OpenCode技能系统基础:基础技能模板
首先需要理解需求:设计一个技能系统,包括基础技能模板、5个示例技能,并实现技能测试框架。
将使用UML类图来建模,然后提供具体的实现方案。
步骤:
-
定义基础技能模板(基类),它应该包含技能的基本属性和方法,比如技能名称、描述、冷却时间、施法条件等,以及施放技能的方法。
-
创建5个具体的技能类,继承自基础技能模板,并实现具体的施放效果。
-
设计一个技能测试框架,用于测试技能的施放,包括条件检查、冷却时间更新、效果触发等。
考虑到技能系统可能会复杂,我们这里先设计一个简单的版本,但保持扩展性。
基础技能模板(Skill)可能包含:
-
技能名称(name)
-
技能描述(description)
-
冷却时间(cooldown)
-
当前冷却时间(currentCooldown)
-
技能等级(level)等
方法:
-
施放技能(cast):抽象方法,由具体技能实现。
-
是否可以施放(canCast):检查冷却时间和其他条件。
-
更新冷却时间(updateCooldown):每帧或每次更新时调用,减少当前冷却时间。
具体技能将实现cast方法,并可以重写canCast方法以添加额外条件。
测试框架:我们可以创建一个测试类,用于模拟技能的施放,检查技能效果和冷却时间。
下面用UML类图表示:
@startuml
class Skill {
# name: String
# description: String
# cooldown: float
# currentCooldown: float
# level: int
+ Skill(name: String, description: String, cooldown: float)
+ canCast(): boolean
+ cast(target: Object): void
+ updateCooldown(deltaTime: float): void
+ resetCooldown(): void
}
class Fireball {
- damage: float
+ Fireball()
+ cast(target: Object): void
}
class Heal {
- healAmount: float
+ Heal()
+ cast(target: Object): void
}
class Shield {
- shieldAmount: float
+ Shield()
+ cast(target: Object): void
}
class Teleport {
- distance: float
+ Teleport()
+ cast(target: Object): void
}
class Charge {
- damage: float
- distance: float
+ Charge()
+ cast(target: Object): void
}
Skill <|-- Fireball
Skill <|-- Heal
Skill <|-- Shield
Skill <|-- Teleport
Skill <|-- Charge
class SkillTester {
+ testSkill(skill: Skill, target: Object): void
+ runAllTests(): void
}
@enduml
现在,我们提供具体的实现方案。
注意:为了简化,假设target是Object类型,实际中可能是一个角色或位置等。
将用TypeScript来实现,因为TypeScript具有类型检查,并且适合面向对象设计。如果需要其他语言,也可以类似转换。
步骤:
-
定义抽象类Skill。
-
实现5个具体技能类。
-
实现技能测试框架SkillTester。
下面给出详细设计:
OpenCode技能系统设计与实现方案
一、UML建模
1.1 总体类图
1.2 序列图 - 技能激活流程
二、系统设计方案
2.1 核心架构
// 基础接口定义
public interface ISkill
{
string Id { get; }
string Name { get; }
string Description { get; }
int Level { get; }
int MaxLevel { get; }
SkillCategory Category { get; }
SkillActivationType ActivationType { get; }
float Cooldown { get; }
float CurrentCooldown { get; }
float ManaCost { get; }
float CastTime { get; }
bool IsActive { get; }
SkillTargetType TargetType { get; }
Dictionary<string, float> Attributes { get; }
void Initialize();
bool Activate(SkillContext context);
void Deactivate();
void Update(float deltaTime);
bool LevelUp();
bool CanActivate(SkillContext context);
SkillInfo GetSkillInfo();
}
// 技能类别枚举
public enum SkillCategory
{
Offensive, // 攻击型
Defensive, // 防御型
Support, // 辅助型
Movement, // 移动型
Ultimate // 终极技能
}
// 激活类型枚举
public enum SkillActivationType
{
Instant, // 立即生效
Channeled, // 引导型
Toggle, // 开关型
Passive // 被动型
}
// 目标类型枚举
public enum SkillTargetType
{
Self, // 自身
SingleTarget, // 单体目标
AreaOfEffect, // 范围效果
Directional, // 方向型
NoTarget // 无需目标
}
2.2 抽象基类实现
public abstract class SkillBase : ISkill
{
protected SkillConfig _config;
protected float _activationTime;
protected SkillState _state;
protected List<ISkillEffect> _effects;
// 属性实现
public string Id => _config.Id;
public string Name => _config.Name;
public string Description => _config.Description;
public int Level { get; protected set; } = 1;
public int MaxLevel => _config.MaxLevel;
public SkillCategory Category => _config.Category;
public SkillActivationType ActivationType => _config.ActivationType;
public float Cooldown { get; protected set; }
public float CurrentCooldown { get; protected set; }
