fix(战斗): 调整近战攻击逻辑与攻击动画配置

- 将技能 6001 的触发类型改为碰撞检测,提高命中准确性
- 优化近战攻击距离计算,使用配置值并增加最小距离限制
- 移除攻击动画中的多余事件,缩短动画时长
- 调整攻击预制体的碰撞体尺寸和位置,使其与实际攻击范围匹配
- 简化远程英雄战斗逻辑,移除不必要的距离判断
This commit is contained in:
walkpan
2026-03-18 20:36:36 +08:00
parent 10aa8cfba4
commit ebba7a4803
4 changed files with 45 additions and 104 deletions

View File

@@ -9,9 +9,9 @@
"_native": "",
"sample": 20,
"speed": 1,
"wrapMode": 1,
"wrapMode": 2,
"enableTrsBlending": false,
"_duration": 0.25,
"_duration": 0.1,
"_hash": 500763545,
"_tracks": [
{
@@ -22,18 +22,7 @@
}
],
"_exoticAnimation": null,
"_events": [
{
"frame": 0.15,
"func": "",
"params": []
},
{
"frame": 0.15,
"func": "atk",
"params": []
}
],
"_events": [],
"_embeddedPlayers": [],
"_additiveSettings": {
"__id__": 18
@@ -132,8 +121,8 @@
"__type__": "cc.RealCurve",
"_times": [
0,
0.15,
0.25
0.05000000074505806,
0.10000000149011612
],
"_values": [
{
@@ -146,9 +135,7 @@
"leftTangent": 0,
"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": {
"tangentMode": 0
}
"__editorExtras__": null
},
{
"__type__": "cc.RealKeyframeValue",
@@ -160,9 +147,7 @@
"leftTangent": 0,
"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": {
"tangentMode": 0
}
"__editorExtras__": null
},
{
"__type__": "cc.RealKeyframeValue",
@@ -174,9 +159,7 @@
"leftTangent": 0,
"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": {
"tangentMode": 0
}
"__editorExtras__": null
}
],
"preExtrapolation": 1,
@@ -192,8 +175,8 @@
"__type__": "cc.RealCurve",
"_times": [
0,
0.15,
0.25
0.05000000074505806,
0.10000000149011612
],
"_values": [
{
@@ -206,9 +189,7 @@
"leftTangent": 0,
"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": {
"tangentMode": 0
}
"__editorExtras__": null
},
{
"__type__": "cc.RealKeyframeValue",
@@ -220,9 +201,7 @@
"leftTangent": 0,
"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": {
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}
"__editorExtras__": null
},
{
"__type__": "cc.RealKeyframeValue",
@@ -234,9 +213,7 @@
"leftTangent": 0,
"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": {
"tangentMode": 0
}
"__editorExtras__": null
}
],
"preExtrapolation": 1,
@@ -252,8 +229,8 @@
"__type__": "cc.RealCurve",
"_times": [
0,
0.15,
0.25
0.05000000074505806,
0.10000000149011612
],
"_values": [
{
@@ -266,9 +243,7 @@
"leftTangent": 0,
"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": {
"tangentMode": 0
}
"__editorExtras__": null
},
{
"__type__": "cc.RealKeyframeValue",
@@ -280,9 +255,7 @@
"leftTangent": 0,
"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": {
"tangentMode": 0
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"__editorExtras__": null
},
{
"__type__": "cc.RealKeyframeValue",
@@ -294,9 +267,7 @@
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"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": {
"tangentMode": 0
}
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}
],
"preExtrapolation": 1,

