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4995097606
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4995097606 | ||
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0508dec313 |
@@ -63,10 +63,11 @@ export interface heroInfo {
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type: HType; // 攻击定位(近战/中程/远程)
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type: HType; // 攻击定位(近战/中程/远程)
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hp: number; // 生命值上限
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hp: number; // 生命值上限
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ap: number; // 攻击力
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ap: number; // 攻击力
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call?:number; // 召唤后出发的技能uuid
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call?:number[]; // 召唤后触发的技能uuid列表
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dead?:number; // 死亡后出发的技能uuid
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dead?:number[]; // 死亡后触发的技能uuid列表
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fstart?:number; //战斗开始时释放的技能uuid
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fstart?:number[]; // 战斗开始时释放的技能uuid列表
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fend?:number; //战斗结束时释放的技能uuid
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fend?:number[]; // 战斗结束时释放的技能uuid列表
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atking?:{s_uuid:number, t_num:number}[]; // 普通攻击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的普攻次数
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// dis: number; // 攻击距离(像素)
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// dis: number; // 攻击距离(像素)
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speed: number; // 移动速度(像素/秒)
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speed: number; // 移动速度(像素/秒)
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skills: Record<number, HSkillInfo> ; // 携带技能ID列表
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skills: Record<number, HSkillInfo> ; // 携带技能ID列表
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@@ -98,7 +99,7 @@ export interface HSkillInfo {
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export const HeroInfo: Record<number, heroInfo> = {
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export const HeroInfo: Record<number, heroInfo> = {
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// ========== 近战英雄 ==========
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// ========== 近战英雄 ==========
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5001:{uuid:5001,name:"盾战士",path:"hk1", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Melee,hp:450,ap:25,call:6305,dead:6305,speed:800,
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5001:{uuid:5001,name:"盾战士",path:"hk1", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Melee,hp:450,ap:25,call:[6305],dead:[6305],speed:800,
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skills:{6001:{uuid:6001,lv:1,cd:1.5,ccd:0},6301:{uuid:6301,lv:1,cd:5,ccd:0}},info:"近战,魔法盾 坦克"},
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skills:{6001:{uuid:6001,lv:1,cd:1.5,ccd:0},6301:{uuid:6301,lv:1,cd:5,ccd:0}},info:"近战,魔法盾 坦克"},
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5002:{uuid:5002,name:"圣骑士",path:"hk3", fac:FacSet.HERO,cards_lv:3,lv:1,type:HType.Melee,hp:1350,ap:75,speed:800,
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5002:{uuid:5002,name:"圣骑士",path:"hk3", fac:FacSet.HERO,cards_lv:3,lv:1,type:HType.Melee,hp:1350,ap:75,speed:800,
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skills:{6001:{uuid:6001,lv:1,cd:1.5,ccd:0},6305:{uuid:6305,lv:1,cd:5,ccd:0}},info:"近战,群体护盾 坦克"},
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skills:{6001:{uuid:6001,lv:1,cd:1.5,ccd:0},6305:{uuid:6305,lv:1,cd:5,ccd:0}},info:"近战,群体护盾 坦克"},
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@@ -131,7 +132,7 @@ export const HeroInfo: Record<number, heroInfo> = {
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skills:{6011:{uuid:6101,lv:1,cd:0.9,ccd:0},6101:{uuid:6101,lv:1,cd:5,ccd:0}},info:"暴射,光箭 远dps"},
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skills:{6011:{uuid:6101,lv:1,cd:0.9,ccd:0},6101:{uuid:6101,lv:1,cd:5,ccd:0}},info:"暴射,光箭 远dps"},
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// ========== 腐竹英雄 ==========
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// ========== 腐竹英雄 ==========
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5301:{uuid:5301,name:"牧师",path:"hh1", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Long,hp:150,ap:20,speed:800,fstart:6302,fend:6302,
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5301:{uuid:5301,name:"牧师",path:"hh1", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Long,hp:150,ap:20,speed:800,fstart:[6302],fend:[6302],
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skills:{6202:{uuid:6202,lv:1,cd:1.2,ccd:0},6302:{uuid:6302,lv:1,cd:5,ccd:0}},info:"冰锥1,治疗 远辅助" },
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skills:{6202:{uuid:6202,lv:1,cd:1.2,ccd:0},6302:{uuid:6302,lv:1,cd:5,ccd:0}},info:"冰锥1,治疗 远辅助" },
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5302:{uuid:5302,name:"战地医师",path:"hz1", fac:FacSet.HERO,cards_lv:2,lv:1,type:HType.Long,hp:300,ap:40,speed:800,
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5302:{uuid:5302,name:"战地医师",path:"hz1", fac:FacSet.HERO,cards_lv:2,lv:1,type:HType.Long,hp:300,ap:40,speed:800,
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skills:{6202:{uuid:6202,lv:1,cd:1.2,ccd:0},6304:{uuid:6304,lv:1,cd:5,ccd:0}},info:"冰锥1,群体治疗 远辅助"},
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skills:{6202:{uuid:6202,lv:1,cd:1.2,ccd:0},6304:{uuid:6304,lv:1,cd:5,ccd:0}},info:"冰锥1,群体治疗 远辅助"},
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@@ -144,13 +144,15 @@ export class Hero extends ecs.Entity {
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hv.as.idle();
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hv.as.idle();
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// 触发 call 技能
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// 触发 call 技能
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if (hero.call) {
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if (hero.call && hero.call.length > 0) {
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hero.call.forEach(uuid => {
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oops.message.dispatchEvent(GameEvent.TriggerSkill, {
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oops.message.dispatchEvent(GameEvent.TriggerSkill, {
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s_uuid: hero.call,
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s_uuid: uuid,
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heroAttrs: model,
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heroAttrs: model,
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heroView: hv,
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heroView: hv,
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triggerType: 'call'
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triggerType: 'call'
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});
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});
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});
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}
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}
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// 依据下落距离自适应入场时长,保证手感稳定
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// 依据下落距离自适应入场时长,保证手感稳定
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@@ -255,15 +255,17 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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// 触发死亡技能
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// 触发死亡技能
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const heroInfo = HeroInfo[TAttrsComp.hero_uuid];
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const heroInfo = HeroInfo[TAttrsComp.hero_uuid];
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if (heroInfo && heroInfo.dead) {
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if (heroInfo && heroInfo.dead && heroInfo.dead.length > 0) {
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const view = entity.get(HeroViewComp);
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const view = entity.get(HeroViewComp);
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if (view) {
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if (view) {
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heroInfo.dead.forEach((uuid: number) => {
