去掉物理碰撞组件,英雄的移动改由系统逻辑统一处理

This commit is contained in:
2025-02-02 16:28:19 +08:00
parent e571ae2caf
commit 00148863ad
82 changed files with 397 additions and 5831 deletions

View File

@@ -1,6 +1,7 @@
import { HeroViewComp } from "../../../hero/HeroViewComp";
import { BattleMoveComp } from "./BattleMoveComp";
import { ecs } from "../../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { smc } from "../../SingletonModuleComp";
@ecs.register('BattleMoveSystem')
export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
@@ -9,24 +10,29 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
}
update(e: ecs.Entity) {
if(!smc.mission.play||smc.mission.pause) return
const move = e.get(BattleMoveComp);
const view = e.get(HeroViewComp);
if (!move.moving) return;
// 检测攻击范围内是否有敌人
const hasEnemy = this.checkEnemiesInRange(e, view.dis);
if (!hasEnemy) {
const shouldStop = this.checkEnemiesInRange(e, view.dis);
view.is_atking = shouldStop;
// 同步攻击状态
if (!shouldStop) {
if(view.is_stop||view.is_dead) return //停止移动或者死亡不移动
// 计算移动量
const delta = view.speed * this.dt * move.direction;
const newX = view.node.position.x + delta;
// 限制移动范围
if (this.validatePosition(newX, move)) {
view.node.setPosition(newX, view.node.position.y, 0);
}
}
// 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)}`);
}
/** 验证目标位置有效性 */
@@ -41,11 +47,23 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
private checkEnemiesInRange(entity: ecs.Entity, range: number): boolean {
const currentPos = entity.get(HeroViewComp).node.position;
const team = entity.get(HeroViewComp).fac;
const view = entity.get(HeroViewComp);
const isMelee = view.type === 0;
return ecs.query(ecs.allOf(HeroViewComp)).some(e => {
const view = e.get(HeroViewComp);
return view.fac !== team &&
Math.abs(currentPos.x - view.node.position.x) <= range;
const distance = Math.abs(currentPos.x - view.node.position.x);
if (isMelee) {
// 近战需要满足:在攻击范围内且距离<=75才停止
const inAttackRange = distance <= range;
const closeEnough = distance <= 75; // 近战停止距离
return view.fac !== team && inAttackRange && closeEnough;
}
else {
// 远程/辅助:在攻击范围内即停止
return view.fac !== team && distance <= range;
}
});
}
}