From e8c6a7ca6a7b14e2811bb741659aa35c93e545c9 Mon Sep 17 00:00:00 2001 From: panFD Date: Sat, 15 Aug 2026 14:36:38 +0800 Subject: [PATCH] =?UTF-8?q?feat:=20=E5=AE=9E=E7=8E=B0DoT=E7=81=BC=E7=83=A7?= =?UTF-8?q?=E6=8A=80=E8=83=BD=E4=B8=8Edebuff=E5=9B=BE=E6=A0=87=E7=B3=BB?= =?UTF-8?q?=E7=BB=9F?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 本次提交完成了以下核心改动: 1. 调整fb-1~fb-6技能预制件的攻击偏移坐标,优化技能弹道位置 2. 新增DoT伤害机制,支持周期伤害/治疗的独立结算 3. 为Buff系统添加施法者属性快照,让DoT暴击、控制判定更准确 4. 新增顶栏debuff图标显示功能,支持灼烧等负面状态可视化 5. 为破晓先知等英雄替换为新的灼烧火球技能6104 6. 修复fb-2预制件的配置字段顺序与多余属性问题 --- assets/resources/game/heros/top.prefab | 2700 ++++++++++++++--- assets/resources/game/skill/atk/fb-1.prefab | 4 +- assets/resources/game/skill/atk/fb-2.prefab | 9 +- assets/resources/game/skill/atk/fb-3.prefab | 4 +- assets/resources/game/skill/atk/fb-4.prefab | 4 +- assets/resources/game/skill/atk/fb-5.prefab | 4 +- assets/resources/game/skill/atk/fb-6.prefab | 4 +- .../resources/game/skill/buff/tooltip.prefab | 2150 ++++++++++--- assets/script/game/common/config/SkillSet.ts | 6 + assets/script/game/common/config/heroSet.ts | 20 +- assets/script/game/hero/BuffComp.ts | 8 +- assets/script/game/hero/BuffManager.ts | 4 +- assets/script/game/hero/BuffSystem.ts | 20 +- assets/script/game/hero/DamageQueueComp.ts | 12 +- assets/script/game/hero/HeroAtkSystem.ts | 63 +- assets/script/game/hero/HeroTopBarComp.ts | 68 +- assets/script/game/hero/HeroViewComp.ts | 8 + 17 files changed, 4118 insertions(+), 970 deletions(-) diff --git a/assets/resources/game/heros/top.prefab b/assets/resources/game/heros/top.prefab index 0d3f9d85..73c84b12 100644 --- a/assets/resources/game/heros/top.prefab +++ b/assets/resources/game/heros/top.prefab @@ -22,29 +22,32 @@ "__id__": 2 }, { - "__id__": 8 + "__id__": 26 }, { - "__id__": 32 + "__id__": 50 }, { - "__id__": 56 + "__id__": 74 }, { - "__id__": 80 + "__id__": 104 + }, + { + "__id__": 154 } ], "_active": true, 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index a5c26b94..4598dd92 100644 --- a/assets/resources/game/skill/atk/fb-2.prefab +++ b/assets/resources/game/skill/atk/fb-2.prefab @@ -181,7 +181,7 @@ }, "_type": 0, "_fillType": 0, - "_sizeMode": 1, + "_sizeMode": 0, "_fillCenter": { "__type__": "cc.Vec2", "x": 0, @@ -389,11 +389,12 @@ }, "atk_x": 0, "atk_y": 0, - "_id": "", "runType": 0, "endType": 2, "speed": 720, - "time": 0 + "time": 0, + "distance": 0, + "_id": "" }, { "__type__": "cc.CompPrefabInfo", @@ -508,4 +509,4 @@ "instance": null, "targetOverrides": null } -] +] \ No newline at end of file diff --git a/assets/resources/game/skill/atk/fb-3.prefab b/assets/resources/game/skill/atk/fb-3.prefab index 03168bcb..9c7be1d3 100644 --- a/assets/resources/game/skill/atk/fb-3.prefab +++ b/assets/resources/game/skill/atk/fb-3.prefab @@ -251,8 +251,8 @@ "__prefab": { "__id__": 11 }, - "atk_x": 0, - "atk_y": 0, + "atk_x": 20, + "atk_y": 30, "runType": 0, "endType": 2, "speed": 720, diff --git 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"__type__": "cc.Size", @@ -8673,25 +9818,22 @@ }, "_enabled": true, "__prefab": { - "__id__": 359 + "__id__": 409 }, "atking_bg": { - "__id__": 127 + "__id__": 177 }, "atked_bg": { - "__id__": 151 + "__id__": 201 }, "fstart_bg": { - "__id__": 139 - }, - "fend_bg": { - "__id__": 145 + "__id__": 189 }, "dead_bg": { - "__id__": 133 + "__id__": 183 }, "revive_bg": { - "__id__": 157 + "__id__": 207 }, "_id": "" }, @@ -8709,7 +9851,7 @@ }, "_enabled": false, "__prefab": { - "__id__": 361 + "__id__": 411 }, "playOnLoad": true, "_clips": [ diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index c8662972..6c9fc473 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -311,6 +311,12 @@ export const SkillSet: Record = { DTType: DTType.single, ap: 100, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害, 高阶技能", }, + // DoT 技能:命中附加灼烧(7002,BuffList 的 Debuff DoT 底座),tick 伤害受施法者 ap 缩放 + 6104: { + uuid: 6104, name: "灼热火球", sp_name: "fb-1", icon: "Stat_FireDamage", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", + DTType: DTType.single, ap: 80, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, + RType: RType.bezier, EType: EType.collision, timed_buff_id: 7002, info: "造成攻击力80%的伤害, 命中附加灼烧(5秒内持续掉血)", + }, 6201: { uuid: 6201, name: "陨石术", sp_name: "fb-3", icon: "Stat_Tripleshot", TGroup: TGroup.Enemy, readyAnm: "blues", endAnm: "", act: "max", DTType: DTType.aoe_grid, stun: 0, ap: 150, hit_count: 6, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index b20d15aa..04e5c126 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -1,4 +1,4 @@ -import { v3 } from "cc" +import { v3 } from "cc" import { BoxSet, FacSet, FightSet } from "./GameSet" import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet" import { BuffList, BuffConfig, ModOp } from "./BuffSet" @@ -424,7 +424,7 @@ export const HeroInfo: Record = { // 5004 破晓先知 — fstart 全队攻击 5004: { uuid: 5004, name: "破晓先知", path: "hm1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 143, ap: 32, - skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, + skills: { 6104: { uuid: 6104, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, fstart: { 6401: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } }, @@ -437,7 +437,7 @@ export const HeroInfo: Record = { // 5005 战歌法师 — field 攻击光环 5005: { uuid: 5005, name: "战歌法师", path: "hm2", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 143, ap: 32, - skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, + skills: { 6104: { uuid: 6104, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, field: [ { lv: 1, uuids: [{ uuid: 7002, value: 0.1 }] }, { lv: 3, uuids: [{ uuid: 7002, value: 0.2 }] }, @@ -490,7 +490,7 @@ export const HeroInfo: Record = { // 5104 圣光祭司 — fstart 全队护盾(更高数值) 5104: { uuid: 5104, name: "圣光祭司", path: "hm3", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 287, ap: 64, - skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, + skills: { 6104: { uuid: 6104, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, fstart: { 6301: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } }, @@ -503,7 +503,7 @@ export const HeroInfo: Record = { // 5105 风怒先知 — field 攻速光环 5105: { uuid: 5105, name: "风怒先知", path: "hm1", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 287, ap: 64, - skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, + skills: { 6104: { uuid: 6104, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, field: [ { lv: 1, uuids: [{ uuid: 7006, value: 0.1 }] }, { lv: 3, uuids: [{ uuid: 7006, value: 0.2 }] }, @@ -569,7 +569,7 @@ export const HeroInfo: Record = { // 5204 晨光贤者 — fstart 全队暴击(范围扩大) 5204: { uuid: 5204, name: "晨光贤者", path: "hm2", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 430, ap: 96, - skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, + skills: { 6104: { uuid: 6104, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, fstart: { 6403: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, @@ -582,7 +582,7 @@ export const