- 新增技能距离缓存机制,根据英雄类型动态计算最小和最大攻击范围 - 重构SCastSystem实现完整的技能施放逻辑,支持伤害、治疗、护盾和buff技能 - 在Hero和Monster初始化时调用updateSkillDistanceCache预计算技能距离 - 修改HeroMoveSystem和MonMoveSystem使用动态战斗范围,支持撤退逻辑 - 优化Skill实体创建,增加对象池支持 - 添加技能CD触发方法和状态检查方法
166 lines
5.9 KiB
TypeScript
166 lines
5.9 KiB
TypeScript
import { BoxCollider2D, instantiate, Node, Prefab, v3, Vec3, NodePool } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { EType, SkillSet } from "../common/config/SkillSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { Attrs } from "../common/config/HeroAttrs";
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import { SkillView } from "./SkillView";
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import { SDataCom } from "./SDataCom";
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import { SMoveDataComp } from "../skill/SMoveComp";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { smc } from "../common/SingletonModuleComp";
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import { mLogger } from "../common/Logger";
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/** Skill 模块 */
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@ecs.register(`Skill`)
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export class Skill extends ecs.Entity {
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private debugMode: boolean = false;
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/** 多键对象池:Map<prefabPath, NodePool> */
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static pools: Map<string, NodePool> = new Map();
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static getFromPool(path: string): Node | null {
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if (this.pools.has(path)) {
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const pool = this.pools.get(path)!;
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if (pool.size() > 0) {
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return pool.get();
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}
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}
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return null;
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}
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static putToPool(path: string, node: Node) {
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if (!this.pools.has(path)) {
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this.pools.set(path, new NodePool());
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}
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this.pools.get(path)!.put(node);
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}
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/** ---------- 数据层 ---------- */
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SDataCom!: SDataCom;
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SMoveCom!: SMoveDataComp
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/** 当前技能的预制体路径(用于对象池回收) */
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private prefabPath: string = "";
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private skillNode: Node | null = null; // 持有节点引用以便销毁时回收
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/** ---------- 业务层 ---------- */
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// SkillBll!: SkillBllComp;
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/** ---------- 视图层 ---------- */
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SView!: SkillView;
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/** 实始添加的数据层组件 */
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protected init() {
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this.addComponents<SDataCom>(SDataCom);
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this.addComponents<SMoveDataComp>(SMoveDataComp);
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}
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load(startPos: Vec3, parent: Node, s_uuid: number, targetPos: Vec3,
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caster:HeroViewComp,ext_dmg:number=0) {
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const config = SkillSet[s_uuid];
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if (!config) {
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mLogger.error(this.debugMode, 'Skill', "[Skill] 技能配置不存在:", s_uuid);
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return;
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}
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// 加载预制体
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const path = `game/skill/atk/${config.sp_name}`;
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const prefab:Prefab = oops.res.get(path, Prefab);
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if (!prefab) {
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mLogger.error(this.debugMode, 'Skill', "[Skill] 预制体加载失败:", path);
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return;
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}
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const node: Node = Skill.getFromPool(path) || instantiate(prefab);
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this.prefabPath = path;
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this.skillNode = node;
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var scene = smc.map.MapView.scene;
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node.parent = scene.entityLayer!.node!.getChildByName("SKILL") || parent;
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// 设置节点属性
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let face=caster.node.scale.x < 0 ? -1 : 1
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node.setScale(v3(node.scale.x*face,node.scale.y,1))
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// 初始视图
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const SView = node.getComponent(SkillView);
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if(config.EType!=EType.collision){
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const collider=node.getComponent(BoxCollider2D);
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if(collider){
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collider.enabled=false
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}
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}
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// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
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// 核心标识
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SView.s_uuid= s_uuid
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SView.group= caster.box_group
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this.add(SView);
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startPos.x=startPos.x+SView.atk_x*face
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startPos.y=startPos.y+SView.atk_y
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node.setPosition(startPos);
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// 初始化移动组件 - 从SkillView获取移动参数
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let sMoveCom = this.get(SMoveDataComp);
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if (!sMoveCom) {
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sMoveCom = this.add(SMoveDataComp);
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}
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sMoveCom.reset(); // 复用组件时重置状态
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sMoveCom.startPos.set(startPos);
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sMoveCom.targetPos.set(targetPos);
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sMoveCom.s_uuid = s_uuid;
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sMoveCom.scale = caster.node.scale.x < 0 ? -1 : 1;
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sMoveCom.runType = config.RType;
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sMoveCom.endType = config.EType;
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// 从SkillView获取移动参数,位置初始化由SMoveSystem统一处理
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sMoveCom.atk_x = SView.atk_x;
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sMoveCom.atk_y = SView.atk_y;
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let cAttrsComp=caster.ent.get(HeroAttrsComp)
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// 初始化数据组件
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let sDataCom = this.get(SDataCom);
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if (!sDataCom) {
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sDataCom = this.add(SDataCom);
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}
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sDataCom.reset();
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sDataCom.group=caster.box_group
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sDataCom.caster=caster
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sDataCom.casterEid=caster.ent.eid
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sDataCom.Attrs = {};
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sDataCom.Attrs[Attrs.ap] = cAttrsComp.ap;
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sDataCom.Attrs[Attrs.critical] = cAttrsComp.critical;
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sDataCom.Attrs[Attrs.critical_dmg] = cAttrsComp.critical_dmg;
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sDataCom.Attrs[Attrs.freeze_chance] = cAttrsComp.freeze_chance;
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sDataCom.Attrs[Attrs.stun_chance] = cAttrsComp.stun_chance;
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sDataCom.Attrs[Attrs.back_chance] = cAttrsComp.back_chance;
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sDataCom.Attrs[Attrs.slow_chance] = cAttrsComp.slow_chance;
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sDataCom.Attrs[Attrs.puncture] = cAttrsComp.puncture;
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sDataCom.Attrs[Attrs.puncture_dmg] = cAttrsComp.puncture_dmg;
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sDataCom.Attrs[Attrs.wfuny] = cAttrsComp.wfuny;
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sDataCom.s_uuid=s_uuid
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sDataCom.fac=cAttrsComp.fac
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sDataCom.ext_dmg=ext_dmg
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}
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/** 模块资源释放 */
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destroy() {
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// 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
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this.remove(SDataCom);
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this.remove(SMoveDataComp)
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// 移除组件会触发 reset,但我们在 reset 中移除了 destroy
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this.remove(SkillView)
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// 回收节点到对象池
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if (this.skillNode && this.skillNode.isValid && this.prefabPath) {
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Skill.putToPool(this.prefabPath, this.skillNode);
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this.skillNode = null;
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}
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super.destroy();
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}
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}
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