in_combat = true; - - if (!this.is_instant) { - this.timer = 0; // 重置计时器 - } + this.timer = 0; // 重置计时器 } /** 节点级新一波事件处理 */ @@ -245,76 +386,79 @@ export class SkillBoxComp extends CCComp { /** * 新一波:退出战斗状态。 * 处理维持波次逻辑:递减剩余波次,或者重置触发次数。 + * + * 各类型在新一波的行为: + * - Instant/Interval/FightStart/FightEnd:按 keep_waves 决定维持/销毁,并在新一波开始时重置本地计数 + * - Field:被动生效,跟随 keep_waves 决定存活 + * - HeroDead/HeroCall:跨波次触发的事件型,trigger_count(全局)不重置,仅 keep_waves 控制存活 */ private handleNewWave() { if (!this.initialized) return; this.in_combat = false; + // 事件型触发(HeroDead / HeroCall):trigger_count 全局累计,不随波次重置 + const isGlobalEventType = + this.trigger_type === CardTriggerType.HeroDead || + this.trigger_type === CardTriggerType.HeroCall; + if (this.keep_waves !== 0) { if (this.keep_waves > 0) { this.keep_waves--; if (this.keep_waves <= 0) { - if (this.ent) { - (this.ent as ecs.Entity).destroy(); - } else if (this.node && this.node.isValid) { - this.node.destroy(); - } + this.destroySelf(); return; } } - // 能够跨波次维持,重置触发次数和计时器,以便新一波继续触发 - this.current_trigger_times = 0; + // 跨波次维持:重置本地计数与计时器(事件型 trigger_count 不重置) + if (!isGlobalEventType) { + this.current_trigger_times = 0; + this.trigger_count = 0; + } this.timer = 0; - - // 即时技能在新一波开始时立即触发一次 - if (this.is_instant) { + + // 即时/事件型触发一次(保持旧行为:Instant 在新一波开始立即触发一次) + if (this.trigger_type === CardTriggerType.Instant) { this.triggerSkill(); this.current_trigger_times++; } this.updateUI(); } else { - // 默认逻辑:不跨波次维持 - if (!this.is_instant) { - if (this.current_trigger_times >= this.trigger_times) { - if (this.ent) { - (this.ent as ecs.Entity).destroy(); - } else if (this.node && this.node.isValid) { - this.node.destroy(); - } - } + // 不跨波次维持:达到上限即销毁 + // - Interval / Instant:按 t_times 判定 + // - 事件型:按 trigger_limit 判定 + const reachedLimit = isGlobalEventType + ? this.trigger_count >= this.trigger_limit + : this.current_trigger_times >= this.trigger_times; + + if (reachedLimit) { + this.destroySelf(); } } } /** 任务结束:强制销毁 */ private onMissionEnd() { - if (this.ent) { - (this.ent as ecs.Entity).destroy(); - } else if (this.node && this.node.isValid) { - this.node.destroy(); - } + this.destroySelf(); } // ======================== 帧更新 ======================== /** - * 每帧更新(仅对持续技能生效): - * - 累加计时器,达到 trigger_interval 时触发一次技能。 - * - 触发后重置计时器并更新 UI。 - * - 总次数用完后延迟销毁。 + * 每帧更新: + * - 仅 Interval 类型走帧驱动计时逻辑(其它类型提前 return) + * - 累加计时器,达到 trigger_interval 时触发一次技能 + * - 触发后重置计时器并更新 UI + * - 总次数用完后延迟销毁 */ update(dt: number) { - if (!this.initialized || !this.in_combat || this.is_instant) return; + // 收窄:仅 Interval 类型走帧驱动 + if (this.trigger_type !