HeroInfo: Record = { // 5205 精准术士 — field 暴击光环(范围扩大) 5205: { uuid: 5205, name: "精准术士", path: "hm3", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 430, ap: 96, - skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, + skills: { 6104: { uuid: 6104, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, field: [ { lv: 1, uuids: [{ uuid: 7004, value: 0.1 }] }, { lv: 3, uuids: [{ uuid: 7004, value: 0.2 }] }, @@ -640,7 +640,7 @@ export const HeroInfo: Record = { // 5304 战吼术士 — fstart 全队攻击+生命(双效果) 5304: { uuid: 5304, name: "战吼术士", path: "hm1", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 573, ap: 128, - skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, + skills: { 6104: { uuid: 6104, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, fstart: { 6401: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, @@ -658,7 +658,7 @@ export const HeroInfo: Record = { // 5305 领域贤者 — field 暴伤+攻速光环(双效果) 5305: { uuid: 5305, name: "领域贤者", path: "hm2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 573, ap: 128, - skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, + skills: { 6104: { uuid: 6104, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, field: [ { lv: 1, uuids: [{ uuid: 7005, value: 0.2 }, { uuid: 7006, value: 0.1 }] }, { lv: 3, uuids: [{ uuid: 7005, value: 0.4 }, { uuid: 7006, value: 0.2 }] }, @@ -731,7 +731,7 @@ export const HeroInfo: Record = { // 5404 涅槃贤者 — fstart 护盾+攻击 + revive(双技能) 5404: { uuid: 5404, name: "涅槃贤者", path: "hm3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 717, ap: 160, - skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, + skills: { 6104: { uuid: 6104, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, fstart: { 6301: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, diff --git a/assets/script/game/hero/BuffComp.ts b/assets/script/game/hero/BuffComp.ts index 3c442d5b..225b2678 100644 --- a/assets/script/game/hero/BuffComp.ts +++ b/assets/script/game/hero/BuffComp.ts @@ -13,17 +13,23 @@ export class ActiveBuff { source_uuid: number; /** 施法者攻击力快照(用于 DoT/HoT 的 ap 缩放) */ source_ap_snapshot: number; + /** + * 施法者完整属性快照(DoT tick 判定暴击/冰冻/击晕用)。 + * 结构同 DamageEvent.Attrs;仅 DoT 类 buff 需要,普通 modifier buff 为 undefined。 + */ + source_attrs_snapshot?: any; /** 周期效果累计时间(秒) */ tick_acc: number = 0; /** 修饰数值覆写(来自药水卡 buff_value),优先于 BuffList 配置值;undefined 表示用配置值 */ value_override?: number; - constructor(cfg_id: number, dur: number, src_uuid: number, src_ap: number, value_override?: number) { + constructor(cfg_id: number, dur: number, src_uuid: number, src_ap: number, value_override?: number, src_attrs?: any) { this.config_id = cfg_id; this.remaining = dur; this.source_uuid = src_uuid; this.source_ap_snapshot = src_ap; this.value_override = value_override; + this.source_attrs_snapshot = src_attrs; } } diff --git a/assets/script/game/hero/BuffManager.ts b/assets/script/game/hero/BuffManager.ts index e7fc3457..0ba00c4c 100644 --- a/assets/script/game/hero/BuffManager.ts +++ b/assets/script/game/hero/BuffManager.ts @@ -21,6 +21,8 @@ export interface BuffApplyOverrides { duration?: number; /** 覆写计时 buff 的修饰数值(modifiers.value / tick.damage_or_heal),由药水卡 buff_value 自定义档位 */ value?: number; + /** 施法者完整属性快照(DoT tick 判定暴击/冰冻/击晕用),结构同 DamageEvent.Attrs */ + source_attrs?: any; } class BuffManagerImpl { @@ -55,7 +57,7 @@ class BuffManagerImpl { buffComp.buffs.set(buffId, layers); } - const newLayer = new ActiveBuff(buffId, duration, sourceUuid, sourceAp, overrides?.value); + const newLayer = new ActiveBuff(buffId, duration, sourceUuid, sourceAp, overrides?.value, overrides?.source_attrs); if (cfg.max_stack === 0 || layers.length < cfg.max_stack) { layers.push(newLayer); diff --git a/assets/script/game/hero/BuffSystem.ts b/assets/script/game/hero/BuffSystem.ts index ad854737..d63adb25 100644 --- a/assets/script/game/hero/BuffSystem.ts +++ b/assets/script/game/hero/BuffSystem.ts @@ -15,6 +15,7 @@ import { Timer } from "db://oops-framework/core/common/timer/Timer"; import { BuffList } from "../common/config/BuffSet"; import { HeroAttrsComp } from "./HeroAttrsComp"; import { BuffComp, ActiveBuff } from "./BuffComp"; +import { DamageQueueHelper } from "./DamageQueueComp"; import { mLogger } from "../common/Logger"; /** Buff 模块调试日志开关 */ @@ -52,7 +53,7 @@ export class BuffSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate // 周期效果结算(先于到期判断,避免到期帧丢失末次 tick) if (cfg.tick && attrsComp) { - this.processTick(layer, cfg.tick, attrsComp); + this.processTick(e, buffId, layer, cfg.tick, attrsComp); } // 永久 buff(duration<=0)不递减 remaining @@ -84,11 +85,17 @@ export class BuffSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate * 处理单层的周期效果(DoT/HoT)。 * 累计 tick_acc 到 interval 时结算一次伤害/治疗。 * + * DoT(负值):转为 DamageEvent 入队,由 HeroAtkSystem.doAttack 走完整结算链 + * (护盾抵扣 / 暴击 / 冰冻 / 击晕 / 飘字 / 死亡链),Attrs 取 buff 层的施法者属性快照; + * HoT(正值):保持直接回血,不走伤害链。 + * + * @param target 被作用者实体(DoT 入队用) + * @param buffId buff 配置 id(DoT 事件借 s_uuid 字段携带,仅作日志追溯) * @param layer 当前 buff 层实例 * @param tick 周期效果配置 - * @param attrs 被作用者属性组件(调用 add_hp) + * @param attrs 被作用者属性组件 */ - private processTick(layer: ActiveBuff, tick: { interval: number; damage_or_heal: number; scale_by_ap_pct: number }, attrs: HeroAttrsComp): void { + private processTick(target: ecs.Entity, buffId: number, layer: ActiveBuff, tick: { interval: number; damage_or_heal: number; scale_by_ap_pct: number }, attrs: HeroAttrsComp): void { // interval 非正值守卫,避免死循环 if (tick.interval <= 0) return; layer.tick_acc += TICK_STEP; @@ -99,7 +106,12 @@ export class BuffSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate const baseAmount = layer.value_override !== undefined ? layer.value_override : tick.damage_or_heal; const scale = 1 + layer.source_ap_snapshot * tick.scale_by_ap_pct / 10000; const amount = Math.floor(baseAmount * scale); - attrs.add_hp(amount); + if (amount < 0) { + // DoT 走伤害队列:dot_dmg 传正值,doAttack 内识别并走固定伤害分支 + DamageQueueHelper.addDamageToEntity(target, layer.source_attrs_snapshot ?? null, layer.source_uuid, buffId, 0, 1, -amount); + } else if (amount > 0) { + attrs.add_hp(amount); + } } } } diff --git a/assets/script/game/hero/DamageQueueComp.ts b/assets/script/game/hero/DamageQueueComp.ts index 85c2f036..fd18cf3b 100644 --- a/assets/script/game/hero/DamageQueueComp.ts +++ b/assets/script/game/hero/DamageQueueComp.ts @@ -24,6 +24,11 @@ export interface DamageEvent { ext_dmg:number //额外伤害 dmg_ratio:number//伤害比例 + /** + * DoT 固定伤害值(>0 时本事件为 DoT tick 结算): + * 跳过 dmgCount 公式直接用该值,且不走击退/受击动画,其余(暴击/冰冻/击晕/护盾/死亡链)与普攻一致 + */ + dot_dmg?:number } /** @@ -60,7 +65,7 @@ export class DamageQueueComp extends ecs.Comp { /** * 添加伤害事件到队列 */ - addDamageEvent(attrs: any, casterEid: number, s_uuid: number,ext_dmg:number=0,dmg_ratio:number=1): void { + addDamageEvent(attrs: any, casterEid: number, s_uuid: number,ext_dmg:number=0,dmg_ratio:number=1,dot_dmg:number=0): void { const timestamp = Date.now(); const damageEvent: DamageEvent = { @@ -71,6 +76,7 @@ export class DamageQueueComp extends ecs.Comp { eventId: "", ext_dmg:ext_dmg, dmg_ratio:dmg_ratio, + dot_dmg:dot_dmg, }; this.damageEvents.push(damageEvent); @@ -176,7 +182,7 @@ export class DamageQueueHelper { * 为实体添加伤害事件 * 如果实体没有伤害队列组件,会自动创建 */ - static addDamageToEntity(entity: ecs.Entity, attrs: any, casterEid: number, s_uuid: number,ext_dmg:number=0,dmg_ratio:number=1): void { + static addDamageToEntity(entity: ecs.Entity, attrs: any, casterEid: number, s_uuid: number,ext_dmg:number=0,dmg_ratio:number=1,dot_dmg:number=0): void { let damageQueue = entity.get(DamageQueueComp); // 如果实体没有伤害队列组件,创建一个 @@ -185,7 +191,7 @@ export class DamageQueueHelper { } // 添加伤害事件到队列 - damageQueue.addDamageEvent(attrs, casterEid, s_uuid,ext_dmg,dmg_ratio); + damageQueue.addDamageEvent(attrs, casterEid, s_uuid,ext_dmg,dmg_ratio,dot_dmg); } /** diff --git a/assets/script/game/hero/HeroAtkSystem.ts b/assets/script/game/hero/HeroAtkSystem.ts index 79ce73b9..4bbff0d5 100644 --- a/assets/script/game/hero/HeroAtkSystem.ts +++ b/assets/script/game/hero/HeroAtkSystem.ts @@ -18,6 +18,7 @@ import { SkillTriggerHelper } from "./SkillTriggerHelper"; import { getMonsterGoldDrop } from "../map/RogueConfig"; import { MissionEconomy } from "../map/MissionEconomy"; import { MoveComp } from "./MoveComp"; +import { buffManager, BuffApplyOverrides } from "./BuffManager"; /** 最终伤害数据接口 * 用于封装一次攻击计算的所有结果数据 @@ -119,10 +120,14 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda if (!TAttrsComp || TAttrsComp.is_dead || TAttrsComp.is_reviving) return reDate; const casterEid = damageEvent.casterEid; + // DoT 事件:dot_dmg>0 时伤害为固定 tick 值,无对应 SkillSet 配置(s_uuid 位置是 buffId) + const isDot = (damageEvent.dot_dmg ?? 0) > 0; + // DoT 事件的 Attrs 来自 ActiveBuff.source_attrs_snapshot,可能为空,兜底空对象避免取属性报错 + if (isDot && !damageEvent.Attrs) damageEvent.Attrs = {}; // 获取技能配置 const skillConf = SkillSet[damageEvent.s_uuid]; - if (!skillConf) return reDate; + if (!skillConf && !isDot) return reDate; // 触发被攻击事件 this.onAttacked(target); @@ -132,8 +137,8 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda const criticalChance = (damageEvent.Attrs[Attrs.critical] || 0) - TAttrsComp.getFinalCriticalRes(); const isCrit = this.checkChance(criticalChance); - // 计算基础伤害 - let damage = this.dmgCount(damageEvent, TAttrsComp); + // 计算基础伤害:DoT 直接用固定 tick 值,普攻走 dmgCount 公式 + let damage = isDot ? (damageEvent.dot_dmg ?? 0) : this.dmgCount(damageEvent, TAttrsComp); mLogger.log(this.debugMode, 'HeroAtkSystem', " dmgCount", damage) if (isCrit) { @@ -172,9 +177,11 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda } } - // 受击计数:只有实际造成伤害才 +1(被格挡不计数) - TAttrsComp.atked_count++; - this.checkAndTriggerAtkedSkills(TAttrsComp, targetView); + // 受击计数:只有实际造成伤害才 +1(被格挡不计数);DoT 不计受击、不触发受击技 + if (!isDot) { + TAttrsComp.atked_count++; + this.checkAndTriggerAtkedSkills(TAttrsComp, targetView); + } mLogger.log(this.debugMode, 'HeroAtkSystem', ` 英雄${TAttrsComp.hero_name} (uuid: ${TAttrsComp.hero_uuid}) 受到 eid:${casterEid} 的 伤害 ${damage},${isCrit ? "暴击" : "普通"}攻击,技能ID ${damageEvent.s_uuid}`); @@ -186,24 +193,29 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda const stunChance = (damageEvent.Attrs[Attrs.stun_chance] || 0) - TAttrsComp.getFinalStunRes(); const isStun = !TAttrsComp.isStun() && this.checkChance(stunChance); - // 击退:受击默认后退,击退属性不再作为概率,而是转换为后退距离的增量 - // 击退增量 = 施法者击退强化(原击退概率)- 被攻击者击退抗性 + 击退距离强化 - const knockbackBonus = (damageEvent.Attrs[Attrs.knockback_chance] || 