From fac8d571c3d5734eff8c9aa257282dc5cdd1b65e Mon Sep 17 00:00:00 2001 From: panw Date: Thu, 12 Mar 2026 16:51:14 +0800 Subject: [PATCH] =?UTF-8?q?refactor(skill):=20=E7=BB=9F=E4=B8=80=E6=8A=80?= =?UTF-8?q?=E8=83=BD=E6=95=88=E6=9E=9C=E5=A4=84=E7=90=86=E9=80=BB=E8=BE=91?= =?UTF-8?q?=E8=87=B3=20SkillView?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 移除 SCastSystem 中的 applySupportSkill 方法,将治疗、护盾、Buff/Debuff 效果统一在 SkillView 的碰撞逻辑中处理。同时删除 SkillConfig 中的 SType 枚举,改为通过 buffs 和 debuffs 列表配置效果。 --- assets/script/game/common/config/SkillSet.ts | 61 ++++++++++---------- assets/script/game/hero/SCastSystem.ts | 42 ++------------ assets/script/game/skill/SkillView.ts | 33 ++++++++++- 3 files changed, 65 insertions(+), 71 deletions(-) diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index 20209a77..10fab5fb 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -40,15 +40,6 @@ export enum DTType { range = 1, } - -export enum SType { - damage = 0, - heal = 1, - shield = 2, - zhaohuan = 3, - buff = 4, -} - /** * 攻击距离类型分类 * 用于AI决策和技能配置规范化 @@ -174,7 +165,6 @@ export interface SkillConfig { sp_name:string, // 特效名称 icon:string, // 图标ID TGroup:TGroup, // 目标群体(敌方/友方/自身等) - SType:SType, // 技能类型(伤害/治疗/护盾等) TType:TType, // 目标类型 act:string, // 角色执行的动画 DTType:DTType, // 伤害类型(单体/范围) @@ -190,80 +180,81 @@ export interface SkillConfig { RType:RType, // 技能运行类型(直线/贝塞尔/固定起点/固定终点) EType:EType, // 结束条件(动画结束/时间结束/距离结束/碰撞/次数结束) buffs:number[], // 对施法者的buff配置列表(Buff UUID 列表) + debuffs:number[], // 对目标的debuff配置列表(Buff UUID 列表) call_hero?:number, // 召唤技能召唤英雄id(可选) info:string, // 技能描述 } export const SkillSet: Record = { - 5000:{uuid:5000,name:"反伤",sp_name:"thorns",icon:"1168",TGroup:TGroup.Enemy,SType:SType.damage,TType:TType.Frontline,act:"atk",DTType:DTType.single, + 5000:{uuid:5000,name:"反伤",sp_name:"thorns",icon:"1168",TGroup:TGroup.Enemy,TType:TType.Frontline,act:"atk",DTType:DTType.single, ap:0,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, - buffs:[],info:"反伤", + buffs:[],debuffs:[],info:"反伤", }, // ========== 基础攻击 ========== 6001-6099 6001: { - uuid:6001,name:"近战攻击",sp_name:"atk_s1",icon:"1026",TGroup:TGroup.Enemy,SType:SType.damage,TType:TType.Frontline,act:"atk",DTType:DTType.single, + uuid:6001,name:"近战攻击",sp_name:"atk_s1",icon:"1026",TGroup:TGroup.Enemy,TType:TType.Frontline,act:"atk",DTType:DTType.single, ap:100,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, - buffs:[],info:"对前方目标造成100%攻击的伤害", + buffs:[],debuffs:[],info:"对前方目标造成100%攻击的伤害", }, 6002: { - uuid:6002,name:"远程攻击",sp_name:"b_arrow_blue",icon:"1135",TGroup:TGroup.Enemy,SType:SType.damage,TType:TType.Frontline,act:"atk",DTType:DTType.single, + uuid:6002,name:"远程攻击",sp_name:"b_arrow_blue",icon:"1135",TGroup:TGroup.Enemy,TType:TType.Frontline,act:"atk",DTType:DTType.single, ap:100,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, - buffs:[],info:"对前方单个目标造成100%攻击的伤害", + buffs:[],debuffs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6003: { - uuid:6003,name:"远程攻击",sp_name:"m_water_ball_1",icon:"1126",TGroup:TGroup.Enemy,SType:SType.damage,TType:TType.Frontline,act:"atk",DTType:DTType.single, + uuid:6003,name:"远程攻击",sp_name:"m_water_ball_1",icon:"1126",TGroup:TGroup.Enemy,TType:TType.Frontline,act:"atk",DTType:DTType.single, ap:100,hit_num:1,hit:2,hitcd:0.3,speed:720,with:90, ready:8001,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, - buffs:[],info:"对前方单个目标造成100%攻击的伤害", + buffs:[],debuffs:[],info:"对前方单个目标造成100%攻击的伤害", }, 6004: { - uuid:6004,name:"蓄力一击",sp_name:"atk_s4",icon:"1173",TGroup:TGroup.Enemy,SType:SType.damage,TType:TType.Frontline,act:"atk",DTType:DTType.single, + uuid:6004,name:"蓄力一击",sp_name:"atk_s4",icon:"1173",TGroup:TGroup.Enemy,TType:TType.Frontline,act:"atk",DTType:DTType.single, ap:100,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, - buffs:[],info:"对前方目标造成150%攻击的伤害", + buffs:[],debuffs:[],info:"对前方目标造成150%攻击的伤害", }, // ========== 基础buff ========== 6100-6199 6100: { - uuid:6100,name:"治疗",sp_name:"buff_wind",icon:"1292",TGroup:TGroup.Self,SType:SType.heal,TType:TType.LowestHP,act:"atk",DTType:DTType.single, + uuid:6100,name:"治疗",sp_name:"buff_wind",icon:"1292",TGroup:TGroup.Self,TType:TType.LowestHP,act:"atk",DTType:DTType.single, ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, - buffs:[],info:"治疗自己,回复30%最大生命值", + buffs:[10301],debuffs:[],info:"治疗自己,回复30%最大生命值", }, 6101:{ - uuid:6101,name:"魔法盾",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,SType:SType.shield,TType:TType.LowestHP,act:"atk",DTType:DTType.single, + uuid:6101,name:"魔法盾",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,TType:TType.LowestHP,act:"atk",DTType:DTType.single, ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, - buffs:[],info:"获得30%最大生命值的护盾,持续60秒", + buffs:[10302],debuffs:[],info:"获得30%最大生命值的护盾,持续60秒", }, 6102:{ - uuid:6102,name:"强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,SType:SType.buff,TType:TType.HighestAP,act:"atk",DTType:DTType.single, + uuid:6102,name:"强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,TType:TType.HighestAP,act:"atk",DTType:DTType.single, ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, - buffs:[10001],info:"增加目标10%攻击力,持续30秒", + buffs:[10001],debuffs:[],info:"增加目标10%攻击力,持续30秒", }, 6103:{ - uuid:6103,name:"群体强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,SType:SType.buff,TType:TType.HighestAP,act:"atk",DTType:DTType.range, + uuid:6103,name:"群体强壮",sp_name:"buff_wind",icon:"3036",TGroup:TGroup.Team,TType:TType.HighestAP,act:"atk",DTType:DTType.range, ap:30,hit_num:1,hit:1,hitcd:0.2,speed:720,with:0, ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd, - buffs:[10011],info:"增加目标10%攻击力,持续30秒", + buffs:[10011],debuffs:[],info:"增加目标10%攻击力,持续30秒", }, // ========== 怪物基础技能 ========== 6200-6299 6201: { uuid:6201, name:"怪物近战", sp_name:"atk_s1", icon:"3036", - TGroup:TGroup.Enemy, SType:SType.damage, TType:TType.Frontline, act:"atk", DTType:DTType.single, + TGroup:TGroup.Enemy, TType:TType.Frontline, act:"atk", DTType:DTType.single, ap:100, hit_num:1, hit:1, hitcd:0.2, speed:0, with:0, // 怪物近战特殊距离 ready:0, EAnm:0, DAnm:9001, RType:RType.fixed, EType:EType.animationEnd, - buffs:[], info:"怪物基础近战攻击", + buffs:[], debuffs:[], info:"怪物基础近战攻击", }, 6203: { uuid:6203, name:"怪物射击", sp_name:"arrow_1", icon:"3039", - TGroup:TGroup.Enemy, SType:SType.damage, TType:TType.Frontline, act:"atk", DTType:DTType.single, + TGroup:TGroup.Enemy, TType:TType.Frontline, act:"atk", DTType:DTType.single, ap:80, hit_num:1, hit:1, hitcd:0.2, speed:800, with:0, // 怪物远程特殊距离 ready:0, EAnm:0, DAnm:9001, RType:RType.linear, EType:EType.collision, - buffs:[], info:"怪物基础远程攻击", + buffs:[], debuffs:[], info:"怪物基础远程攻击", }, }; @@ -321,6 +312,12 @@ export const BuffsList: Record = { // 护盾 (固定值) 10121: { uuid: 10121, name: "护盾", icon: "10121", buff: Attrs.shield, BType: BType.VALUE, value: 100, time: 10, chance: 1, info: "护盾+100" }, + // ========== 治疗与护盾 (转换自原 SType) ========== 10300 - 10399 + // 治疗 (基于攻击力百分比) + 10301: { uuid: 10301, name: "治疗", icon: "1292", buff: Attrs.hp, BType: BType.VALUE, value: 30, time: 0, chance: 1, info: "回复30%生命值" }, + // 护盾 (基于攻击力百分比) + 10302: { uuid: 10302, name: "护盾", icon: "1255", buff: Attrs.shield, BType: BType.VALUE, value: 30, time: 60, chance: 1, info: "获得30%护盾" }, + // ========== 减益类 Buff (属性降低) ========== 10200 - 10299 // 减速 (移动速度降低) 10201: { uuid: 10201, name: "减速", icon: "10201", buff: Attrs.speed, BType: BType.VALUE, value: -50, time: 3, chance: 1, info: "移速-50", isDebuff: true }, diff --git a/assets/script/game/hero/SCastSystem.ts b/assets/script/game/hero/SCastSystem.ts index f935b507..9bd40d76 100644 --- a/assets/script/game/hero/SCastSystem.ts +++ b/assets/script/game/hero/SCastSystem.ts @@ -2,11 +2,12 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec import { Vec3 } from "cc"; import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroViewComp } from "./HeroViewComp"; -import { BuffsList, SkillConfig, SkillSet, SType, TGroup, TType } from "../common/config/SkillSet"; +import { BuffsList, SkillConfig, SkillSet, TGroup, TType } from "../common/config/SkillSet"; import { Skill } from "../skill/Skill"; import { smc } from "../common/SingletonModuleComp"; import { GameConst } from "../common/config/GameConst"; import { mLogger } from "../common/Logger"; +import { Attrs } from "../common/config/HeroAttrs"; /** * ==================== 自动施法系统 ==================== @@ -71,11 +72,8 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate const delay = GameConst.Battle.SKILL_CAST_DELAY; heroView.scheduleOnce(() => { if (!heroView.node || !heroView.node.isValid || heroAttrs.is_dead) return; - if (config.SType === SType.damage) { - this.createSkillEntity(s_uuid, heroView, targets[0].node.position); - } else { - this.applySupportSkill(entity, config, targets); - } + // 始终创建技能实体,所有效果(伤害、Buff、Debuff)均在 SkillView 中处理 + this.createSkillEntity(s_uuid, heroView, targets[0].node.position); }, delay); if (isMainSkill) { heroAttrs.triggerSkillCD(); @@ -92,38 +90,6 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate skill.load(caster.node.position.clone(), parent, s_uuid, targetPos.clone(), caster, 0); } - private applySupportSkill(casterEntity: ecs.Entity, config: SkillConfig, targets: HeroViewComp[]) { - const casterAttrs = casterEntity.get(HeroAttrsComp); - if (!casterAttrs) return; - const ratio = Number(config.ap ?? 0) / 100; - for (const target of targets) { - if (!target.ent) continue; - const model = target.ent.get(HeroAttrsComp); - if (!model || model.is_dead) continue; - if (config.SType === SType.heal) { - const amount = model.hp_max * ratio; - model.add_hp(amount, true); - target.health(amount); - continue; - } - if (config.SType === SType.shield) { - const amount = model.hp_max * ratio; - model.shield_max = Math.max(model.shield_max, amount); - model.add_shield(amount, true); - continue; - } - if (config.SType === SType.buff) { - for (const buffId of config.buffs) { - const buffConf = BuffsList[buffId]; - if (buffConf) { - model.addBuff(buffConf); - } - } - } - } - mLogger.log(this.debugMode, "SCastSystem", `[SCastSystem] ${casterAttrs.hero_name} 施放 ${config.name}`); - } - private findTargets(caster: HeroViewComp, casterAttrs: HeroAttrsComp, config: SkillConfig): HeroViewComp[] { const range = casterAttrs.getCachedMaxSkillDistance() || GameConst.Battle.DEFAULT_SEARCH_RANGE; const isEnemy = config.TGroup === TGroup.Enemy; diff --git a/assets/script/game/skill/SkillView.ts b/assets/script/game/skill/SkillView.ts index f188f714..c1b5f7dd 100644 --- a/assets/script/game/skill/SkillView.ts +++ b/assets/script/game/skill/SkillView.ts @@ -2,7 +2,7 @@ import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, UITransfor import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { HeroViewComp } from "../hero/HeroViewComp"; -import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet"; +import { BuffsList, DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet"; import { SDataCom } from "./SDataCom"; import { Attrs } from "../common/config/HeroAttrs"; import { HeroAttrsComp } from "../hero/HeroAttrsComp"; @@ -139,6 +139,37 @@ export class SkillView extends CCComp { this.sData.ext_dmg, this.sData.dmg_ratio, ); + + // 1. 应用 Buff 效果 (对目标,虽然通常 Buff 是给自己,但这里 target 是碰撞对象) + // 注意:如果是增益 Buff (如治疗),通常目标应该是自己或队友。 + // 但 SkillView 的碰撞逻辑通常是针对"命中目标"。 + // 如果是治疗技能,target 应该是队友。如果是攻击技能,target 是敌人。 + // 这里的逻辑假设 SkillView 命中的就是正确的目标。 + if (this.SConf.buffs && this.SConf.buffs.length > 0) { + const targetModel = target.ent.get(HeroAttrsComp); + if (targetModel) { + for (const buffId of this.SConf.buffs) { + const buffConf = BuffsList[buffId]; + if (buffConf) { + targetModel.addBuff(buffConf); + } + } + } + } + + // 2. 应用 Debuff 效果 + if (this.SConf.debuffs && this.SConf.debuffs.length > 0) { + const targetModel = target.ent.get(HeroAttrsComp); + if (targetModel) { + for (const buffId of this.SConf.debuffs) { + const buffConf = BuffsList[buffId]; + if (buffConf) { + targetModel.addBuff(buffConf); + } + } + } + } + // 更新技能命中次数 this.sData.hit_count++ if (