重构了 技能系统,还需要完善
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@@ -5,6 +5,7 @@ import { smc } from "../../SingletonModuleComp";
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import { FacSet } from "../../config/BoxSet";
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import { HType } from "../../config/heroSet";
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import { Attrs } from "../../config/HeroAttrs";
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import { HeroAttrsComp } from "../../../hero/HeroAttrsComp";
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@ecs.register('BattleMoveSystem')
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export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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@@ -16,20 +17,21 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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update(e: ecs.Entity) {
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if(!smc.mission.play||smc.mission.pause) return
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const move = e.get(BattleMoveComp);
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const model = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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if (!move.moving) return;
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const shouldStop = this.checkEnemiesInFace(e);
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view.is_atking = this.checkEnemiesInRange(e, view.Attrs[Attrs.DIS]);
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model.is_atking = this.checkEnemiesInRange(e, model.Attrs[Attrs.DIS]);
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// 更新渲染层级
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this.updateRenderOrder(e);
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// 同步状态
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if (!shouldStop) { //在攻击范围内停止移动
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// if(view.fac==1){
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if(view.is_stop||view.is_dead||view.isStun()||view.isFrost()) {
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// if(model.fac==1){
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if(model.is_stop||model.is_dead||model.isStun()||model.isFrost()) {
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view.status_change("idle");
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return; //停止移动或者死亡不移动
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}
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@@ -39,9 +41,9 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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return;
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}
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// 英雄阵营特殊逻辑:根据职业区分行为
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if (view.fac == FacSet.HERO) {
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if (model.fac == FacSet.HERO) {
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const hasEnemies = this.checkEnemiesExist(e);
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const isWarrior = view.type === HType.warrior;
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const isWarrior = model.type === HType.warrior;
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// 战士职业:有敌人就向敌人前进
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if (isWarrior && hasEnemies) {
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@@ -62,7 +64,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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}
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// 继续向敌人方向移动
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const delta = (view.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
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const delta = (model.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
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const newX = view.node.position.x + delta;
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// 对于战士,允许更自由的移动范围
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@@ -89,7 +91,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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if (Math.abs(currentX - finalTargetX) > 1) {
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// 确定移动方向
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const direction = currentX > finalTargetX ? -1 : 1;
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const delta = (view.Attrs[Attrs.SPEED]/3) * this.dt * direction;
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const delta = (model.Attrs[Attrs.SPEED]/3) * this.dt * direction;
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const newX = view.node.position.x + delta;
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// 设置朝向
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@@ -121,7 +123,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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}
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// 计算移动量
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const delta =(view.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
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const delta =(model.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
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const newX = view.node.position.x + delta;
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// 限制移动范围
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@@ -140,16 +142,16 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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// 因为敌人在面前而暂时停止,不设置moving为false,保持检查状态
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}
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// console.log(`[${view.hero_name}] 类型:${view.type} 是否停止:${shouldStop} 方向:${move.direction} 位置:${view.node.position.x.toFixed(1)}`);
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// console.log(`[${model.hero_name}] 类型:${model.type} 是否停止:${shouldStop} 方向:${move.direction} 位置:${model.node.position.x.toFixed(1)}`);
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}
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/** 检查是否存在敌人 */
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private checkEnemiesExist(entity: ecs.Entity): boolean {
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const team = entity.get(HeroViewComp).fac;
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const team = entity.get(HeroAttrsComp).fac;
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let hasEnemies = false;
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ecs.query(ecs.allOf(HeroViewComp)).some(e => {
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const view = e.get(HeroViewComp);
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if (view.fac !== team && !view.is_dead) {
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ecs.query(ecs.allOf(HeroAttrsComp)).some(e => {
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const model = e.get(HeroAttrsComp);
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if (model.fac !== team && !model.is_dead) {
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hasEnemies = true;
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return true;
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}
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@@ -160,17 +162,18 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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/** 找到最近的敌人 */
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private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null {
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const currentPos = entity.get(HeroViewComp).node.position;
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const team = entity.get(HeroViewComp).fac;
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let nearestEnemy: HeroViewComp | null = null;
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const team = entity.get(HeroAttrsComp).fac;
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let nearestEnemy: HeroAttrsComp | null = null;
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let minDistance = Infinity;
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ecs.query(ecs.allOf(HeroViewComp)).forEach(e => {
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ecs.query(ecs.allOf(HeroAttrsComp)).forEach(e => {
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const model = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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if (view.fac !== team && !view.is_dead) {
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if (model.fac !== team && !model.is_dead) {
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const distance = Math.abs(currentPos.x - view.node.position.x);
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if (distance < minDistance) {
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minDistance = distance;
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nearestEnemy = view;
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nearestEnemy = model;
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}
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}
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});
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@@ -188,8 +191,8 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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/** 检测是否在墓地 */
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private checkInGrave(entity: ecs.Entity): boolean {
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const view = entity.get(HeroViewComp);
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return view.node.position.x === -1000 || view.node.position.x === 1000;
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const model = entity.get(HeroViewComp);
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return model.node.position.x === -1000 || model.node.position.x === 1000;
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}
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/** 检测攻击范围内敌人 */
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@@ -198,9 +201,9 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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const team = entity.get(HeroViewComp).fac;
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let found = false;
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ecs.query(ecs.allOf(HeroViewComp)).some(e => {
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const view = e.get(HeroViewComp);
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const distance = Math.abs(currentPos.x - view.node.position.x);
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if (view.fac !== team) {
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const model = e.get(HeroViewComp);
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const distance = Math.abs(currentPos.x - model.node.position.x);
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if (model.fac !== team) {
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if (distance <= range) {
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found = true;
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return true;
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@@ -215,9 +218,9 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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const team = entity.get(HeroViewComp).fac;
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let found = false;
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ecs.query(ecs.allOf(HeroViewComp)).some(e => {
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const view = e.get(HeroViewComp);
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const distance = Math.abs(currentPos.x - view.node.position.x);
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if (view.fac !== team) {
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const model = e.get(HeroViewComp);
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const distance = Math.abs(currentPos.x - model.node.position.x);
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if (model.fac !== team) {
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if (distance <= 75) {
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found = true;
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return true;
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@@ -247,8 +250,8 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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// 设置渲染顺序:x坐标越大的显示在上层(index越大,层级越高)
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sortedUnits.forEach((unit, index) => {
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const view = unit.get(HeroViewComp);
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view.node.setSiblingIndex(index); // 直接使用index,x坐标大的index大,层级高
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const model = unit.get(HeroViewComp);
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model.node.setSiblingIndex(index); // 直接使用index,x坐标大的index大,层级高
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});
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}
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@@ -260,11 +263,11 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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return ecs.query(ecs.allOf(HeroViewComp)).some(e => {
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if (e === currentEntity) return false; // 排除自己
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const view = e.get(HeroViewComp);
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if (view.fac !== currentView.fac) return false; // 只检查同阵营
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if (view.is_dead) return false; // 排除死亡单位
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const model = e.get(HeroViewComp);
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if (model.fac !== currentView.fac) return false; // 只检查同阵营
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if (model.is_dead) return false; // 排除死亡单位
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const distance = Math.abs(view.node.position.x - targetX);
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const distance = Math.abs(model.node.position.x - targetX);
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return distance < occupationRange; // 如果距离小于占用范围,认为被占用
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});
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}
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