View File

@@ -38,13 +38,10 @@
},
{
"__id__": 22
},
{
"__id__": 24
}
],
"_prefab": {
"__id__": 26
"__id__": 24
},
"_lpos": {
"__type__": "cc.Vec3",
@@ -237,7 +234,7 @@
},
"_lpos": {
"__type__": "cc.Vec3",
"x": 40,
"x": 0,
"y": -50,
"z": 0
},
@@ -278,7 +275,7 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 80,
"width": 30,
"height": 100
},
"_anchorPoint": {
@@ -300,7 +297,7 @@
"node": {
"__id__": 8
},
"_enabled": false,
"_enabled": true,
"__prefab": {
"__id__": 12
},
@@ -400,12 +397,12 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 80,
"width": 30,
"height": 100
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0,
"x": 0.5,
"y": 0.5
},
"_id": ""
@@ -414,35 +411,6 @@
"__type__": "cc.CompPrefabInfo",
"fileId": "63NP9yq3hEUKD/OZZZ5t7x"
},
{
"__type__": "cc.Animation",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 1
},
"_enabled": true,
"__prefab": {
"__id__": 19
},
"playOnLoad": true,
"_clips": [
{
"__uuid__": "45017156-064b-43f2-a24e-176b6ce17ad8",
"__expectedType__": "cc.AnimationClip"
}
],
"_defaultClip": {
"__uuid__": "45017156-064b-43f2-a24e-176b6ce17ad8",
"__expectedType__": "cc.AnimationClip"
},
"_id": ""
},
{
"__type__": "cc.CompPrefabInfo",
"fileId": "c2RDvksalG2acL3tyGCY0t"
},
{
"__type__": "57aabs7TE1J5obTAZczc+64",
"_name": "",
@@ -453,7 +421,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 21
"__id__": 19
},
"atk_x": 0,
"atk_y": 0,
@@ -474,7 +442,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 23
"__id__": 21
},
"enabledContactListener": true,
"bullet": false,
@@ -508,7 +476,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 25
"__id__": 23
},
"tag": 0,
"_group": 1,
@@ -518,12 +486,12 @@
"_restitution": 0,
"_offset": {
"__type__": "cc.Vec2",
"x": 50,
"x": 0,
"y": 0
},
"_size": {
"__type__": "cc.Size",
"width": 150,
"width": 30,
"height": 100
},
"_id": ""

View File

@@ -193,7 +193,7 @@ export const SkillSet: Record<number, SkillConfig> = {
6001: {
uuid:6001,name:"空挥",sp_name:"atk_s1",icon:"1026",TGroup:TGroup.Enemy,TType:TType.Frontline,readyAnm:"",endAnm:"",act:"atk",DTType:DTType.single,
ap:100,hit_count:1,hitcd:0.2,speed:720,with:0,
ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
ready:0,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision,
buffs:[],debuffs:[],info:"对前方目标造成100%攻击的伤害",
},
6002: {

View File

@@ -3,7 +3,7 @@ import { HeroViewComp } from "./HeroViewComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { smc } from "../common/SingletonModuleComp";
import { FacSet } from "../common/config/GameSet";
import { HType, resolveFormationTargetX } from "../common/config/heroSet";
import { HeroDisVal, HType, resolveFormationTargetX } from "../common/config/heroSet";
import { Node } from "cc";
@ecs.register('MoveComp')
@@ -36,7 +36,8 @@ interface MoveFacConfig {
@ecs.register('MoveSystem')
export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
private readonly meleeAttackRange = 52;
private readonly meleeAttackRange = HeroDisVal[HType.Melee];
private readonly meleeMinEnemyDistanceX = 80;
private readonly allySpacingX = 40;
private readonly allyOverlapSpacingX = 14;
private readonly displacementReleaseX = 10;
@@ -172,38 +173,39 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
const enemyX = enemy.node.position.x;
const dist = Math.abs(currentX - enemyX);
const maxRange = this.meleeAttackRange;
const minRange = Math.min(this.meleeMinEnemyDistanceX, maxRange);
move.direction = enemyX > currentX ? 1 : -1;
move.targetX = enemyX - move.direction * maxRange;
move.targetX = enemyX - move.direction * minRange;
if (dist <= maxRange) {
if (dist <= minRange) {
view.status_change("idle");
model.is_atking = true;
} else if (dist <= maxRange) {
const speed = model.speed / 3;
this.moveEntity(view, move.direction, speed, move.targetX);
model.is_atking = true;
} else {
const speed = model.speed / 3;
this.moveEntity(view, move.direction, speed, move.targetX);
this.moveEntity(view, move.direction, speed);
model.is_atking = true;
}
}
private processMidLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
this.processRangedFormationCombat(move, view, model, enemy, 120, 360);
this.processRangedFormationCombat(move, view, model);
}
private processLongLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
this.processRangedFormationCombat(move, view, model, enemy, 360, 720);
this.processRangedFormationCombat(move, view, model);
}
private processRangedFormationCombat(move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp, defaultMin: number, defaultMax: number) {
private processRangedFormationCombat(move: MoveComp, view: HeroViewComp, model: HeroAttrsComp) {
const currentX = view.node.position.x;
const enemyX = enemy.node.position.x;
const targetX = this.getFixedFormationX(model);
move.targetX = targetX;
const [minRange, maxRange] = this.resolveCombatRange(model, defaultMin, defaultMax);
const dist = Math.abs(currentX - enemyX);
const needMoveToFormation = Math.abs(currentX - targetX) > 5;
const shouldKeepDistance = dist < minRange;
if (needMoveToFormation || shouldKeepDistance) {
if (needMoveToFormation) {
const dir = targetX > currentX ? 1 : -1;
move.direction = dir;
const speed = model.speed / 3;