== CardTriggerType.Interval) return; + if (!this.initialized || !this.in_combat) return; if (!smc.mission.play || smc.mission.pause) return; - // 如果是纯驻场光环技能且无触发间隔,则不执行定期触发逻辑 - if (this.trigger_interval <= 0 && this.field && this.field.length > 0) { - return; - } - if (this.current_trigger_times < this.trigger_times) { this.timer += dt; - + // 更新 CD 遮罩 (fillRange 从 1 降到 0) if (this.cd_mask && this.cd_mask.isValid && this.trigger_interval > 0) { let sprite = this.cd_mask.getComponent(Sprite); @@ -331,13 +475,7 @@ export class SkillBoxComp extends CCComp { // 次数用完且不跨波次维持 → 延迟销毁 if (this.keep_waves === 0 && this.current_trigger_times >= this.trigger_times) { - this.scheduleOnce(() => { - if (this.ent) { - (this.ent as ecs.Entity).destroy(); - } else if (this.node && this.node.isValid) { - this.node.destroy(); - } - }, 0.5); + this.scheduleOnce(() => this.destroySelf(), 0.5); } } } diff --git a/docs/superpowers/skill_card_trigger_refactor.md b/docs/superpowers/skill_card_trigger_refactor.md new file mode 100644 index 00000000..f4685258 --- /dev/null +++ b/docs/superpowers/skill_card_trigger_refactor.md @@ -0,0 +1,59 @@ +# 技能卡触发机制重构方案(已废弃) + +> ⚠️ **本文档已废弃**,被以下执行计划取代: +> [`2026-06-19-card-skill-trigger-type-refactor-plan.md`](./2026-06-19-card-skill-trigger-type-refactor-plan.md) +> +> 废弃原因:本草案存在 3 处关键错误,已在新计划中修正: +> 1. 缺少 `Instant` 类型,导致现有即时卡牌无法归类 +> 2. `BattleEnd` 错误映射到 `MissionEnd`(整局结束),应为 `FightEnd`(每波结束) +> 3. `HeroDead` 未提阵营过滤,会导致怪物死亡误触发 +> +> 保留本文档仅作历史记录,请勿参考。 + +--- + +## 旧草案内容(仅供参考) + +### 原始需求背景 +当前技能卡(SkillCardData)在 `CardSet.ts` 中仅通过 `is_inst`(是否即时)和 `t_inv`(触发间隔)隐式区分类型。随着技能丰富,需要: +1. 明确定义卡牌技能的触发类型(如:驻场、定时)。 +2. 新增类似于英雄生命周期的触发时机:战斗开始、战斗结束、场上英雄死亡、英雄召唤上场。 + +### 原始修改方案 + +#### 1. 明确技能触发类型 (`CardSet.ts`) +新增枚举 `CardSkillType`,用于明确区分卡牌技能的触发时机: +```typescript +export enum CardSkillType { + Interval = 1, // 间隔定时触发 (战斗中每隔N秒执行) + Field = 2, // 驻场技能 (被动光环) + BattleStart = 3, // 战斗开始时触发一次 + BattleEnd = 4, // 战斗结束时触发一次 + HeroDead = 5, // 场上己方英雄死亡时触发 + HeroCall = 6, // 场上己方英雄召唤上场时触发 +} +``` + +> ❌ **错误 1**:缺少 `Instant` 类型,现有 `is_inst: true` 的卡牌(8301护盾、8302治疗等)无法归类。 + +#### 2. 完善事件派发机制 +为支持新的触发类型,确保相关事件被正确派发: +- **英雄召唤上场 (`GameEvent.MasterCalled`)**:已在 `Hero.ts` 中实现。 +- **英雄死亡 (`GameEvent.HeroDead`)**:需在 `HeroAtkSystem.ts` 中的英雄死亡逻辑里,补充派发 `GameEvent.HeroDead` 事件,供技能盒子监听。 +- **战斗开始/结束 (`GameEvent.FightStart` / `GameEvent.MissionEnd`)**:已支持。 + +> ❌ **错误 2**:`BattleEnd` 映射到 `MissionEnd` 是错的——MissionEnd 是整局任务结束,不是每波战斗结束。 +> ❌ **错误 3**:HeroDead 未提阵营过滤,怪物死亡会误触发。 + +#### 3. 重构技能盒子逻辑 (`SkillBoxComp.ts`) +修改 `SkillBoxComp`,使其根据 `trigger_type` 进行不同的监听与触发: + +- **属性定义**:新增解析并保存 `trigger_type`。 +- **事件监听**:在 `onLoad` 或 `init` 后根据 `trigger_type` 注册相应的监听: + - `CardSkillType.BattleStart`: 监听 `GameEvent.FightStart`。 + - `CardSkillType.BattleEnd`: 监听 `GameEvent.MissionEnd`。 + - `CardSkillType.HeroDead`: 监听 `GameEvent.HeroDead`。 + - `CardSkillType.HeroCall`: 监听 `GameEvent.MasterCalled`。 +- **触发处理**: + - 每当监听到对应事件,调用 `triggerSkill()` 释放技能,并累加触发次数。 + - 若已达最大触发次数,则销毁节点。 diff --git a/docs/superpowers/specs/2026-06-19-card-skill-trigger-type-refactor-plan.md b/docs/superpowers/specs/2026-06-19-card-skill-trigger-type-refactor-plan.md new file mode 100644 index 00000000..e717db56 --- /dev/null +++ b/docs/superpowers/specs/2026-06-19-card-skill-trigger-type-refactor-plan.md @@ -0,0 +1,332 @@ +# 卡牌技能触发类型化改造执行计划 + +> 状态:Accepted +> 日期:2026-06-19 +> 关联文档:`skill_card_trigger_refactor.md`(旧草案,已废弃,被本计划取代) +> 关联设计:`2026-05-22-skill-template-refactor-design.md`(技能 overrides 机制,本计划复用) + +--- + +## 一、背景与目标 + +### 1.1 现状问题 + +当前技能卡([SkillCardData](file:///d:/game/pixelheros/assets/script/game/common/config/CardSet.ts#L151))通过 `is_inst` / `t_inv` / `field` 三个字段**隐式组合**推断触发模式: + +| 隐式模式 | 判定条件 | 痛点 | +|---------|---------|------| +| 即时一次性 | `is_inst: true` | 类型不直观,新人需交叉对比 3 个字段 | +| 战斗中定时 | `is_inst: false && t_inv > 0` | 同上 | +| 纯驻场光环 | `field.length > 0 && t_inv <= 0` | 同上 | + +且**无法表达**事件驱动型触发(战斗开始/结束、英雄死亡/召唤)。 + +### 1.2 改造目标 + +1. **显式类型化**:新增 `trigger_type` 字段,一张卡一个类型,强制必填 +2. **事件驱动扩展**:新增 4 种事件触发类型,对齐英雄侧 [SkillTriggerType](file:///d:/game/pixelheros/assets/script/game/common/config/heroSet.ts#L91-L101) +3. **复用现有事件**:直接监听 `GameEvent.FightStart` / `FightEnd` / `HeroDead` / `MasterCalled` / `ReviveSuccess` +4. **零破坏迁移**:一次性批改所有 SkillCardData 配置,不保留向后兼容推断逻辑 + +### 1.3 关键决策(已确认) + +| 决策点 | 选择 | 理由 | +|--------|------|------| +| 向后兼容策略 | **强制显式声明** | 一次性迁移到位,避免推断逻辑长期残留 | +| FightEnd 事件 | **新增 FightEnd 派发** | MissionEnd 是整局结束,语义不符;FightEnd 才是每波战斗结束 | +| HeroCall 覆盖范围 | **所有英雄上场** | MasterCalled(主角+技能召唤)+ ReviveSuccess(复活) | +| Field 类型改造 | **仅显式分类** | 实际生效仍由 FieldSkillSet 处理,SkillBoxComp 不主动施法 | + +--- + +## 二、最终设计(融合修正版) + +### 2.1 CardTriggerType 枚举定义 + +> 融合说明:吸收旧草案的命名规范(Field/Interval/从1开始),规避其事件映射错误 + +```typescript +/** 卡牌技能触发类型 */ +export enum CardTriggerType { + Instant = 1, // 即时触发:使用后立即生效一次 + Interval = 2, // 定时循环:战斗中按 t_inv 间隔重复触发 + Field = 3, // 驻场光环:被动生效(仅显式分类,仍由 field 字段驱动) + FightStart = 4, // 战斗开始时触发 + FightEnd = 5, // 战斗结束时触发(每波结束) + HeroDead = 6, // 场上己方英雄死亡时触发 + HeroCall = 7, // 英雄上场时触发(主角召唤 + 技能召唤 + 复活) +} +``` + +**命名对齐说明**: +- `Field` 对齐英雄侧 [SkillTriggerType.Field](file:///d:/game/pixelheros/assets/script/game/common/config/heroSet.ts#L96) +- `Interval` 对齐现有 `t_inv`(interval)命名 +- 枚举值从 1 开始,避免 `0` 的 falsy 坑(`if (trigger_type)` 判断出错) + +### 2.2 事件映射表(核心设计) + +| trigger_type | 监听事件 | 派发点现状 | 需补派发 | +|--------------|---------|-----------|---------| +| `Instant` | 无(init 时立即触发) | — | — | +| `Interval` | `FightStart`(启动计时) | ✅ [MissionComp.ts:458](file:///d:/game/pixelheros/assets/script/game/map/MissionComp.ts#L458) | — | +| `Field` | 