public float ManaCost { get; protected set; }
public float CastTime { get; protected set; }
public bool IsActive => _state == SkillState.Active;
public SkillTargetType TargetType => _config.TargetType;
public Dictionary<string, float> Attributes { get; protected set; }
public SkillBase(SkillConfig config)
{
_config = config;
_state = SkillState.Inactive;
_effects = new List<ISkillEffect>();
Attributes = new Dictionary<string, float>(config.BaseAttributes);
Initialize();
}
public virtual void Initialize()
{
// 初始化技能属性
Cooldown = _config.BaseCooldown;
ManaCost = _config.BaseManaCost;
CastTime = _config.BaseCastTime;
// 初始化技能效果
foreach (var effectConfig in _config.Effects)
{
var effect = SkillEffectFactory.CreateEffect(effectConfig);
_effects.Add(effect);
}
// 应用等级配置
ApplyLevelConfig();
}
public virtual bool Activate(SkillContext context)
{
if (!CanActivate(context))
return false;
_state = SkillState.Active;
_activationTime = Time.time;
CurrentCooldown = Cooldown;
// 触发激活事件
OnActivated(context);
// 应用技能效果
ApplyEffects(context);
return true;
}
public virtual void Deactivate()
{
_state = SkillState.Inactive;
OnDeactivated();
}
public virtual void Update(float deltaTime)
{
// 更新冷却时间
if (CurrentCooldown > 0)
CurrentCooldown = Mathf.Max(0, CurrentCooldown - deltaTime);
// 更新技能效果
foreach (var effect in _effects)
{
effect.Update(deltaTime);
}
// 检查技能状态
if (_state == SkillState.Active && ActivationType == SkillActivationType.Instant)
{
// 立即生效的技能在激活后立即结束
if (Time.time - _activationTime >= 0.1f)
{
Deactivate();
}
}
}
public virtual bool LevelUp()
{
if (Level >= MaxLevel)
return false;
Level++;
ApplyLevelConfig();
return true;
}
public virtual bool CanActivate(SkillContext context)
{
// 检查冷却时间
if (CurrentCooldown > 0)
return false;
// 检查法力值
var caster = context.Caster;
if (caster != null && caster.CurrentMana < ManaCost)
return false;
// 检查目标
if (!ValidateTarget(context))
return false;
// 检查施法条件
return CheckActivationConditions(context);
}
protected virtual void OnActivated(SkillContext context)
{
// 消耗资源
var caster = context.Caster;
if (caster != null)
{
caster.ModifyMana(-ManaCost);
}
}
protected virtual void OnDeactivated()
{
// 清理工作
}
protected virtual void ApplyEffects(SkillContext context)
{
foreach (var effect in _effects)
{
effect.Apply(context);
}
}
protected virtual bool ValidateTarget(SkillContext context)
{
switch (TargetType)
{
case SkillTargetType.Self:
return context.Caster != null;
case SkillTargetType.SingleTarget:
return context.Target != null;
case SkillTargetType.AreaOfEffect:
return true;
case SkillTargetType.Directional:
return true;
case SkillTargetType.NoTarget:
return true;
default:
return false;
}
}
protected virtual bool CheckActivationConditions(SkillContext context)
{
// 可由子类重写以添加额外条件
return true;
}
protected virtual void ApplyLevelConfig()
{
if (_config.LevelConfigs.TryGetValue(Level, out var levelConfig))
{
// 应用等级加成
Cooldown = _config.BaseCooldown * levelConfig.CooldownMultiplier;
ManaCost = _config.BaseManaCost * levelConfig.ManaCostMultiplier;
CastTime = _config.BaseCastTime * levelConfig.CastTimeMultiplier;
// 更新属性
foreach (var attribute in levelConfig.AttributeModifiers)
{
if (Attributes.ContainsKey(attribute.Key))
Attributes[attribute.Key] *= attribute.Value;
else
Attributes[attribute.Key] = attribute.Value;
}
}
}
public SkillInfo GetSkillInfo()
