Files
pixelheros/assets/script/game/hero/Hero.ts
panw b42cc2e662 feat(战斗): 调整击退机制和技能配置
- 新增后退范围配置项,统一管理击退距离
- 提高英雄击退几率从20%到50%
- 调整"蓄力一击"技能冷却时间从1秒到3秒
- 优化击退逻辑,仅对怪物生效并应用配置的后退范围
- 启用调试模式以方便战斗系统调试
2026-02-04 16:42:46 +08:00

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TypeScript
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import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D} from "cc";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { smc } from "../common/SingletonModuleComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { BoxSet, FacSet, IndexSet } from "../common/config/GameSet";
import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
import { GameEvent } from "../common/config/GameEvent";
import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
import { HeroSkillsComp } from "./HeroSkills";
import { HeroMoveComp } from "./HeroMove";
import { TalComp } from "./TalComp";
import { mLogger } from "../common/Logger";
import { HeroMasterComp } from "./HeroMasterComp";
/** 角色实体 */
@ecs.register(`Hero`)
export class Hero extends ecs.Entity {
HeroModel!: HeroAttrsComp;
HeroSkills!: HeroSkillsComp;
View!: HeroViewComp;
HeroMove!: HeroMoveComp;
TalComp!: TalComp;
debugMode: boolean = false; // 是否启用调试模式
protected init() {
this.addComponents<ecs.Comp>(
HeroMoveComp,
HeroAttrsComp,
HeroSkillsComp,
);
}
destroy(): void {
// 销毁节点,防止视觉残留
const view = this.get(HeroViewComp);
if (view && view.node && view.node.isValid) {
view.node.destroy();
}
this.remove(HeroViewComp);
this.remove(HeroAttrsComp);
this.remove(HeroSkillsComp);
this.remove(TalComp);
this.remove(HeroMasterComp)
super.destroy();
}
/** 加载角色 */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,fight_pos:number=1,is_master:boolean=false,is_friend:boolean=false) {
scale = 1
// 查找空闲英雄槽位
let size=1
var path = "game/heros/"+HeroInfo[uuid].path;
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
var scene = smc.map.MapView.scene;
node.parent = scene.entityLayer!.node!.getChildByName("HERO")!;
const collider = node.getComponent(BoxCollider2D);
if (collider) collider.enabled = false; // 先禁用
node.setScale(size*node.scale.x,size*node.scale.y);
node.setPosition(pos)
// 🔥 设置初始 SiblingIndex - 英雄基础层级 + 位置偏移
mLogger.log(this.debugMode,"hero",node.getSiblingIndex());
var hv = node.getComponent(HeroViewComp)!;
const model = this.get(HeroAttrsComp);
const skillsComp = this.get(HeroSkillsComp);
let hero = HeroInfo[uuid]; // 共用英雄数据
// 设置 View 层属性(表现相关)
hv.scale = 1;
hv.box_group = BoxSet.HERO;
// 设置 Model 层属性(数据相关)
model.hero_uuid = uuid;
model.hero_name = hero.name;
model.lv = hero.lv ? hero.lv : 1;
model.type = hero.type;
model.fac = FacSet.HERO;
model.is_master = is_master;
model.is_friend = is_friend
model.rangeType = hero.rangeType;
// 只有主角才挂载天赋组件
if (is_master) {
mLogger.log(this.debugMode,`[Hero] 主角创建, uuid=${uuid}`);
this.add(TalComp);
this.add(HeroMasterComp)
const talComp = this.get(TalComp);
if (talComp) {
talComp.init(uuid);
}
}
// ✅ 初始化技能数据(迁移到 HeroSkillsComp
skillsComp.initSkills(hero.skills, uuid);
// 设置基础属性
model.base_ap = hero.ap;
model.base_def = hero.def;
model.base_hp = hero.hp;
model.base_mp = hero.mp;
model.base_speed = hero.speed;
// 初始化属性数组
model.Attrs = getAttrs(); // 属性
model.NeAttrs = getNeAttrs(); //负面属性
model.hp = model.Attrs[Attrs.HP_MAX] = model.base_hp;
model.mp = model.Attrs[Attrs.MP_MAX] = model.base_mp;
model.Attrs[Attrs.DEF] = model.base_def;
model.Attrs[Attrs.AP] = model.base_ap;
model.Attrs[Attrs.SPEED] = hero.speed;
// 初始化 buff/debuff 系统
model.initAttrs();
model.Attrs[Attrs.REVIVE_COUNT]=1 // 复活次数
model.Attrs[Attrs.BACK_CHANCE]=50 // 击退对手几率
model.Attrs[Attrs.CON_RES]=10 // 控制抗性
this.add(hv);
oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
const move = this.get(HeroMoveComp);
move.direction = 1; // 向右移动
move.targetX = 0; // 右边界'
if(HeroInfo[uuid].type==HType.remote){
move.targetX = -100; // 右边界'
}
if(HeroInfo[uuid].type==HType.mage){
move.targetX = -200; // 右边界'
}
smc.vmdata.mission_data.hero_num++
}
reset() {
// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
super.destroy();
}
}
@ecs.register('HeroLifecycleSystem')
export class HeroLifecycleSystem extends ecs.ComblockSystem
implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
filter() {
return ecs.allOf(HeroMoveComp);
}
entityEnter(e: ecs.Entity): void {
// 英雄实体创建时的特殊处理
const heroAttrs = e.get(HeroAttrsComp);
if (heroAttrs) {
mLogger.log(heroAttrs.debugMode, 'HeroLifecycle', `英雄进入世界: ${heroAttrs.hero_name}`);
} else {
mLogger.log(true, 'HeroLifecycle', `英雄进入世界: 实体ID ${e.eid}`);
}
}
entityRemove(e: ecs.Entity): void {
// 英雄实体销毁时的清理工作
const heroAttrs = e.get(HeroAttrsComp);
if (heroAttrs) {
mLogger.log(heroAttrs.debugMode, 'HeroLifecycle', `英雄离开世界: ${heroAttrs.hero_name}`);
} else {
mLogger.log(true, 'HeroLifecycle', `英雄离开世界: 实体ID ${e.eid}`);
}
}
}