Files
pixelheros/assets/script/game/skill/SkillView.ts
walkpan 0b59f601d8 feat(penetration): 将穿刺机制从固定次数改为概率触发模式
统一重命名所有穿刺相关属性为 `puncture_chance` 以规范代码命名,新增FightSet.PUNCTURE_DOWN配置项控制每次穿透后的概率衰减值。调整6408号穿刺强化技能,将提升穿刺次数效果改为提升20%穿透概率并修正AP消耗。在技能命中逻辑中添加穿透概率判定逻辑,实现概率穿透效果,同时更新所有引用原属性的代码位置确保功能正常。
2026-05-23 14:08:45 +08:00

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import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, UITransform, v3, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { HeroViewComp } from "../hero/HeroViewComp";
import { DTType, EType, SkillConfig, SkillSet } from "../common/config/SkillSet";
import { SDataCom } from "./SDataCom";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { DamageQueueHelper } from "../hero/DamageQueueComp";
import { mLogger } from "../common/Logger";
import { FightSet } from "../common/config/GameSet";
import { Attrs } from "../common/config/HeroAttrs";
const { ccclass, property } = _decorator;
/** 技能视图组件:负责碰撞窗口、碰撞回调与伤害派发 */
@ccclass('SkillView')
@ecs.register('SkillView', false)
export class SkillView extends CCComp {
/** 视图层逻辑代码分离演示 */
@property({ type: CCInteger })
atk_x: number = 0
@property({ type: CCInteger })
atk_y: number = 0
private debugMode: boolean = false;
anim:Animation=null;
group:number=0;
SConf:SkillConfig=null;
sData:SDataCom=null;
s_uuid:number=1001
private collider: Collider2D = null; // 缓存碰撞体引用
private pendingDisableCollider: boolean = false;
private isDisposing: boolean = false;
// 生命周期保护标记,避免在销毁阶段重复处理碰撞
init() {
this.SConf = SkillSet[this.s_uuid]
this.sData = this.ent.get(SDataCom)
this.anim = this.node.getComponent(Animation)
this.node.active = true;
this.pendingDisableCollider = false;
this.isDisposing = false;
this.collider = this.getComponent(Collider2D);
if(this.collider) {
this.collider.group = this.group;
this.collider.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
this.collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
this.collider.enabled = this.SConf?.EType === EType.collision;
}
if(this.node.getComponent(Animation)){
let anim = this.node.getComponent(Animation);
mLogger.log(this.debugMode, 'SkillView', "[SkillCom]:has anim",anim)
anim.off(Animation.EventType.FINISHED, this.onAnimationFinished, this);
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
// 对象池复用时,需要手动播放默认动画(因为 Play On Load 只在首次生效)
if (anim.defaultClip) {
anim.play(anim.defaultClip.name);
}
}
}
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
if (!this.sData || !this.SConf) {
mLogger.warn(this.debugMode, 'SkillView', '[SkillView] onBeginContact 缺少 sData 或 SConf忽略此次碰撞');
return;
}
if (this.isDisposing) return;
if (!this.node || !this.node.activeInHierarchy) return;
const targetView = oCol.getComponent(HeroViewComp);
// 不是 HeroViewComp直接忽略
if (!targetView) return;
// 🔥 方案A防御性检查 - 在获取model前强制检查ent是否存在
if (!targetView.ent) {
mLogger.warn(this.debugMode, 'SkillView', '[SkillView] onBeginContact targetView.ent为空实体已销毁忽略此次碰撞');
return;
}
if (this.debugMode) {
const casterEid = this.sData.casterEid;
const targetName = targetView?.ent?.get(HeroAttrsComp)?.hero_name ?? '非英雄对象';
const targetEid = targetView?.ent?.eid ?? '未知EID';
mLogger.log(this.debugMode, 'SkillView', `[skillView] 碰撞1 [${this.sData.group}][eid:${casterEid}]的[${seCol.group}]:[${this.SConf.name}][${this.ent.eid}]碰撞了 [${oCol.group}]:[${targetName}][${targetEid}]`);
}
if (oCol.group === seCol.group) return;
if (this.pendingDisableCollider) return;
if (this.sData.hit_count >= this.sData.max_hit_count) {
this.handle_collision_limit();
return;
}
this.sData.hit_count++;
if (this.sData.hit_count >= this.sData.max_hit_count) {
// == 新增:穿透概率判定 ==
// 仅对单体伤害技能生效DTType.single且存在穿透概率
if (this.SConf.DTType === DTType.single) {
const punctureChance = this.sData.Attrs[Attrs.puncture_chance] || 0;