{
return new SkillInfo
{
Id = Id,
Name = Name,
Description = Description,
Level = Level,
MaxLevel = MaxLevel,
Category = Category,
Cooldown = Cooldown,
CurrentCooldown = CurrentCooldown,
ManaCost = ManaCost,
CastTime = CastTime,
IsActive = IsActive,
Attributes = new Dictionary<string, float>(Attributes)
};
}
}
三、5个示例技能实现
3.1 火球术(Fireball)
public class FireballSkill : SkillBase
{
private float _damage;
private float _explosionRadius;
public FireballSkill(SkillConfig config) : base(config)
{
// 从配置中读取特殊属性
_damage = Attributes.GetValueOrDefault("Damage", 50f);
_explosionRadius = Attributes.GetValueOrDefault("ExplosionRadius", 3f);
}
protected override void OnActivated(SkillContext context)
{
base.OnActivated(context);
// 创建火球投射物
var projectile = ProjectileManager.CreateProjectile(
"FireballProjectile",
context.Caster.Position,
context.Caster.Rotation
);
// 设置火球属性
projectile.SetDamage(_damage);
projectile.SetRadius(_explosionRadius);
projectile.SetTarget(context.Target);
projectile.OnHit += OnFireballHit;
// 播放音效和特效
AudioManager.PlaySound("fireball_cast");
VisualEffectManager.PlayEffect("fireball_cast", context.Caster.Position);
}
private void OnFireballHit(GameEntity target, Vector3 position)
{
// 造成范围伤害
var enemies = EntityManager.GetEntitiesInRadius(position, _explosionRadius, "Enemy");
foreach (var enemy in enemies)
{
enemy.TakeDamage(_damage, DamageType.Fire);
// 应用燃烧效果
if (Random.value < 0.3f) // 30%几率点燃
{
enemy.AddBuff(new BurnBuff(5f, _damage * 0.2f));
}
}
// 播放爆炸特效
VisualEffectManager.PlayEffect("fireball_explosion", position);
AudioManager.PlaySound("fireball_explosion");
}
protected override void ApplyLevelConfig()
{
base.ApplyLevelConfig();
// 更新火球特定属性
_damage = Attributes.GetValueOrDefault("Damage", 50f);
_explosionRadius = Attributes.GetValueOrDefault("ExplosionRadius", 3f);
}
}
3.2 治疗术(Heal)
public class HealSkill : SkillBase
{
private float _healAmount;
private float _healOverTimeDuration;
public HealSkill(SkillConfig config) : base(config)
{
_healAmount = Attributes.GetValueOrDefault("HealAmount", 100f);
_healOverTimeDuration = Attributes.GetValueOrDefault("HealOverTimeDuration", 0f);
}
protected override void ApplyEffects(SkillContext context)
{
var target = context.Target ?? context.Caster;
if (target == null)
return;
// 立即治疗效果
float immediateHeal = _healAmount * 0.7f;
target.Heal(immediateHeal);
// 持续治疗效果
if (_healOverTimeDuration > 0)
{
float hotAmount = _healAmount * 0.3f;
float interval = 1f; // 每秒一次
int ticks = Mathf.CeilToInt(_healOverTimeDuration / interval);
float healPerTick = hotAmount / ticks;
target.AddBuff(new HealOverTimeBuff(
_healOverTimeDuration,
interval,
healPerTick
));
}
// 治疗特效
VisualEffectManager.PlayEffect("heal_effect", target.Position);
AudioManager.PlaySound("heal_cast");
}
protected override bool ValidateTarget(SkillContext context)
{
// 治疗技能可以以友方单位为目标
var target = context.Target;
if (target != null && target.Team != context.Caster.Team)
return false;
return base.ValidateTarget(context);
}
}
3.3 能量护盾(Shield)
public class ShieldSkill : SkillBase
{
private float _shieldAmount;
private float _shieldDuration;
private float _damageAbsorption;
public ShieldSkill(SkillConfig config) : base(config)
{
ActivationType = SkillActivationType.Toggle;
_shieldAmount = Attributes.GetValueOrDefault("ShieldAmount", 200f);
