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

@@ -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;