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oops.message.dispatchEvent(GameEvent.TriggerSkill, {
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oops.message.dispatchEvent(GameEvent.TriggerSkill, {
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s_uuid: heroInfo.dead,
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s_uuid: uuid,
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heroAttrs: TAttrsComp,
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heroAttrs: TAttrsComp,
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heroView: view,
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heroView: view,
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triggerType: 'dead'
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triggerType: 'dead'
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});
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});
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});
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}
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}
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}
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}
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@@ -198,13 +198,15 @@ export class Monster extends ecs.Entity {
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move.moving = false;
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move.moving = false;
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// 触发 call 技能
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// 触发 call 技能
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if (hero.call) {
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if (hero.call && hero.call.length > 0) {
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hero.call.forEach((uuid: number) => {
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oops.message.dispatchEvent(GameEvent.TriggerSkill, {
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oops.message.dispatchEvent(GameEvent.TriggerSkill, {
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s_uuid: hero.call,
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s_uuid: uuid,
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heroAttrs: model,
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heroAttrs: model,
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heroView: view,
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heroView: view,
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triggerType: 'call'
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triggerType: 'call'
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});
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});
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});
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}
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}
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// 依据下落距离自适应入场时长,确保观感一致
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// 依据下落距离自适应入场时长,确保观感一致
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@@ -5,7 +5,7 @@ import { HeroViewComp } from "./HeroViewComp";
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import { DTType, RType, SkillConfig, SkillKind, SkillSet, SkillUpList, TGroup } from "../common/config/SkillSet";
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import { DTType, RType, SkillConfig, SkillKind, SkillSet, SkillUpList, TGroup } from "../common/config/SkillSet";
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import { Skill } from "../skill/Skill";
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import { Skill } from "../skill/Skill";
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import { smc } from "../common/SingletonModuleComp";
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import { smc } from "../common/SingletonModuleComp";
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import { HType } from "../common/config/heroSet";
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import { HeroInfo, HType } from "../common/config/heroSet";
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import { Attrs } from "../common/config/HeroAttrs";
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import { Attrs } from "../common/config/HeroAttrs";
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import { BoxSet, FacSet, FightSet } from "../common/config/GameSet";
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import { BoxSet, FacSet, FightSet } from "../common/config/GameSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { oops } from "db://oops-framework/core/Oops";
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@@ -300,6 +300,14 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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//播放角色攻击动画
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//播放角色攻击动画
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heroView.playSkillAnm(config.act);
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heroView.playSkillAnm(config.act);
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// 因为 castSkill 只由 update 循环调用,处理的必然是 heroAttrs.skills 中的普通技能
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// 特殊触发技能(call/dead/atking等)走的是 forceCastTriggerSkill,不会调用 castSkill
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const skillIds = heroAttrs.getSkillIds();
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if (skillIds.includes(s_uuid)) {
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heroAttrs.atk_count++;
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this.checkAndTriggerAtkingSkills(heroAttrs, heroView);
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}
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// 优先使用技能配置的前摇时间,否则使用全局默认值
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// 优先使用技能配置的前摇时间,否则使用全局默认值
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// 注意:这里仍然是基于时间的延迟,受帧率波动影响。
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// 注意:这里仍然是基于时间的延迟,受帧率波动影响。
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// 若需精确同步,建议在动画中添加帧事件并在 HeroViewComp 中监听。
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// 若需精确同步,建议在动画中添加帧事件并在 HeroViewComp 中监听。
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@@ -325,6 +333,23 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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heroAttrs.triggerSkillCD(s_uuid);
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heroAttrs.triggerSkillCD(s_uuid);
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}
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}
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/** 检查并触发攻击附加技能 (atking) */
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private checkAndTriggerAtkingSkills(heroAttrs: HeroAttrsComp, heroView: HeroViewComp) {
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const heroInfo = HeroInfo[heroAttrs.hero_uuid];
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if (!heroInfo || !heroInfo.atking || heroInfo.atking.length === 0) return;
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heroInfo.atking.forEach(atkConfig => {
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if (heroAttrs.atk_count > 0 && heroAttrs.atk_count % atkConfig.t_num === 0) {
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oops.message.dispatchEvent(GameEvent.TriggerSkill, {
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s_uuid: atkConfig.s_uuid,
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heroAttrs: heroAttrs,
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heroView: heroView,
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triggerType: 'atking'
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});
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}
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});
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}
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private resolveRepeatCastTargetPos(targetPos: Vec3 | null, castIndex: number): Vec3 | null {
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private resolveRepeatCastTargetPos(targetPos: Vec3 | null, castIndex: number): Vec3 | null {
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if (!targetPos) return null;
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if (!targetPos) return null;
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if (castIndex === 1) return new Vec3(targetPos.x, targetPos.y + 15, targetPos.z);
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if (castIndex === 1) return new Vec3(targetPos.x, targetPos.y + 15, targetPos.z);
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