_shieldDuration = Attributes.GetValueOrDefault("ShieldDuration", 10f);
_damageAbsorption = Attributes.GetValueOrDefault("DamageAbsorption", 0.3f);
}
public override bool Activate(SkillContext context)
{
if (IsActive)
{
// 如果护盾已激活,则关闭它
Deactivate();
return true;
}
return base.Activate(context);
}
protected override void OnActivated(SkillContext context)
{
base.OnActivated(context);
var target = context.Target ?? context.Caster;
// 创建护盾效果
var shield = new EnergyShield(
_shieldAmount,
_shieldDuration,
_damageAbsorption,
target
);
target.AddShield(shield);
// 护盾特效
VisualEffectManager.PlayEffect("shield_activate", target.Position);
AudioManager.PlaySound("shield_activate");
}
protected override void OnDeactivated()
{
// 移除护盾效果
// 注意:这里可能需要访问保存的护盾引用
VisualEffectManager.PlayEffect("shield_deactivate");
AudioManager.PlaySound("shield_deactivate");
}
public override void Update(float deltaTime)
{
base.Update(deltaTime);
// 对于开关型技能,需要检查持续时间
if (IsActive && _shieldDuration > 0)
{
if (Time.time - _activationTime >= _shieldDuration)
{
Deactivate();
}
}
}
}
3.4 瞬间移动(Teleport)
public class TeleportSkill : SkillBase
{
private float _maxDistance;
private bool _canPassThroughWalls;
public TeleportSkill(SkillConfig config) : base(config)
{
_maxDistance = Attributes.GetValueOrDefault("MaxDistance", 10f);
_canPassThroughWalls = Attributes.GetValueOrDefault("CanPassThroughWalls", 0f) > 0.5f;
}
protected override void OnActivated(SkillContext context)
{
base.OnActivated(context);
var caster = context.Caster;
var targetPosition = CalculateTeleportPosition(context);
// 检查目标位置是否有效
if (!IsValidTeleportPosition(targetPosition))
{
// 如果位置无效,尝试在附近寻找有效位置
targetPosition = FindValidPositionNearby(targetPosition);
if (targetPosition == Vector3.zero)
{
// 没有有效位置,技能失败但不进入冷却
CurrentCooldown = 0;
return;
}
}
// 执行传送
caster.Teleport(targetPosition);
// 传送特效
VisualEffectManager.PlayEffect("teleport_start", caster.Position);
VisualEffectManager.PlayEffect("teleport_end", targetPosition);
AudioManager.PlaySound("teleport");
}
private Vector3 CalculateTeleportPosition(SkillContext context)
{
switch (TargetType)
{
case SkillTargetType.Self:
return context.Caster.Position;
case SkillTargetType.Directional:
return context.Caster.Position +
context.Caster.Forward * _maxDistance;
case SkillTargetType.AreaOfEffect:
return context.Position;
default:
return context.Caster.Position;
}
}
private bool IsValidTeleportPosition(Vector3 position)
{
// 检查位置是否在导航网格上
if (!NavMesh.SamplePosition(position, out var hit, 1f, NavMesh.AllAreas))
return false;
// 检查是否有障碍物
if (!_canPassThroughWalls)
{
Vector3 direction = position - context.Caster.Position;
if (Physics.Raycast(context.Caster.Position, direction.normalized,
direction.magnitude, LayerMask.GetMask("Obstacle")))
{
return false;
}
}
return true;
}
private Vector3 FindValidPositionNearby(Vector3 position)
{
// 在周围寻找有效位置
for (int i = 0; i < 8; i++)
{
float angle = i * 45f * Mathf.Deg2Rad;
Vector3 offset = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * 2f;
Vector3 testPosition = position + offset;
if (IsValidTeleportPosition(testPosition))
return testPosition;
}
return Vector3.zero;
}
}
3.5 闪电冲刺(Dash)
public class DashSkill : SkillBase
{
private float _dashDistance;
private float _dashSpeed;
private float _damageDuringDash;
private Vector3 _dashDirection;
private Vector3 _startPosition;
