359 lines
12 KiB
Markdown
359 lines
12 KiB
Markdown
# 技能执行机制
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<cite>
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**本文档中引用的文件**
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- [SkillConComp.ts](file://assets/script/game/hero/SkillConComp.ts)
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- [SkillEnt.ts](file://assets/script/game/skill/SkillEnt.ts)
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- [SkillSet.ts](file://assets/script/game/common/config/SkillSet.ts)
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- [SkillViewCom.ts](file://assets/script/game/skill/SkillViewCom.ts)
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- [HeroViewComp.ts](file://assets/script/game/hero/HeroViewComp.ts)
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</cite>
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## 目录
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1. [概述](#概述)
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2. [核心组件架构](#核心组件架构)
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3. [技能冷却检测机制](#技能冷却检测机制)
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4. [技能施放流程](#技能施放流程)
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5. [多段连发技能机制](#多段连发技能机制)
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6. [目标选择策略](#目标选择策略)
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7. [异常处理与资源清理](#异常处理与资源清理)
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8. [性能优化考虑](#性能优化考虑)
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9. [最佳实践总结](#最佳实践总结)
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## 概述
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SkillConComp类是游戏技能控制系统的核心组件,负责管理英雄的技能冷却、自动施放条件判断以及技能执行流程。该系统采用ECS架构模式,结合定时器机制和节点有效性检查,实现了复杂的技能逻辑控制。
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## 核心组件架构
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```mermaid
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classDiagram
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class SkillConComp {
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+HeroView : HeroViewComp
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+HeroEntity : any
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+TALCOMP : TalComp
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+skill_cd : number
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-_timers : object
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+init() void
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+onLoad() void
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+start() void
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+update(dt : number) void
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+castSkill(config : SkillConfig) void
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-doSkill(config : SkillConfig, is_wfuny : boolean, dmg : number) void
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+check_wfuny() boolean
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+selectTargets(t_num : number) Vec3[]
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+clear_timer() void
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+reset() void
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+onDestroy() void
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}
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class SkillEnt {
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+load(startPos : Vec3, parent : Node, uuid : number, targetPos : any[], caster : HeroViewComp, dmg : number) void
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+destroy() void
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+init() void
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}
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class HeroViewComp {
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+playSkillEffect(skill_id : number) void
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+skills : any[]
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+mp : number
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+is_atking : boolean
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+isStun() boolean
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+isFrost() boolean
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}
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class SkillSet {
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+SType : enum
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+TGroup : enum
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+SkillConfig : interface
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}
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SkillConComp --> HeroViewComp : "控制"
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SkillConComp --> SkillEnt : "创建"
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SkillConComp --> SkillSet : "使用配置"
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SkillEnt --> SkillViewCom : "包含"
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```
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**图表来源**
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- [SkillConComp.ts](file://assets/script/game/hero/SkillConComp.ts#L17-L177)
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- [SkillEnt.ts](file://assets/script/game/skill/SkillEnt.ts#L14-L78)
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- [HeroViewComp.ts](file://assets/script/game/hero/HeroViewComp.ts#L70-L780)
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**章节来源**
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- [SkillConComp.ts](file://assets/script/game/hero/SkillConComp.ts#L1-L177)
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- [SkillEnt.ts](file://assets/script/game/skill/SkillEnt.ts#L1-L78)
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## 技能冷却检测机制
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### update循环中的冷却检测
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SkillConComp的update方法实现了精确的技能冷却管理系统:
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```mermaid
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flowchart TD
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Start([update循环开始]) --> CheckMission{"检查游戏状态<br/>smc.mission.play && !pause"}
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CheckMission --> |否| End([结束])
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CheckMission --> |是| CheckStatus{"检查状态<br/>!isStun && !isFrost"}
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CheckStatus --> |否| End
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CheckStatus --> |是| LoopSkills["遍历技能列表"]
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LoopSkills --> AddCD["累积冷却时间<br/>skills[i].cd += dt"]
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AddCD --> CheckCD{"冷却完成<br/>cd > cd_max?"}
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CheckCD --> |否| NextSkill["下一技能"]
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CheckCD --> |是| CheckMP{"检查魔法值<br/>mp >= cost?"}
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CheckMP --> |否| NextSkill
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CheckMP --> |是| CheckType{"技能类型<br/>SType.damage?"}
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CheckType --> |否| NextSkill
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CheckType --> |是| CheckAttack{"正在攻击<br/>is_atking?"}
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CheckAttack --> |否| NextSkill
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CheckAttack --> |是| CastSkill["调用castSkill"]
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CastSkill --> ResetCD["重置冷却<br/>skills[i].cd = 0"]
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ResetCD --> ConsumeMP["消耗魔法值<br/>mp -= cost"]
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ConsumeMP --> NextSkill
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NextSkill --> MoreSkills{"还有技能?"}
