feat(技能): 将技能卡释放逻辑移至独立组件并添加UI显示

- 新增 MissSkillsComp 组件,用于管理场景中释放的技能卡
- 将技能卡释放监听从 MissionHeroComp 移至 MissSkillsComp
- 新增 SkillBoxComp 组件,负责单个技能卡的表现和触发逻辑
- 在 role_controller.prefab 中添加 miss_skill_node 节点引用
- 技能卡现在会在场景中显示图标和剩余回合信息
- 支持即时技能和持续多回合技能的不同触发机制
This commit is contained in:
walkpan
2026-04-06 19:18:44 +08:00
parent cc51d1fb5e
commit fa629d71d9
5 changed files with 169 additions and 28 deletions

View File

@@ -12878,6 +12878,9 @@
"hero_num_node": {
"__id__": 65
},
"miss_skill_node": {
"__id__": 598
},
"_id": ""
},
{

View File

@@ -1,8 +1,8 @@
import { mLogger } from "../common/Logger";
import { _decorator, Node, Prefab } from "cc";
import { _decorator, Node, Prefab, instantiate } 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 { CardType } from "../common/config/CardSet";
import { SkillBoxComp } from "./SkillBoxComp";
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
const { ccclass, property } = _decorator;
@@ -18,14 +18,35 @@ export class MissSkillsComp extends CCComp {
private skill_box: Prefab = null;
onLoad() {
oops.message.on(GameEvent.UseSkillCard, this.onUseSkillCard, this);
}
onDestroy() {
oops.message.off(GameEvent.UseSkillCard, this.onUseSkillCard, this);
}
private onUseSkillCard(event: string, args: any) {
const payload = args ?? event;
const uuid = Number(payload?.uuid ?? 0);
const card_lv = Math.max(1, Math.floor(Number(payload?.card_lv ?? 1)));
if (!uuid) return;
this.addSkill(uuid, card_lv);
}
start() {
}
addSkill(uuid: number, card_lv: number) {
if (!this.skill_box) {
mLogger.error(this.debugMode, "MissSkillsComp", "skill_box prefab not set");
return;
}
const node = instantiate(this.skill_box);
node.parent = this.node;
const comp = node.getComponent(SkillBoxComp) || node.addComponent(SkillBoxComp);
comp.init(uuid, card_lv);
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {

View File

@@ -55,6 +55,8 @@ export class MissionCardComp extends CCComp {
hero_info_prefab:Prefab=null! //场上英雄信息面板Prefab
@property(Node)
hero_num_node:Node=null!
@property(Node)
miss_skill_node:Node=null!
/** 预留图集缓存(后续接入按钮/卡面图标时复用) */
private uiconsAtlas: SpriteAtlas | null = null;

View File

@@ -49,34 +49,16 @@ export class MissionHeroCompComp extends CCComp {
this.on(GameEvent.MissionEnd,this.clear_heros,this)
/** 全局消息监听 */
oops.message.on(GameEvent.CallHero,this.call_hero,this)
oops.message.on(GameEvent.UseSkillCard,this.onUseSkillCard,this)
}
onDestroy(){
/** 清理监听,避免节点销毁后仍响应消息 */
oops.message.off(GameEvent.CallHero,this.call_hero,this)
oops.message.off(GameEvent.UseSkillCard,this.onUseSkillCard,this)
oops.message.off(GameEvent.FightReady,this.fight_ready,this)
oops.message.off(GameEvent.Zhaohuan,this.zhao_huan,this)
oops.message.off(GameEvent.MissionEnd,this.clear_heros,this)
}
/** 响应卡牌释放技能 */
private onUseSkillCard(event: string, args: any) {
const payload = args ?? event;
const uuid = Number(payload?.uuid ?? 0);
const card_lv = Math.max(1, Math.floor(Number(payload?.card_lv ?? 1)));
if (!uuid) return;
// 分发给 SCastSystem 处理(使用特定的坐标 x=-340, y=30
oops.message.dispatchEvent(GameEvent.TriggerSkill, {
s_uuid: uuid,
isCardSkill: true,
card_lv: card_lv,
targetPos: v3(-340, 30, 0)
});
}
start() {
// this.test_call()
}