public DashSkill(SkillConfig config) : base(config)
{
_dashDistance = Attributes.GetValueOrDefault("DashDistance", 8f);
_dashSpeed = Attributes.GetValueOrDefault("DashSpeed", 20f);
_damageDuringDash = Attributes.GetValueOrDefault("DamageDuringDash", 30f);
}
protected override void OnActivated(SkillContext context)
{
base.OnActivated(context);
var caster = context.Caster;
// 确定冲刺方向
if (context.Target != null)
{
_dashDirection = (context.Target.Position - caster.Position).normalized;
}
else if (context.Position != Vector3.zero)
{
_dashDirection = (context.Position - caster.Position).normalized;
}
else
{
_dashDirection = caster.Forward;
}
_startPosition = caster.Position;
// 应用冲刺效果
caster.AddBuff(new DashBuff(
_dashDistance,
_dashSpeed,
_dashDirection,
OnDashUpdate,
OnDashComplete
));
// 冲刺特效
VisualEffectManager.PlayEffect("dash_start", caster.Position);
AudioManager.PlaySound("dash");
}
private void OnDashUpdate(GameEntity caster, float distanceTraveled)
{
// 检查碰撞的敌人
var colliders = Physics.OverlapSphere(caster.Position, 1f,
LayerMask.GetMask("Enemy"));
foreach (var collider in colliders)
{
var enemy = collider.GetComponent<GameEntity>();
if (enemy != null && !enemy.IsDead)
{
enemy.TakeDamage(_damageDuringDash, DamageType.Lightning);
// 应用击退效果
var knockbackDir = (enemy.Position - caster.Position).normalized;
enemy.AddBuff(new KnockbackBuff(5f, knockbackDir));
// 闪电链效果
if (Random.value < 0.2f) // 20%几率触发链式闪电
{
TriggerChainLightning(enemy);
}
}
}
// 拖尾特效
VisualEffectManager.PlayEffect("dash_trail", caster.Position);
}
private void OnDashComplete(GameEntity caster)
{
// 冲刺结束特效
VisualEffectManager.PlayEffect("dash_end", caster.Position);
}
private void TriggerChainLightning(GameEntity initialTarget)
{
// 实现链式闪电逻辑
var nearbyEnemies = EntityManager.GetEntitiesInRadius(
initialTarget.Position, 5f, "Enemy");
int maxChains = 3;
int chains = 0;
GameEntity currentTarget = initialTarget;
while (chains < maxChains && nearbyEnemies.Count > 1)
{
// 找到最近的其他敌人
GameEntity nextTarget = null;
float closestDistance = float.MaxValue;
foreach (var enemy in nearbyEnemies)
{
if (enemy == currentTarget || enemy.IsDead)
continue;
float distance = Vector3.Distance(currentTarget.Position, enemy.Position);
if (distance < closestDistance)
{
closestDistance = distance;
nextTarget = enemy;
}
}
if (nextTarget != null)
{
// 造成伤害
float chainDamage = _damageDuringDash * 0.5f;
nextTarget.TakeDamage(chainDamage, DamageType.Lightning);
// 闪电特效
VisualEffectManager.PlayEffect("chain_lightning",
currentTarget.Position, nextTarget.Position);
currentTarget = nextTarget;
chains++;
}
else
{
break;
}
}
}
}
四、技能测试框架实现
4.1 测试框架核心
public class SkillTestFramework
{
public enum TestResult
{
Passed,
Failed,
Skipped
}
public class TestCase
{
public string Name { get; set; }
public Func<TestResult> Execute { get; set; }
public string Description { get; set; }
}
public class TestReport
{
public string SkillId { get; set; }
public DateTime TestDate { get; set; }
public List<TestResult> Results { get; set; }
public int TotalTests => Results.Count;
public int PassedTests => Results.Count(r => r == TestResult.Passed);
public int FailedTests => Results.Count(r => r == TestResult.Failed);
public float SuccessRate => TotalTests > 0 ? (float)PassedTests / TotalTests * 100 : 0;
}
private static List<TestCase> _testCases = new List<TestCase>();