无(不主动施法) | — | — | +| `FightStart` | `FightStart` | ✅ 已派发 | — | +| `FightEnd` | `FightEnd` | ❌ **未派发** | ✅ [MissionComp.ts:494](file:///d:/game/pixelheros/assets/script/game/map/MissionComp.ts#L494) 之后 | +| `HeroDead` | `HeroDead` | ❌ **未派发**(死代码) | ✅ [HeroAtkSystem.ts:329](file:///d:/game/pixelheros/assets/script/game/hero/HeroAtkSystem.ts#L329) 内(带阵营过滤) | +| `HeroCall` | `MasterCalled` + `ReviveSuccess` | MasterCalled ✅ 已派发;ReviveSuccess ❌ 未派发 | ✅ 复活成功处补 ReviveSuccess | + +### 2.3 CardConfig 接口扩展 + +```typescript +export interface CardConfig { + // ... 既有字段 ... + + /** 触发类型(必填) */ + trigger_type: CardTriggerType; + + /** 事件型触发的全局次数上限(仅 FightStart/FightEnd/HeroDead/HeroCall 有效) + * 默认 Infinity;达到上限后销毁节点 + * 注意:与 t_times 语义不同——t_times 控制每波内 Interval 的次数 */ + trigger_limit?: number; +} +``` + +### 2.4 t_times vs trigger_limit 语义区分 + +| 字段 | 适用类型 | 含义 | 重置时机 | +|------|---------|------|---------| +| `t_times` | `Interval` | 每波内的触发次数上限 | 每波 NewWave 时重置 | +| `trigger_limit` | `FightStart/FightEnd/HeroDead/HeroCall` | 整局全局触发总次数 | 不重置,达上限销毁 | + +--- + +## 三、分阶段执行计划 + +### 阶段 1:补齐事件派发缺口(基础设施) + +**目标**:确保所有新触发类型依赖的事件都能正确派发 + +#### 任务 1.1:MissionComp 补派发 FightEnd + +- **文件**:[MissionComp.ts](file:///d:/game/pixelheros/assets/script/game/map/MissionComp.ts) +- **位置**:`BattleEnd` case,`triggerHeroBattleSkills(false)` + `healAllHeroes()` 之后 +- **改动**: +```typescript +case MissionPhase.BattleEnd: + // ... 既有评分逻辑 ... + this.triggerHeroBattleSkills(false); + this.healAllHeroes(); + // 【新增】派发战斗结束事件,供卡牌技能监听 + oops.message.dispatchEvent(GameEvent.FightEnd); + break; +``` + +#### 任务 1.2:HeroAtkSystem 补派发 HeroDead(带阵营过滤) + +- **文件**:[HeroAtkSystem.ts](file:///d:/game/pixelheros/assets/script/game/hero/HeroAtkSystem.ts) +- **位置**:`triggerDeadSkills` 方法(L329 附近) +- **改动**: +```typescript +private triggerDeadSkills(entity: ecs.Entity): void { + const TAttrsComp = entity.get(HeroAttrsComp); + if (!TAttrsComp) return; + const view = entity.get(HeroViewComp); + if (view) { + SkillTriggerHelper.trigger(SkillTriggerType.Dead, TAttrsComp, view); + // 【新增】仅英雄阵营派发全局死亡事件(怪物死亡不触发卡牌效果) + if (TAttrsComp.fac === FacSet.HERO) { + oops.message.dispatchEvent(GameEvent.HeroDead, { eid: entity.eid }); + } + } +} +``` + +#### 任务 1.3:复活逻辑补派发 ReviveSuccess + +- **文件**:需先定位复活成功处理点(搜索 `is_reviving` 置 false 的位置) +- **改动**:复活成功时派发 `oops.message.dispatchEvent(GameEvent.ReviveSuccess, { eid })` +- **注意**:需先执行任务:全局搜索复活成功逻辑位置 + +--- + +### 阶段 2:CardSet 配置层改造 + +**目标**:定义枚举 + 扩展接口 + 修复字段透传 + 批量迁移配置 + +#### 任务 2.1:新增 CardTriggerType 枚举 + +- **文件**:[CardSet.ts](file:///d:/game/pixelheros/assets/script/game/common/config/CardSet.ts) +- **位置**:`CardLV` 枚举之后 +- **内容**:见 [2.1 节](#21-cardtriggertype-枚举定义) + +#### 