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MoreSkills --> |是| LoopSkills
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MoreSkills --> |否| End
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```
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**图表来源**
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- [SkillConComp.ts](file://assets/script/game/hero/SkillConComp.ts#L35-L52)
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### 冷却检测的关键要素
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1. **时间累积机制**:每个技能的冷却时间通过`skills[i].cd += dt`逐步累积
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2. **阈值判断**:当冷却时间超过最大冷却时间`cd_max`时触发
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3. **资源检查**:确保魔法值充足`this.HeroView.mp >= skills[i].cost`
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4. **状态验证**:排除眩晕和冰冻状态影响
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5. **攻击状态检查**:只有在攻击状态下才允许施放伤害技能
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**章节来源**
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- [SkillConComp.ts](file://assets/script/game/hero/SkillConComp.ts#L35-L52)
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## 技能施放流程
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### castSkill与doSkill方法调用链
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```mermaid
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sequenceDiagram
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participant Player as "玩家输入/自动触发"
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participant SkillCon as "SkillConComp"
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participant HeroView as "HeroViewComp"
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participant SkillEnt as "SkillEnt"
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participant ECS as "ECS系统"
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Player->>SkillCon : castSkill(config)
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SkillCon->>SkillCon : check_wfuny()
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SkillCon->>SkillCon : doSkill(config, wfuny, dmg)
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Note over SkillCon : 节点有效性检查
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SkillCon->>SkillCon : 检查节点有效性
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alt 目标组为Self
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SkillCon->>SkillCon : targets = [this.node.position]
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else 目标组为Enemy
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SkillCon->>SkillCon : selectTargets(config.t_num)
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end
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SkillCon->>HeroView : playSkillEffect(config.uuid)
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HeroView->>HeroView : 播放技能特效
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SkillCon->>ECS : ecs.getEntity<SkillEnt>(SkillEnt)
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SkillCon->>SkillCon : 创建setTimeout定时器
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Note over SkillCon : 延迟执行300ms
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SkillCon->>SkillCon : 定时器回调函数
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SkillCon->>SkillCon : 再次检查节点有效性
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SkillCon->>SkillEnt : sEnt.load(...)
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SkillCon->>SkillEnt : load方法
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SkillEnt->>SkillEnt : 加载技能预制体
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SkillEnt->>SkillEnt : 设置节点属性
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SkillEnt->>SkillEnt : 添加SkillViewCom组件
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alt wfuny机制启用
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SkillCon->>SkillCon : scheduleOnce(doSkill, 0.1)
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end
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Note over SkillCon : 保存定时器ID
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SkillCon->>SkillCon : this._timers[`skill_${config.uuid}`] = timerId
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```
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**图表来源**
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- [SkillConComp.ts](file://assets/script/game/hero/SkillConComp.ts#L54-L85)
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- [SkillEnt.ts](file://assets/script/game/skill/SkillEnt.ts#L15-L77)
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### 节点有效性检查机制
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系统实现了双重节点有效性检查:
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1. **初始检查**:在`doSkill`方法开头进行基础节点有效性验证
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2. **延迟检查**:在定时器回调函数中再次确认节点状态
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这种设计确保了即使在技能施放过程中节点被销毁,也不会导致错误操作。
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**章节来源**
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- [SkillConComp.ts](file://assets/script/game/hero/SkillConComp.ts#L54-L85)
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## 多段连发技能机制
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### wfuny机制实现原理
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wfuny机制是一种基于概率的技能连发系统:
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```mermaid
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flowchart TD
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Start([doSkill开始]) --> CheckWfuny{"检查wfuny<br/>check_wfuny()"}
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CheckWfuny --> |false| NormalSkill["正常技能执行"]
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CheckWfuny --> |true| ScheduleOnce["scheduleOnce(doSkill, 0.1)"]
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ScheduleOnce --> RecursiveCall["递归调用doSkill<br/>is_wfuny=false"]
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RecursiveCall --> CheckWfuny2{"再次检查wfuny"}
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CheckWfuny2 --> |false| FinalExecution["最终技能执行"]
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CheckWfuny2 --> |true| ContinueRecursion["继续递归"]
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ContinueRecursion --> ScheduleOnce
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NormalSkill --> SaveTimer["保存定时器ID"]
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FinalExecution --> SaveTimer
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SaveTimer --> End([结束])
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```
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**图表来源**
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- [SkillConComp.ts](file://assets/script/game/hero/SkillConComp.ts#L82-L87)
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### wfuny概率计算
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```typescript
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check_wfuny() {
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let random = Math.random() * 100
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if (random < this.HeroView.Attrs[Attrs.WFUNY]) {
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return true
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}
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return false
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}
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```
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该方法:
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1. 生成0-100之间的随机数
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2. 与英雄的WFUNY属性值比较
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3. 当随机数小于WFUNY值时返回true,触发连发
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**章节来源**
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- [SkillConComp.ts](file://assets/script/game/hero/SkillConComp.ts#L89-L95)
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## 目标选择策略