static SkillTestFramework()
{
RegisterDefaultTestCases();
}
private static void RegisterDefaultTestCases()
{
// 基础功能测试
AddTestCase("技能初始化测试", TestSkillInitialization);
AddTestCase("技能激活测试", TestSkillActivation);
AddTestCase("技能冷却测试", TestSkillCooldown);
AddTestCase("技能升级测试", TestSkillLevelUp);
AddTestCase("技能效果测试", TestSkillEffects);
AddTestCase("技能条件检查测试", TestSkillConditions);
AddTestCase("技能资源消耗测试", TestResourceConsumption);
AddTestCase("技能状态管理测试", TestStateManagement);
// 性能测试
AddTestCase("技能更新性能测试", TestUpdatePerformance);
AddTestCase("多技能并发测试", TestConcurrentSkills);
}
public static void AddTestCase(string name, Func<TestResult> testMethod, string description = "")
{
_testCases.Add(new TestCase
{
Name = name,
Execute = testMethod,
Description = description
});
}
public static TestReport RunAllTests(ISkill skill, SkillContext context = null)
{
var report = new TestReport
{
SkillId = skill.Id,
TestDate = DateTime.Now,
Results = new List<TestResult>()
};
Console.WriteLine($"=== 开始测试技能: {skill.Name} ===");
foreach (var testCase in _testCases)
{
try
{
Console.Write($"执行测试: {testCase.Name}... ");
var result = testCase.Execute();
report.Results.Add(result);
Console.WriteLine(result == TestResult.Passed ? "通过" :
result == TestResult.Failed ? "失败" : "跳过");
if (!string.IsNullOrEmpty(testCase.Description))
{
Console.WriteLine($" 说明: {testCase.Description}");
}
}
catch (Exception ex)
{
report.Results.Add(TestResult.Failed);
Console.WriteLine($"失败 - 异常: {ex.Message}");
}
}
Console.WriteLine($"=== 测试完成: {skill.Name} ===");
Console.WriteLine($"总计: {report.TotalTests}, 通过: {report.PassedTests}, " +
$"失败: {report.FailedTests}, 成功率: {report.SuccessRate:F2}%");
return report;
}
// 具体测试方法实现
public static TestResult TestSkillInitialization()
{
try
{
// 创建测试技能
var config = CreateTestSkillConfig();
var skill = new FireballSkill(config);
// 验证初始化
if (skill.Id != "test_fireball")
return TestResult.Failed;
if (skill.Level != 1)
return TestResult.Failed;
if (skill.Cooldown <= 0)
return TestResult.Failed;
return TestResult.Passed;
}
catch
{
return TestResult.Failed;
}
}
public static TestResult TestSkillActivation()
{
var config = CreateTestSkillConfig();
var skill = new FireballSkill(config);
var context = CreateTestContext();
// 测试激活
bool activated = skill.Activate(context);
if (!activated)
return TestResult.Failed;
if (!skill.IsActive)
return TestResult.Failed;
// 测试冷却时间
if (skill.CurrentCooldown != skill.Cooldown)
return TestResult.Failed;
return TestResult.Passed;
}
public static TestResult TestSkillCooldown()
{
var config = CreateTestSkillConfig();
var skill = new FireballSkill(config);
var context = CreateTestContext();
// 激活技能
skill.Activate(context);
float initialCooldown = skill.CurrentCooldown;
// 模拟时间流逝
float deltaTime = 0.5f;
skill.Update(deltaTime);
// 验证冷却时间减少
if (Math.Abs(skill.CurrentCooldown - (initialCooldown - deltaTime)) > 0.001f)
return TestResult.Failed;
// 模拟完全冷却
skill.Update(initialCooldown);
if (skill.CurrentCooldown > 0)
return TestResult.Failed;
return TestResult.Passed;
}
public static TestResult TestSkillLevelUp()
{
var config = CreateTestSkillConfig();
config.MaxLevel = 5;
var skill = new FireballSkill(config);
int initialLevel = skill.Level;
// 测试升级
for (int i = initialLevel; i < config.MaxLevel; i++)
{
bool leveledUp = skill.LevelUp();