View File

@@ -1,14 +1,14 @@
import { mLogger } from "../common/Logger";
import { _decorator, Node, Prefab } from "cc";
import { _decorator, Node, Prefab, Sprite, Label, Vec3, resources, SpriteAtlas } 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 { CardType } from "../common/config/CardSet";
import { SkillCardList } from "../common/config/CardSet";
import { SkillSet } from "../common/config/SkillSet";
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { smc } from "../common/SingletonModuleComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('SkillBoxComp')
@ecs.register('SkillBoxComp', false)
@@ -16,16 +16,149 @@ export class SkillBoxComp extends CCComp {
private debugMode: boolean = true;
@property({type: Node})
private icon_node:Node= null;
@property(Label)
private info_label: Label = null;
private s_uuid: number = 0;
private card_lv: number = 1;
private is_instant: boolean = true;
private trigger_times: number = 1;
private trigger_interval: number = 0;
private duration_rounds: number = 1;
private current_round: number = 0;
private current_trigger_times: number = 0;
private timer: number = 0;
private in_combat: boolean = false;
private initialized: boolean = false;
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);
}
start() {
onDestroy() {
oops.message.off(GameEvent.FightStart, this.onFightStart, this);
oops.message.off(GameEvent.MissionEnd, this.onMissionEnd, this);
this.node.off(GameEvent.NewWave, this.onNewWave, this);
oops.message.off(GameEvent.NewWave, this.onNewWaveGlobal, this);
}
init(uuid: number, card_lv: number) {
this.s_uuid = uuid;
this.card_lv = card_lv;
const config = SkillCardList[uuid];
if (config) {
this.is_instant = config.is_instant ?? true;
this.trigger_times = config.trigger_times ?? 1;
this.trigger_interval = config.trigger_interval ?? 0;
this.duration_rounds = config.duration_rounds ?? 1;
}
this.current_round = 0;
this.current_trigger_times = 0;
this.timer = 0;
this.initialized = true;
this.updateUI();
if (this.is_instant) {
// 即时起效:立即触发
this.triggerSkill();
this.current_trigger_times++;
if (this.current_trigger_times >= this.trigger_times) {
this.scheduleOnce(() => {
this.node.destroy();
}, 1.0); // 稍微延迟销毁,保证表现
}
}
}
updateUI() {
if (this.icon_node) {
const iconId = SkillSet[this.s_uuid]?.icon || `${this.s_uuid}`;
resources.load("gui/uicons", SpriteAtlas, (err, atlas) => {
if (err || !atlas) return;
const frame = atlas.getSpriteFrame(iconId);
if (frame && this.icon_node && this.icon_node.isValid) {
const sprite = this.icon_node.getComponent(Sprite) || this.icon_node.addComponent(Sprite);
sprite.spriteFrame = frame;
}
});
}
if (this.info_label) {
if (!this.is_instant) {
this.info_label.string = `${this.duration_rounds - this.current_round}`;
} else {
this.info_label.string = "";
}
}
}
private onFightStart() {
if (!this.initialized) return;
this.in_combat = true;
if (!this.is_instant) {
this.timer = this.trigger_interval; // 确保第一次能立即或按间隔触发
this.current_trigger_times = 0;
}
}
private onNewWave() {
this.handleNewWave();
}
private onNewWaveGlobal() {
this.handleNewWave();
}
private handleNewWave() {
if (!this.initialized) return;
this.in_combat = false;
if (!this.is_instant) {
this.current_round++;
this.updateUI();
if (this.current_round >= this.duration_rounds) {
this.node.destroy();
}
}
}
private onMissionEnd() {
this.node.destroy();
}
update(dt: number) {
if (!this.initialized || !this.in_combat || this.is_instant) return;
if (!smc.mission.play || smc.mission.pause) return;
if (this.current_trigger_times < this.trigger_times) {
this.timer += dt;
if (this.timer >= this.trigger_interval) {
this.timer = 0;
this.triggerSkill();
this.current_trigger_times++;
}
}
}
private triggerSkill() {
// 使用固定的全局坐标
const targetPos = new Vec3(-340, 30, 0);
oops.message.dispatchEvent(GameEvent.TriggerSkill, {
s_uuid: this.s_uuid,
isCardSkill: true,
card_lv: this.card_lv,
targetPos: targetPos
});
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {