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- /** @format */
- import {ComRole} from '../components/ComRole'
- import {ECSSystem} from '../lib/ECSSystem'
- import {GenFilterKey} from '../lib/ECSComponent'
- import {FightWorld} from '../worlds/FightWorld'
- import {ComCocosNode} from '../components/ComCocosNode'
- import {ComAttackable} from '../components/ComAttackable'
- import {Data} from '../../GameControl'
- import {EventRoleTip, EventSlowDown} from '../core/NodeEvent'
- import {ComFindEnemy} from '../components/ComFindEnemy'
- import {ComDie} from '../components/ComDie'
- import {
- ATTR_NAME,
- BUFF_ANI_TYPE,
- BUFF_EFFECT_TYPE,
- BUFF_TYPE,
- GAME_ROLE_TIP,
- MONSTER_TYPE,
- ROLE_TYPE,
- SKILL_EFFECT_TYPE,
- } from '../../enums/Enum'
- import {ComBehaviorTree} from '../components/ComBehaviorTree'
- import {ComFrameAni} from '../components/ComFrameAni'
- import {RoleConfig} from '../../config/RoleConfig'
- import {MonsterConfig} from '../../config/MonsterConfig'
- const FILTER_BUFF = GenFilterKey([ComAttackable, ComRole, ComCocosNode, ComBehaviorTree], [ComDie])
- export class SysBuff extends ECSSystem {
- /** 连接 */
- public onAdd(world: FightWorld): void {}
- /** 断开连接 */
- public onRemove(world: FightWorld): void {}
- /** 添加实体 */
- public onEntityEnter(world: FightWorld, entity: number): void {}
- /** */
- public onEntityLeave(world: FightWorld, entity: number): void {}
- /** 更新 */
- public onUpdate(world: FightWorld, dt: number): void {
- let filterBuff = world.getFilter(FILTER_BUFF)
- filterBuff.walk((entity: number) => {
- let comRole = world.getComponent(entity, ComRole)
- let comCocosNode = world.getComponent(entity, ComCocosNode)
- //修改射程
- let changeAttackRange = attr => {
- if (attr == ATTR_NAME.attackRange) {
- let comFindEnemy = world.getComponent(entity, ComFindEnemy)
- if (comFindEnemy.attackCObject.radius != comRole.attackRange) {
- comFindEnemy.attackCObject.updateSphereShape(comRole.attackRange)
- }
- }
- }
- let buffLength = comRole.buffs.length
- for (let i = comRole.buffs.length - 1; i >= 0; i--) {
- let buff = comRole.buffs[i]
- buff.countDown -= dt
- buff.countUp += dt
- let buffConfig = buff.buffCfg
- if (!buff.hurtFrameCompleted && buff.countUp >= buffConfig.hurtFrame * (buff.hurtTimes + 1)) {
- buff.hurtTimes += 1
- if (buffConfig.buffType == BUFF_TYPE.addHp) {
- let addHPNum = (comRole.HP * buffConfig.attrRate[0]) / Data.game.rateNum
- for (let i = 0; i < buff.buffCfg.effectType.length; i++) {
- let type = buff.buffCfg.effectType[i]
- if (type == BUFF_EFFECT_TYPE.addHpByAttack) {
- addHPNum +=
- (buff.buffCfg.effectParm[i][0] / Data.game.rateNum) *
- buff.createBaseAttr.spellAttack
- }
- }
- world.addHP(addHPNum, entity)
- comRole.HPDirty = true
- }
- }
- //buff刚挂上时 加上基础属性加成
- if (
- buff.curAttrChangeNum.length == 0 &&
- buffConfig.attr.length > 0 &&
- buffConfig.buffType == BUFF_TYPE.normal
- ) {
- let parentRoleCfg
- if (comRole.parentRoleID) {
- parentRoleCfg = RoleConfig[comRole.parentRoleID]
- if (!parentRoleCfg) parentRoleCfg = MonsterConfig[comRole.parentRoleID]
- }
- for (let j = 0; j < buffConfig.attr.length; j++) {
- let attrKey = buffConfig.attr[j]
- let cfgNum = parentRoleCfg
- ? (parentRoleCfg[attrKey] * comRole.roleCfg[attrKey]) / Data.game.rateNum
- : comRole.roleCfg[attrKey]
- let changeNum = buffConfig.attrNum[j]
- ? buffConfig.attrNum[j]
- : (cfgNum * buffConfig.attrRate[j]) / Data.game.rateNum
- let durChangeNum = comRole[attrKey] + changeNum
- let minV = 0
- let maxV = Infinity
- if (attrKey == ATTR_NAME.attackRange) {
- if (comRole.attackRange <= Data.game.meleeRange) {
- minV = Data.game.meleeRange
- maxV = Data.game.meleeRange
- } else {
- minV = comRole.roleCfg.attackRange
- maxV = Data.game.maxAttackRange
- }
- } else if (attrKey == ATTR_NAME.attackSpeed) {
- minV = Data.game.minAttackSpeed
- maxV = Data.game.maxAttackSpeed
- }
- if (durChangeNum < minV) {
- buff.curAttrChangeNum[j] = minV - comRole[attrKey]
- } else if (durChangeNum > maxV) {
- buff.curAttrChangeNum[j] = maxV - comRole[attrKey]
- } else {
- buff.curAttrChangeNum[j] = changeNum
- }
- //boss数值衰减
- for (let i = 0; i < buff.buffCfg.effectType.length; i++) {
- let type = buff.buffCfg.effectType[i]
- if (type == BUFF_EFFECT_TYPE.boss && comRole.roleCfg.type == MONSTER_TYPE.boss) {
- changeNum *= 1 - buff.buffCfg.effectParm[i][0] / Data.game.rateNum
- }
- }
- comRole[buffConfig.attr[j]] += buff.curAttrChangeNum[j]
- changeAttackRange(buff)
- }
- }
- //移除时间到的buff 减去buff的加成
- if (buff.countDown <= 0) {
- for (let j = 0; j < buffConfig.attr.length; j++) {
- if (buff.curAttrChangeNum[j]) {
- comRole[buffConfig.attr[j]] -= buff.curAttrChangeNum[j]
- changeAttackRange(buff)
- }
- }
- comRole.buffs.splice(i, 1)
- for (let aniEntity of buff.aniEntityArr) {
- let comFrameAni = world.getComponent(aniEntity, ComFrameAni)
- if (comFrameAni) comFrameAni.countDown = 0
- }
- buff.aniEntityArr.length = 0
- for (let aniID of buff.buffCfg.buffUrl) {
- if (!aniID) continue
- if (aniID == BUFF_ANI_TYPE.slow) {
- let comSpineNode = world.getComponent(comRole.spineEntity, ComCocosNode)
- comSpineNode?.events.push(new EventSlowDown(false))
- }
- }
- }
- }
- if (comRole.buffs.length != buffLength) {
- //comCocosNode.events.push(new EventBuffChange(comRole.buffs))
- }
- return false
- })
- }
- }
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