if (!leveledUp)
return TestResult.Failed;
if (skill.Level != i + 1)
return TestResult.Failed;
}
// 测试最大等级
bool maxLevelAttempt = skill.LevelUp();
if (maxLevelAttempt)
return TestResult.Failed;
return TestResult.Passed;
}
public static TestResult TestSkillEffects()
{
var config = CreateTestSkillConfig();
// 添加测试效果
config.Effects.Add(new SkillEffectConfig
{
Type = "Damage",
Value = 50,
Duration = 0
});
var skill = new FireballSkill(config);
var context = CreateTestContext();
// 创建模拟目标
var mockTarget = CreateMockTarget();
context.Target = mockTarget;
float initialHealth = mockTarget.CurrentHealth;
// 激活技能
skill.Activate(context);
// 验证效果应用
if (Math.Abs(mockTarget.CurrentHealth - (initialHealth - 50)) > 0.001f)
return TestResult.Failed;
return TestResult.Passed;
}
// 辅助方法
private static SkillConfig CreateTestSkillConfig()
{
return new SkillConfig
{
Id = "test_fireball",
Name = "测试火球术",
Description = "用于测试的火球术技能",
Category = SkillCategory.Offensive,
ActivationType = SkillActivationType.Instant,
BaseCooldown = 5f,
BaseManaCost = 30f,
BaseCastTime = 0.5f,
MaxLevel = 3,
TargetType = SkillTargetType.SingleTarget,
BaseAttributes = new Dictionary<string, float>
{
{ "Damage", 50f },
{ "ExplosionRadius", 3f }
},
Effects = new List<SkillEffectConfig>(),
LevelConfigs = new Dictionary<int, SkillLevelConfig>
{
{ 2, new SkillLevelConfig { DamageMultiplier = 1.2f } },
{ 3, new SkillLevelConfig { DamageMultiplier = 1.5f } }
}
};
}
private static SkillContext CreateTestContext()
{
return new SkillContext
{
Caster = CreateMockCaster(),
Target = CreateMockTarget(),
Position = Vector3.zero,
Rotation = Quaternion.identity,
Trigger = SkillTrigger.PlayerInput,
Parameters = new Dictionary<string, object>()
};
}
public static GameEntity CreateMockCaster()
{
// 创建模拟施法者
return new MockGameEntity
{
Id = "mock_caster",
Name = "测试施法者",
Position = Vector3.zero,
Rotation = Quaternion.identity,
CurrentHealth = 1000,
MaxHealth = 1000,
CurrentMana = 500,
MaxMana = 500,
Team = "Player",
Attributes = new Dictionary<string, float>
{
{ "Strength", 10 },
{ "Intelligence", 20 },
{ "Dexterity", 15 }
}
};
}
public static GameEntity CreateMockTarget()
{
// 创建模拟目标
return new MockGameEntity
{
Id = "mock_target",
Name = "测试目标",
Position = new Vector3(0, 0, 5),
Rotation = Quaternion.identity,
CurrentHealth = 500,
MaxHealth = 500,
CurrentMana = 200,
MaxMana = 200,
Team = "Enemy",
Attributes = new Dictionary<string, float>()
};
}
// 性能测试
public static TestResult TestUpdatePerformance()
{
try
{
var config = CreateTestSkillConfig();
var skill = new FireballSkill(config);
var context = CreateTestContext();
// 激活技能以创建效果
skill.Activate(context);
// 性能测试:模拟大量更新
int iterations = 10000;
var stopwatch = System.Diagnostics.Stopwatch.StartNew();
for (int i = 0; i < iterations; i++)
{
skill.Update(0.016f); // 模拟60FPS
}
stopwatch.Stop();
long totalMs = stopwatch.ElapsedMilliseconds;
float avgMs = totalMs / (float)iterations;
Console.WriteLine($" 性能: {totalMs}ms 总计, {avgMs:F4}ms 每帧");
// 性能阈值:每帧不超过1ms
if (avgMs > 1.0f)
{
Console.WriteLine($" 警告:性能低于预期阈值");
return TestResult.Failed;
}
return TestResult.Passed;
}
catch
{
return TestResult.Failed;
}
}
// 集成测试
public static void RunIntegrationTest()
{
Console.WriteLine("=== 技能系统集成测试 ===");
// 创建技能管理器
var player = CreateMockCaster();
var skillManager = new SkillManager(player);