任务 2.2:CardConfig 接口扩展 + +- **文件**:同上 +- **位置**:`CardConfig` 接口 +- **内容**:见 [2.3 节](#23-cardconfig-接口扩展) + +#### 任务 2.3:修复 SkillCardData.forEach 字段透传断点 + +- **文件**:同上 +- **位置**:[L220-L240](file:///d:/game/pixelheros/assets/script/game/common/config/CardSet.ts#L220-L240) `SkillCardData.forEach` +- **改动**:补充 `overrides` 和 `trigger_type` 透传: +```typescript +SkillCardData.forEach(data => { + CardPoolList.push({ + // ... 既有字段 ... + keep_waves: data.keep_waves, + field: data.field, + overrides: data.overrides, // 【修复】原遗漏 + trigger_type: data.trigger_type, // 【新增】 + trigger_limit: data.trigger_limit, // 【新增】 + }); +}); +``` + +#### 任务 2.4:SkillCardData 批量补 trigger_type(30 张卡牌) + +- **文件**:同上 +- **迁移对照表**: + +| 卡牌区间 | 旧字段特征 | 新增 trigger_type | +|---------|-----------|------------------| +| 8301, 8302, 8303, 8401-8409, 8501(`is_inst: true`) | 即时技能 | `CardTriggerType.Instant` | +| 8705, 8706, 8707, 8708-8718, 8701-8704(有 `field`) | 驻场光环 | `CardTriggerType.Field` | +| 8201-8206(`is_inst: false, t_inv: 5`) | 定时循环 | `CardTriggerType.Interval` | + +--- + +### 阶段 3:SkillBoxComp 核心重构 + +**目标**:按 trigger_type 分发事件监听与触发 + +#### 任务 3.1:新增成员变量 + +- **文件**:[SkillBoxComp.ts](file:///d:/game/pixelheros/assets/script/game/map/SkillBoxComp.ts) +- **位置**:`// ======================== 技能配置 ========================` 区块 +```typescript +/** 触发类型 */ +private trigger_type: CardTriggerType = CardTriggerType.Instant; +/** 事件型触发次数上限 */ +private trigger_limit: number = Infinity; +/** 事件型已触发次数 */ +private trigger_count: number = 0; +``` + +#### 任务 3.2:init 读取 trigger_type + +- **位置**:`init()` 方法内,读取 config 之后 +```typescript +this.trigger_type = config.trigger_type ?? CardTriggerType.Instant; +this.trigger_limit = config.trigger_limit ?? Infinity; +``` + +#### 任务 3.3:新增 registerTrigger 方法 + +按 trigger_type 注册对应事件监听,见下方完整代码。 + +#### 任务 3.4:新增 onEventTrigger 统一入口 + +事件型触发的统一处理:检查 trigger_limit → triggerSkill → 累加计数 → 检查销毁。 + +#### 任务 3.5:onLoad / onDestroy 调整 + +- `onLoad`:移除原 FightStart / NewWave 硬编码监听,改为 `init` 后调用 `registerTrigger` 动态注册 +- `onDestroy`:统一 off 所有可能订阅的事件(即使没订阅也无副作用) + +#### 任务 3.6:update 方法收窄 + +仅 `Interval` 类型走帧驱动计时逻辑,其他类型提前 return。 + +--- + +### 阶段 4:验证与回归 + +#### 任务 4.1:编译检查 +- 确认所有 CardTriggerType 引用正确 +- 确认无 TS 类型错误 + +#### 任务 4.2:功能验证清单 +- [ ] 即时卡(8301 护盾):使用后立即触发,每波重置 +- [ ] 定时卡(8201 雷墙):战斗中每 5 秒触发,跨波次维持 +- [ ] 驻场卡(8705 金币收益):被动生效,不主动施法 +- [ ] 新增 FightStart 卡:每波战斗开始时触发 +- [ ] 新增 FightEnd 卡:每波战斗结束时触发 +- [ ] 新增 HeroDead 卡:英雄死亡时触发,怪物死亡不触发 +- [ ] 新增 HeroCall 卡:主角召唤/技能召唤/复活都触发 + +#### 任务 4.3:边界场景 +- [ ] trigger_limit 达上限后节点正确销毁 +- [ ] keep_waves 与 trigger_type 的组合行为正确 +- [ ] 节点销毁时所有事件监听正确注销(无内存泄漏) + +--- + +## 四、风险与注意事项 + +### 4.1 高风险点 + +1. **HeroDead 必须加阵营过滤** + - [HeroAtkSystem.triggerDeadSkills](file:///d:/game/pixelheros/assets/script/game/hero/HeroAtkSystem.ts#L319) 是英雄和怪物共用 + - 不加 `fac === FacSet.HERO` 过滤 → 每波几百只怪物死亡 = 海量误触发 + +2. **FightEnd vs MissionEnd 不可混淆** + - MissionEnd = 整局任务结束(通关/失败) + - FightEnd = 每波战斗结束(BattleEnd 阶段) + - 文档草案错误地把 BattleEnd 映射到 MissionEnd,本计划已修正 + +3. **MasterCalled 携带数据不一致** + - 3 个派发点([Hero.ts:206](file:///d:/game/pixelheros/assets/script/game/hero/Hero.ts#L206)、[MissionHeroComp.ts:223](file:///d:/game/pixelheros/assets/script/game/map/MissionHeroComp.ts#L223)、[273](file:///d:/game/pixelheros/assets/script/game/map/MissionHeroComp.ts#L273))payload 字段不同 + - SkillBoxComp 的 `onEventTrigger` **不要读 payload 字段**,仅作触发信号 + +### 4.2 不破坏的现有逻辑 + +- ✅ Field 类型完全复用现有 [FieldSkillSet](file:///d:/game/pixelheros/assets/script/game/common/config/SkillSet.ts#L414-L421) 机制 +- ✅ Interval 类型完全复用现有 `update` 帧驱动 + cd_mask 表现 +- ✅ [forceCastCardSkill](file:///d:/game/pixelheros/assets/script/game/hero/SCastSystem.ts#L75) 施法入口零改动 +- ✅ [SBox.ts](file:///d:/game/pixelheros/assets/script/game/map/SBox.ts) 节点工厂零改动 + +### 4.3 keep_waves 跨类型语义 + +| trigger_type | keep_waves 默认值 | 行为 | +|--------------|-----------------|------| +| `Instant` | 0 = 用完即销 | `-1` = 每波重置再触发一次 | +| `Interval` | -1 = 跨波次维持 | 每波重置 timer 和 trigger_count | +| `Field` | -1 = 全程存活 | 不主动触发 | +| 事件型 | 由 `trigger_limit` 控制 | 达上限销毁 | + +--- + +## 五、文件改动清单 + +| 文件 | 改动类型 | 阶段 | +|------|---------|------| +| [MissionComp.ts](file:///d:/game/pixelheros/assets/script/game/map/MissionComp.ts) | 补 FightEnd 派发 | 1 | +| [HeroAtkSystem.ts](file:///d:/game/pixelheros/assets/script/game/hero/HeroAtkSystem.ts) | 补 HeroDead 派发(带过滤) | 1 | +| 复活逻辑文件(待定位) | 补 ReviveSuccess 派发 | 1 | +| [CardSet.ts](file:///d:/game/pixelheros/assets/script/game/common/config/CardSet.ts) | 枚举+接口+透传+30张卡迁移 | 2 | +| [SkillBoxComp.ts](file:///d:/game/pixelheros/assets/script/game/map/SkillBoxComp.ts) | 核心重构 | 3 | +| [SBox.ts](file:///d:/game/pixelheros/assets/script/game/map/SBox.ts) | **零改动** | — | + +--- + +## 六、新增卡牌配置示例 + +```typescript +// 战斗开始护盾(整局每波开始都给全队加盾) +{ uuid: 8310, skill: 6301, wave: 5, name: "起手护盾", + trigger_type: CardTriggerType.FightStart, keep_waves: -1, + overrides: { TGroup: TGroup.Team, ap: 3 }, + info: "每波战斗开始时为全体友方添加护盾", is_inst: false } + +// 英雄死亡治疗(整局最多触发 3 次) +{ uuid: 8311, skill: 6302, wave: 10, name: "亡语治疗", + trigger_type: CardTriggerType.HeroDead, trigger_limit: 3, keep_waves: -1, + overrides: { TGroup: TGroup.Team, ap: 200 }, + info: "己方英雄死亡时治疗全体友方,整局最多触发3次", is_inst: false } + +// 英雄上场攻击强化(每次有新英雄上场都触发,最多 5 次) +{ uuid: 8312, skill: 6401, wave: 15, name: "召唤强化", + trigger_type: CardTriggerType.HeroCall, trigger_limit: 5, keep_waves: -1, + info: "有英雄上场时触发攻击强化,整局最多触发5次", is_inst: false } +```