if (punctureChance > 0) {
const rand = Math.random() * 100;
if (rand < punctureChance) {
// 触发穿透:不销毁,增加 max_hit_count 允许继续穿透
this.sData.max_hit_count++;
// 概率衰减(减去固定的 PUNCTURE_DOWN 值,比如 50
this.sData.Attrs[Attrs.puncture_chance] = Math.max(0, punctureChance - FightSet.PUNCTURE_DOWN);
if (this.debugMode) {
mLogger.log(this.debugMode, 'SkillView', `[SkillView] 触发穿透!剩余概率: ${this.sData.Attrs[Attrs.puncture_chance]}%`);
}
} else {
// 未触发穿透,正常销毁
this.handle_collision_limit();
}
} else {
this.handle_collision_limit();
}
} else {
this.handle_collision_limit();
}
}
// 命中次数按碰撞事件统计:不依赖是否最终造成伤害
let model = targetView.ent.get(HeroAttrsComp);
if (this.debugMode) {
mLogger.log(this.debugMode, 'SkillView', `[skillView] 碰撞3`, oCol.group, seCol.group, model);
}
if (!model) return;
if (model.is_dead) return;
if (this.sData.fac == model.fac) return;
// 检查是否已经命中过这个目标(日志安全输出)
this.apply_damage(targetView)
}
onAnimationFinished(){
// animationEnd 类型:动画结束后再关闭碰撞并销毁
if(this.SConf.EType==EType.animationEnd){
this.disable_collider_now();
this.ent.destroy()
}
}
// 动画帧事件 atk仅负责开启一帧碰撞窗口不负责伤害与计数
public atk(args:any){
if(!this.SConf) return;
if(this.SConf.EType==EType.collision) return
if (this.enable_collider_safely()) {
mLogger.log(this.debugMode, 'SkillView', `[SkillView] [${this.SConf?.name}] 开启碰撞检测`);
this.scheduleOnce(() => {
if (!this.node || !this.node.isValid || this.isDisposing) return;
this.close_collider();
mLogger.log(this.debugMode, 'SkillView', `[SkillView] [${this.SConf?.name}] 关闭碰撞检测`);
}, 0);
}
}
// 仅负责伤害派发,不处理命中次数与实体销毁
apply_damage(target:HeroViewComp,is_range:boolean=false){
if(target == null) return;
// 安全检查:如果目标实体已不存在,直接返回
if (!target.ent) return;
if (!this.sData) return;
if (!this.SConf) return;
if (this.debugMode) {
const targetName = target.ent.get(HeroAttrsComp)?.hero_name ?? "未知目标";
mLogger.log(this.debugMode, 'SkillView', `[skillView] 伤害 [${this.group}][eid:${this.sData.casterEid}]的 [${this.SConf.name}]对 [${target.box_group}][${targetName}][${target.ent.eid}]`);
}
// 使用伤害队列系统处理伤害
DamageQueueHelper.addDamageToEntity(
target.ent,
this.sData.Attrs,
this.sData.casterEid,
this.sData.s_uuid,
this.sData.ext_dmg,
this.sData.dmg_ratio,
);
}
close_collider(){
if (!this.collider) return;
if (this.pendingDisableCollider && !this.collider.enabled) return;
this.pendingDisableCollider = true;
if (this.collider.isValid) {
this.collider.enabled = false;
}
this.pendingDisableCollider = false;
}
private disable_collider_now() {
this.isDisposing = true;
this.close_collider();
}
// 碰撞上限收口先关碰撞collision 类型再延迟销毁实体
private handle_collision_limit() {
this.close_collider();
if (this.SConf?.EType !== EType.collision) return;
if (this.isDisposing) return;
this.isDisposing = true;
this.scheduleOnce(() => {
if (this.ent) {
this.ent.destroy();
}
}, 0);
}
private enable_collider_safely(): boolean {
if (!this.collider || !this.collider.isValid) return false;
if (this.isDisposing) return false;
if (!this.node || !this.node.isValid || !this.node.activeInHierarchy) return false;
this.pendingDisableCollider = false;
this.collider.group = this.group;
this.collider.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
this.collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
this.collider.enabled = true;
return true;
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
// 清理碰撞体事件监听
if (this.collider && this.collider.isValid) {
this.collider.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
this.collider.enabled = false;
}
this.pendingDisableCollider = false;
this.isDisposing = false;
if (this.anim && this.anim.isValid) {
this.anim.off(Animation.EventType.FINISHED, this.onAnimationFinished, this);
}
// 取消所有定时器
this.unscheduleAllCallbacks();
if (this.node && this.node.isValid) {
this.node.active = false;
}
}
}