feat: 添加击退效果相关逻辑

1. 新增击退概率、击退距离、击退抗性属性配置
2. 实现击退判定与击退位移逻辑,整合进受击流程
3. 重构后退方法支持自定义击退距离参数
This commit is contained in:
walkpan
2026-05-14 22:52:27 +08:00
parent e97f2b0c48
commit fdc5979484
6 changed files with 47 additions and 24 deletions

View File

@@ -191,7 +191,12 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// 冰冻判定
const freezeChance = damageEvent.Attrs[Attrs.freeze_chance] || 0;
const isFrost = !TAttrsComp.isFrost() && this.checkChance(freezeChance);
// ✅ 触发视图层表现(伤害数字、受击动画、冰冻)
// 击退判定
const knockbackChance = (damageEvent.Attrs[Attrs.knockback_chance] || 0) - (TAttrsComp.knockback_res || 0);
const isKnockback = this.checkChance(knockbackChance);
// ✅ 触发视图层表现(伤害数字、受击动画、冰冻、击退)
if (targetView) {
targetView.do_atked(damage, isCrit, damageEvent.s_uuid, false);
targetView.playEnd(skillConf.endAnm);
@@ -199,6 +204,9 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
TAttrsComp.toFrost();
targetView.in_iced(TAttrsComp.frost_end_time);
}
if (isKnockback) {
targetView.back(damageEvent.Attrs[Attrs.knockback_distance] || 0);
}
}

View File

@@ -43,6 +43,9 @@ export class HeroAttrsComp extends ecs.Comp {
// ==================== 特殊属性 ====================
critical: number = 0; // 暴击率
freeze_chance: number = 0; // 冰冻概率
knockback_chance: number = 0; // 击退概率
knockback_distance: number = 0; // 击退距离强化
knockback_res: number = 0; // 击退抗性
crit_damage: number = 0; // 额外暴击伤害
puncture: number = 0; // 穿刺次数
wfuny: number = 0; // 风怒
@@ -297,6 +300,9 @@ export class HeroAttrsComp extends ecs.Comp {
this.revive = undefined;
this.critical = 0;
this.freeze_chance = 0;
this.knockback_chance = 0;
this.knockback_distance = 0;
this.knockback_res = 0;
this.crit_damage = 0;
this.revived_count = 0;
this.invincible_time = 0;

View File

@@ -483,32 +483,35 @@ export class HeroViewComp extends CCComp {
private isBackingUp: boolean = false; // 🔥 添加后退状态标记
//后退
back(){
back(distance: number = 0){
// 🔥 防止重复调用后退动画
// if (this.isBackingUp) return;
// this.isBackingUp = true; // 🔥 设置后退状态
if (this.isBackingUp) return;
this.isBackingUp = true; // 🔥 设置后退状态
// if(this.model.fac==FacSet.MON) {
// let tx=this.node.position.x+FightSet.BACK_RANG
// if(tx > 320) tx=320
// tween(this.node)
// .to(0.1, { position:v3(tx,this.node.position.y,0)})
// .call(() => {
// this.isBackingUp = false; // 🔥 动画完成后重置状态
// })
// .start()
// }
if(this.model.fac==FacSet.MON) {
// 基础击退距离,加上额外的距离强化
let dist = FightSet.BACK_RANG + distance;
let tx=this.node.position.x + dist;
if(tx > 320) tx=320;
tween(this.node)
.to(0.1, { position:v3(tx,this.node.position.y,0)})
.call(() => {
this.isBackingUp = false; // 🔥 动画完成后重置状态
})
.start();
}
// if(this.model.fac==FacSet.HERO) {
// let tx=this.node.position.x-5
// if(tx < -320) tx=-320
// tween(this.node)
// .to(0.1, { position:v3(tx,this.node.position.y,0)})
// .call(() => {
// this.isBackingUp = false; // 🔥 动画完成后重置状态
// })
// .start()
// }
if(this.model.fac==FacSet.HERO) {
let dist = 5 + distance;
let tx=this.node.position.x - dist;
if(tx < -320) tx=-320;
tween(this.node)
.to(0.1, { position:v3(tx,this.node.position.y,0)})
.call(() => {
this.isBackingUp = false; // 🔥 动画完成后重置状态
})
.start();
}
}
// 伤害计算和战斗逻辑已迁移到 HeroBattleSystem