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

@@ -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() {