0) - (TAttrsComp.getFinalKnockbackRes() || 0); - const knockbackExtra = Math.max(0, knockbackBonus + (damageEvent.Attrs[Attrs.knockback_distance] || 0)); - // ✅ 触发视图层表现(伤害数字、受击动画、冰冻、击晕、击退) if (targetView) { - targetView.do_atked(damage, isCrit, damageEvent.s_uuid, knockbackExtra); - targetView.playEnd(skillConf.endAnm); + if (isDot) { + // DoT:只飘伤害数字 + 刷新血条,不播受击动画/音效/击退 + targetView.showDamage(damage, isCrit); + } else { + // 击退:受击默认后退,击退属性不再作为概率,而是转换为后退距离的增量 + // 击退增量 = 施法者击退强化(原击退概率)- 被攻击者击退抗性 + 击退距离强化 + const knockbackBonus = (damageEvent.Attrs[Attrs.knockback_chance] || 0) - (TAttrsComp.getFinalKnockbackRes() || 0); + const knockbackExtra = Math.max(0, knockbackBonus + (damageEvent.Attrs[Attrs.knockback_distance] || 0)); - // 击退位移下沉到 MoveSystem:直接写入 knockbackVelocity,由 MoveSystem 每帧衰减并叠加位移 - const moveComp = target.get(MoveComp); - if (moveComp) { - const dist = FightSet.BACK_RANG + knockbackExtra; - const isHero = TAttrsComp.fac === FacSet.HERO; - // 击退初速度:0.1 秒时间常数衰减,总位移约等于 dist - const knockbackSpeed = dist * 16; - moveComp.knockbackVelocity = isHero ? -knockbackSpeed : knockbackSpeed; + targetView.do_atked(damage, isCrit, damageEvent.s_uuid, knockbackExtra); + targetView.playEnd(skillConf.endAnm); + + // 击退位移下沉到 MoveSystem:直接写入 knockbackVelocity,由 MoveSystem 每帧衰减并叠加位移 + const moveComp = target.get(MoveComp); + if (moveComp) { + const dist = FightSet.BACK_RANG + knockbackExtra; + const isHero = TAttrsComp.fac === FacSet.HERO; + // 击退初速度:0.1 秒时间常数衰减,总位移约等于 dist + const knockbackSpeed = dist * 16; + moveComp.knockbackVelocity = isHero ? -knockbackSpeed : knockbackSpeed; + } } if (isFrost) { @@ -222,6 +234,15 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda } } + // 命中附带 debuff(如灼烧 DoT):仅普攻路径,复用友方 timed_buff_id 机制; + // 施法者 ap/完整属性快照取自伤害事件,供 BuffSystem tick 缩放与暴击/冰冻/击晕判定 + if (!isDot && skillConf.timed_buff_id) { + const buffOverrides: BuffApplyOverrides = { source_attrs: damageEvent.Attrs }; + if (skillConf.buff_value !== undefined) buffOverrides.value = skillConf.buff_value; + if (skillConf.buff_duration !== undefined) buffOverrides.duration = skillConf.buff_duration; + buffManager.applyBuff(target, skillConf.timed_buff_id, casterEid, damageEvent.Attrs[Attrs.ap] || 0, buffOverrides); + } + // 检查死亡 if (TAttrsComp.hp <= 0) { diff --git a/assets/script/game/hero/HeroTopBarComp.ts b/assets/script/game/hero/HeroTopBarComp.ts index 25e51741..1351b63b 100644 --- a/assets/script/game/hero/HeroTopBarComp.ts +++ b/assets/script/game/hero/HeroTopBarComp.ts @@ -1,7 +1,9 @@ -import { _decorator, ProgressBar, Sprite, UIOpacity, Vec3, v3, tween, Tween, Color, clamp } from "cc"; +import { _decorator, ProgressBar, Sprite, UIOpacity, Vec3, v3, tween, Tween, Color, clamp, Node } 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 { HeroAttrsComp } from "./HeroAttrsComp"; +import { BuffComp } from "./BuffComp"; +import { BuffList, BuffCategory } from "../common/config/BuffSet"; import { FacSet, FightSet } from "../common/config/GameSet"; const { ccclass, property } = _decorator; @@ -35,6 +37,10 @@ export class HeroTopBarComp extends CCComp { // ==================== 内部引用 ==================== private topOpacity: UIOpacity = null!; private basePos: Vec3 = v3(); + /** debuff 容器节点(top 下的 debuff 子节点,按名字管理各 debuff 图标) */ + private debuffNode: Node = null!; + /** 当前点亮的 debuff 图标节点名集合(用于 diff,避免每帧重复 set active) */ + private activeDebuffNames: Set = new Set(); // ==================== 配置 ==================== private hp_height: number = 90; @@ -87,6 +93,15 @@ export class HeroTopBarComp extends CCComp { this.node.getChildByName("lv")!.active = false; this.node.active = true; + // debuff 图标容器(无该节点的旧 prefab 容错为 null) + this.debuffNode = this.node.getChildByName("debuff")!; + this.activeDebuffNames.clear(); + if (this.debuffNode) { + for (const child of this.debuffNode.children) { + child.active = false; + } + } + this.setTopBarOpacity(false); this.hpShow(); this.shieldShow(model.shield); @@ -120,6 +135,51 @@ export class HeroTopBarComp extends CCComp { this.shieldProgressBar.node.active = shield > 0; } + /** + * buffId → debuff 图标节点名映射(节点名为 top.prefab debuff 容器下的子节点名)。 + * 仅伤害类 debuff 需要图标;未映射的 buff 不显示。 + */ + private static readonly DEBUFF_ICON_MAP: Record = { + 7002: "FireDamage", // 灼烧 + }; + + /** + * 刷新 debuff 图标显隐:按 BuffComp 中当前生效的 debuff 种类点亮对应图标。 + * 由 HeroViewComp 在 dirty_buffs 脏标记时调用;与上次状态做 diff,避免重复 set active。 + * @param buffComp 目标的 buff 组件(无 BuffComp 时全部隐藏) + */ + public debuffShow(buffComp: BuffComp | null): void { + if (!this.debuffNode) return; + + // 收集当前生效的、有图标映射的 debuff 节点名 + const wantActive = new Set(); + if (buffComp) { + for (const [buffId, layers] of buffComp.buffs) { + if (layers.length === 0) continue; + const cfg = BuffList[buffId]; + // 只显示伤害类 debuff(tick 负值)与控制类 debuff;普通 Buff 不占用 debuff 栏 + if (!cfg || cfg.category === BuffCategory.Buff) continue; + const nodeName = HeroTopBarComp.DEBUFF_ICON_MAP[buffId]; + if (nodeName) wantActive.add(nodeName); + } + } + + // diff:先隐藏不再需要的,再点亮新增的 + for (const name of this.activeDebuffNames) { + if (!wantActive.has(name)) { + const child = this.debuffNode.getChildByName(name); + if (child) child.active = false; + } + } + for (const name of wantActive) { + if (!this.activeDebuffNames.has(name)) { + const child = this.debuffNode.getChildByName(name); + if (child) child.active = true; + } + } + this.activeDebuffNames = wantActive; + } + /** 激活顶栏(高亮 + 延迟恢复闲置透明度) */ public activateTopBar(): void { this.setTopBarOpacity(true); @@ -165,6 +225,12 @@ export class HeroTopBarComp extends CCComp { /** 对象池回收 / 组件重置时调用 */ public reset(): void { this.unscheduleAllCallbacks(); + this.activeDebuffNames.clear(); + if (this.debuffNode && this.debuffNode.isValid) { + for (const child of this.debuffNode.children) { + child.active = false; + } + } if (this.node && this.node.isValid) { Tween.stopAllByTarget(this.node); this.node.setPosition(this.basePos); diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts index 2f64a928..335af832 100644 --- a/assets/script/game/hero/HeroViewComp.ts +++ b/assets/script/game/hero/HeroViewComp.ts @@ -4,6 +4,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu import { mLogger } from "../common/Logger"; import { HeroSpine } from "./HeroSpine"; import { HeroTopBarComp } from "./HeroTopBarComp"; +import { BuffComp } from "./BuffComp"; import { BoxSet, FacSet, FightSet, NumberFormatter, TooltipTypes } from "../common/config/GameSet"; import { smc } from "../common/SingletonModuleComp"; import { SkillSet, } from "../common/config/SkillSet"; @@ -139,6 +140,13 @@ export class HeroViewComp extends CCComp { this.topBar.shieldShow(this.model.shield); this.model.dirty_shield = false; } + + // ✅ buff 变更脏标记:刷新 debuff 图标显隐(灼烧等) + const buffComp = this.ent.has(BuffComp) ? this.ent.get(BuffComp) : null; + if (buffComp && buffComp.dirty_buffs) { + this.topBar.debuffShow(buffComp); + buffComp.dirty_buffs = false; + } } public cd_show() {