将技能总时间的最小值从0改为1,避免除零错误。新增hitInterval字段控制攻击间隔,默认至少0.5秒。在STimeSystem中添加周期性攻击逻辑,通过pendingClose标志管理碰撞器状态。
60 lines
2.0 KiB
TypeScript
60 lines
2.0 KiB
TypeScript
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 { SkillView } from "./SkillView";
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import { smc } from "../common/SingletonModuleComp";
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@ecs.register('StimeDataComp')
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export class StimeDataComp extends ecs.Comp {
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s_uuid: number = 0;
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totalTime: number = 0;
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elapsedTime: number = 0;
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hitInterval: number = 0;
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hitElapsed: number = 0;
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pendingClose: boolean = false;
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reset() {
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this.s_uuid = 0;
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this.totalTime = 0;
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this.elapsedTime = 0;
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this.hitInterval = 0;
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this.hitElapsed = 0;
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this.pendingClose = false;
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}
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}
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@ecs.register('STimeSystem')
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export class STimeSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(StimeDataComp, SkillView);
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}
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update(entity: ecs.Entity): void {
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if(!smc.mission.play ) return;
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if(smc.mission.pause) return
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const timeComp = entity.get(StimeDataComp);
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const skillView = entity.get(SkillView);
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if (!timeComp || !skillView) return;
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const conf = SkillSet[timeComp.s_uuid];
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if (!conf || conf.EType !== EType.timeEnd) return;
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if (timeComp.pendingClose) {
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skillView.close_collider();
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timeComp.pendingClose = false;
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}
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if (timeComp.totalTime <= 0) {
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skillView.close_collider();
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entity.destroy();
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return;
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}
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timeComp.elapsedTime += this.dt;
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timeComp.hitElapsed += this.dt;
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if (timeComp.hitInterval > 0 && timeComp.hitElapsed >= timeComp.hitInterval && !timeComp.pendingClose) {
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timeComp.hitElapsed -= timeComp.hitInterval;
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skillView.atk(null);
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timeComp.pendingClose = true;
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}
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if (timeComp.elapsedTime >= timeComp.totalTime) {
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skillView.close_collider();
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entity.destroy();
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}
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}
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}
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