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### selectTargets方法实现
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```mermaid
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flowchart TD
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Start([selectTargets开始]) --> GetEntities["获取目标实体<br/>check_target()"]
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GetEntities --> CheckEmpty{"实体列表为空?"}
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CheckEmpty --> |是| DefaultPos["返回默认位置<br/>t_num个相同坐标"]
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DefaultPos --> Return([返回目标坐标数组])
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CheckEmpty --> |否| FindFront["找到最前排目标<br/>get_front(entities)"]
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FindFront --> PushFront["targets.push(frontPos)"]
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PushFront --> LoopOthers["循环处理剩余目标<br/>i=1 to t_num-1"]
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LoopOthers --> SelectRandom["随机选择实体<br/>Math.floor(Math.random() * entities.length)"]
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SelectRandom --> GetRandomPos["获取随机实体位置"]
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GetRandomPos --> PushRandom["targets.push(randomPos)"]
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PushRandom --> MoreTargets{"还有目标?"}
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MoreTargets --> |是| LoopOthers
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MoreTargets --> |否| Return
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```
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**图表来源**
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- [SkillConComp.ts](file://assets/script/game/hero/SkillConComp.ts#L112-L155)
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### 目标选择算法详解
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1. **实体获取**:通过`check_target()`方法获取敌方实体列表
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2. **前排优先**:第一个目标总是最前排的实体
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3. **随机分布**:后续目标从所有可用实体中随机选择
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4. **重复可能**:由于随机选择,可能出现重复目标
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5. **默认处理**:当没有可用目标时,返回预设的默认位置
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### 默认位置处理逻辑
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```typescript
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const defaultPos = this.HeroView.fac === FacSet.HERO ? v3(400, 0, 0) : v3(-400, 0, 0)
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```
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系统根据施法者阵营确定默认位置:
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- 英雄阵营:x=400
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- 敌人阵营:x=-400
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**章节来源**
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- [SkillConComp.ts](file://assets/script/game/hero/SkillConComp.ts#L112-L155)
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## 异常处理与资源清理
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### 定时器管理机制
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```mermaid
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classDiagram
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class TimerManagement {
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-_timers : object
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+clear_timer() void
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+reset() void
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+onDestroy() void
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}
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class TimerOperations {
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+Object.values(this._timers).forEach(clearTimeout)
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+this._timers = {}
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+this.off(GameEvent.CastHeroSkill)
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}
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TimerManagement --> TimerOperations : "执行"
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```
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**图表来源**
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- [SkillConComp.ts](file://assets/script/game/hero/SkillConComp.ts#L157-L177)
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### 异常处理策略
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1. **节点有效性检查**:在关键操作前后检查节点状态
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2. **定时器清理**:确保技能执行完成后清理相关定时器
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3. **事件监听移除**:在组件销毁时移除事件监听器
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4. **资源释放**:在组件销毁时释放ECS实体资源
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### 资源清理最佳实践
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```typescript
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public clear_timer() {
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Object.values(this._timers).forEach(clearTimeout);
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}
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reset() {
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this.clear_timer();
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}
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onDestroy() {
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Object.values(this._timers).forEach(clearTimeout);
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this._timers = {};
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this.off(GameEvent.CastHeroSkill);
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}
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```
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这些方法确保:
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- 防止内存泄漏
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- 避免僵尸定时器
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- 清理事件监听器
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- 正确释放ECS资源
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**章节来源**
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- [SkillConComp.ts](file://assets/script/game/hero/SkillConComp.ts#L157-L177)
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## 性能优化考虑
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### 定时器优化策略
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1. **延迟执行**:技能实体创建延迟300ms,避免立即创建大量对象
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2. **条件检查**:在每次操作前进行有效性检查,防止无效操作
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3. **批量清理**:使用`Object.values`一次性清理所有定时器
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### 内存管理优化
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1. **及时清理**:在组件销毁时立即清理所有资源
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2. **弱引用**:避免循环引用导致的内存泄漏
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3. **对象池**:利用ECS系统提供的实体池机制
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## 最佳实践总结
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### 技能系统设计原则
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1. **模块化设计**:SkillConComp专注于控制逻辑,SkillEnt负责实体管理
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2. **事件驱动**:通过ECS系统实现松耦合的组件通信
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3. **容错机制**:多重节点有效性检查确保系统稳定性
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4. **资源管理**:完善的定时器和事件监听器清理机制
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### 开发建议
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1. **扩展性考虑**:为新的技能类型预留接口
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2. **性能监控**:定期检查定时器数量和内存使用情况
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3. **调试支持**:保留必要的日志输出便于问题排查
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4. **测试覆盖**:确保各种边界情况都有相应的测试用例
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这个技能执行机制展现了现代游戏开发中复杂系统的设计精髓,通过合理的架构设计和完善的异常处理,实现了稳定可靠的技能控制系统。 |