// 学习技能
skillManager.LearnSkill("fireball");
skillManager.LearnSkill("heal");
skillManager.LearnSkill("shield");
// 获取技能列表
var allSkills = skillManager.GetAllSkills();
Console.WriteLine($"已学习技能数: {allSkills.Count}");
// 测试技能激活链
var context = CreateTestContext();
context.Target = CreateMockTarget();
// 激活火球术
bool fireballActivated = skillManager.ActivateSkill("fireball", context);
Console.WriteLine($"火球术激活: {fireballActivated}");
// 更新技能管理器
skillManager.Update(0.5f);
// 检查冷却时间
var fireball = skillManager.GetSkill("fireball");
Console.WriteLine($"火球术冷却: {fireball.CurrentCooldown:F1}/{fireball.Cooldown:F1}");
// 测试技能升级
for (int i = 0; i < 5; i++)
{
fireball.LevelUp();
}
Console.WriteLine($"火球术等级: {fireball.Level}/{fireball.MaxLevel}");
Console.WriteLine("=== 集成测试完成 ===");
}
}
4.2 测试配置文件
{
"TestConfig": {
"PerformanceThresholdMs": 1.0,
"MaxTestIterations": 10000,
"EnableStressTesting": true,
"TestCategories": [
"Functional",
"Performance",
"Integration"
],
"SkillTestConfigs": [
{
"SkillId": "fireball",
"RequiredTests": [
"TestSkillActivation",
"TestSkillCooldown",
"TestDamageCalculation"
]
},
{
"SkillId": "heal",
"RequiredTests": [
"TestSkillActivation",
"TestHealingAmount",
"TestTargetValidation"
]
}
]
}
}
五、部署与使用指南
5.1 技能配置示例
{
"Skills": [
{
"Id": "fireball",
"Name": "火球术",
"Description": "发射一个火球,对目标造成火焰伤害并有几率点燃敌人",
"Category": "Offensive",
"ActivationType": "Instant",
"BaseCooldown": 3.0,
"BaseManaCost": 25.0,
"BaseCastTime": 0.5,
"MaxLevel": 5,
"TargetType": "SingleTarget",
"BaseAttributes": {
"Damage": 60.0,
"ExplosionRadius": 3.0,
"BurnChance": 0.3,
"BurnDuration": 5.0,
"BurnDamagePerSecond": 10.0
},
"Effects": [
{
"Type": "Damage",
"Value": 60.0,
"DamageType": "Fire"
},
{
"Type": "Burn",
"Chance": 0.3,
"Duration": 5.0,
"DamagePerSecond": 10.0
}
],
"LevelConfigs": {
"2": {
"DamageMultiplier": 1.2,
"ManaCostMultiplier": 1.1
},
"3": {
"DamageMultiplier": 1.4,
"ExplosionRadiusMultiplier": 1.2
},
"4": {
"DamageMultiplier": 1.6,
"BurnChanceMultiplier": 1.5
},
"5": {
"DamageMultiplier": 1.8,
"CooldownMultiplier": 0.8
}
}
}
]
}
5.2 使用示例
// 1. 初始化技能系统
var player = new Player();
var skillManager = new SkillManager(player);
// 2. 学习技能
skillManager.LearnSkill("fireball");
skillManager.LearnSkill("heal");
skillManager.LearnSkill("teleport");
// 3. 激活技能
var context = new SkillContext
{
Caster = player,
Target = enemy,
Position = enemy.Position,
Trigger = SkillTrigger.PlayerInput
};
bool success = skillManager.ActivateSkill("fireball", context);
if (success)
{
Debug.Log("火球术施放成功!");
}
// 4. 更新技能系统(在游戏循环中)
void Update()
{
float deltaTime = Time.deltaTime;
skillManager.Update(deltaTime);
}
// 5. 技能升级
var fireball = skillManager.GetSkill("fireball");
if (fireball.CanLevelUp())
{
fireball.LevelUp();
Debug.Log($"火球术升级到{fireball.Level}级!");
}
// 6. 运行测试
var testReport = SkillTestFramework.RunAllTests(fireball);
if (testReport.SuccessRate < 100)
{
Debug.LogWarning($"技能测试未完全通过: {testReport.SuccessRate}%");
}
六、扩展与优化建议
6.1 性能优化
- 对象池技术:为频繁创建/销毁的技能效果使用对象池
- 批处理更新:将多个技能的Update调用合并处理
- LOD系统:根据距离调整技能效果的细节等级
- 异步加载:对资源密集型技能效果使用异步加载
6.2 功能扩展
- 技能组合系统:实现技能连招和组合效果
- 天赋树系统:添加天赋来修改和增强技能
- 技能符文系统:允许通过符文自定义技能行为
- 环境互动:技能与环境元素的交互效果
6.3 工具支持
- 技能编辑器:可视化技能配置工具
- 性能分析工具:实时监控技能系统性能
- 调试视图:游戏内技能状态可视化
- 自动化测试套件:持续集成测试
此方案提供了一个完整、可扩展的技能系统基础,包含了5个具体技能示例和全面的测试框架。系统设计遵循了SOLID原则,易于维护和扩展,适合各类游戏开发需求。









