refactor(英雄系统): 拆分通用移动组件为专属的英雄和怪物移动系统
将原有的BattleMoveComp和BattleMoveSystem拆分为HeroMoveComp/HeroMoveSystem和MonMoveComp/MonMoveSystem 移除不再使用的BattleMove相关文件和ECS位置系统 更新Hero和Monster实体使用新的移动组件
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@@ -6,12 +6,12 @@ import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
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import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { SkillSet } from "../common/config/SkillSet";
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import { time } from "console";
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import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
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import { HeroSkillsComp } from "./HeroSkills";
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import { HeroMoveComp } from "./HeroMove";
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/** 角色实体 */
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@ecs.register(`Hero`)
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@@ -19,10 +19,10 @@ export class Hero extends ecs.Entity {
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HeroModel!: HeroAttrsComp;
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HeroSkills!: HeroSkillsComp;
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View!: HeroViewComp;
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BattleMove!: BattleMoveComp;
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HeroMove!: HeroMoveComp;
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protected init() {
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this.addComponents<ecs.Comp>(
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BattleMoveComp,
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HeroMoveComp,
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HeroAttrsComp,
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HeroSkillsComp,
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);
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@@ -95,7 +95,7 @@ export class Hero extends ecs.Entity {
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this.add(hv);
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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const move = this.get(BattleMoveComp);
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const move = this.get(HeroMoveComp);
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move.direction = 1; // 向右移动
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move.targetX = 0; // 右边界'
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if(HeroInfo[uuid].type==HType.remote){
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