开始英雄技能系统,负责英雄技能的释放
This commit is contained in:
@@ -2,7 +2,7 @@
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "c927f5c9-45cb-4400-8734-c706e615e4a4",
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"uuid": "8cc0af1b-f8d6-420f-b1c3-9b1f735a843d",
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"files": [],
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"subMetas": {},
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"userData": {}
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@@ -1,6 +1,5 @@
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import { ecs } from "../../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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@ecs.register('BattleMove')
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export class BattleMoveComp extends ecs.Comp {
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/** 移动方向:1向右,-1向左 */
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direction: number = 1;
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@@ -1,17 +1,8 @@
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/*
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* @Author: dgflash
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* @Date: 2021-08-11 16:41:12
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* @LastEditors: dgflash
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* @LastEditTime: 2022-07-25 17:05:02
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*/
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import { ecs } from "../../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { BattleMoveSystem } from "./BattleMoveSystem";
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import { MoveToSystem } from "./MoveTo";
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export class EcsPositionSystem extends ecs.System {
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constructor() {
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super();
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this.add(new MoveToSystem());
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this.add(new BattleMoveSystem());
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}
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}
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@@ -1,136 +0,0 @@
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/*
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* @Author: dgflash
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* @Date: 2021-08-11 16:41:12
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* @LastEditors: dgflash
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* @LastEditTime: 2023-01-19 15:27:24
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*/
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import { Node, Vec3 } from "cc";
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import { Timer } from "../../../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { Vec3Util } from "../../../../../../extensions/oops-plugin-framework/assets/core/utils/Vec3Util";
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import { ecs } from "../../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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/** 向目标移动,移动过程中目标位置变化会自动修正移动目标点,直到未修正前移动到目标点停止 */
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@ecs.register('MoveTo')
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export class MoveToComp extends ecs.Comp {
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/** 移动节点 */
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node: Node = null!;
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/** 移动方向 */
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velocity: Vec3 = Vec3Util.zero;
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/** 移动速度(每秒移动的像素距离) */
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speed: number = 0;
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/** 目标实体ECS编号、目标位置 */
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target: Vec3 | Node | null = null;
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/** 坐标标(默认本地坐标) */
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ns: number = Node.NodeSpace.LOCAL;
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/** 偏移距离 */
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offset: number = 0;
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/** 偏移向量 */
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offsetVector: Vec3 | null = null;
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/** 移动完成回调 */
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onComplete: Function | null = null;
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/** 距离变化时 */
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onChange: Function | null = null;
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reset() {
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this.ns = Node.NodeSpace.LOCAL;
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this.offset = 0;
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this.target = null;
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this.offsetVector = null;
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this.onComplete = null;
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this.onChange = null;
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}
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}
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@ecs.register('VariableMoveTo')
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class VariableMoveToComponent extends ecs.Comp {
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/** 延时触发器 */
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timer: Timer = new Timer();
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/** 终点备份 */
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end: Vec3 | null = null;
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/** 目标位置 */
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target!: Vec3;
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reset() {
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this.end = null;
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this.timer.reset();
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}
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}
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/** 跟踪移动到目标位置 */
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export class MoveToSystem extends ecs.ComblockSystem<ecs.Entity> implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem, ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(MoveToComp);
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}
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entityEnter(e: ecs.Entity): void {
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e.add(VariableMoveToComponent);
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}
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entityRemove(e: ecs.Entity): void {
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e.remove(VariableMoveToComponent);
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}
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update(e: ecs.Entity) {
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let move = e.get(MoveToComp);
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let mtv = e.get(VariableMoveToComponent);
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let end: Vec3;
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console.assert(move.speed > 0, "移动速度必须要大于零");
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if (move.target instanceof Node) {
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end = move.ns == Node.NodeSpace.WORLD ? move.target.worldPosition : move.target.position;
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}
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else {
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end = move.target as Vec3;
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}
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// 目标移动后,重计算移动方向与移动到目标点的速度
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if (mtv.end == null || !mtv.end.strictEquals(end)) {
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let target = end.clone();
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if (move.offsetVector) {
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target = target.add(move.offsetVector); // 这里的问题
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}
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// 移动方向与移动数度
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let start = move.ns == Node.NodeSpace.WORLD ? move.node.worldPosition : move.node.position;
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move.velocity = Vec3Util.sub(target, start).normalize();
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// 移动时间与目标偏位置计算
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let distance = Vec3.distance(start, target) - move.offset;
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move.onChange?.call(this);
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if (distance - move.offset <= 0) {
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this.exit(e);
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}
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else {
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mtv.timer.step = distance / move.speed;
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mtv.end = end.clone();
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mtv.target = move.velocity.clone().multiplyScalar(distance).add(start);
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}
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}
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if (move.speed > 0) {
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let trans = Vec3Util.mul(move.velocity, move.speed * this.dt);
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move.node.translate(trans, Node.NodeSpace.LOCAL);
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}
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// 移动完成事件
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if (mtv.timer.update(this.dt)) {
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if (move.ns == Node.NodeSpace.WORLD)
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move.node.worldPosition = mtv.target;
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else
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move.node.position = mtv.target;
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this.exit(e);
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}
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}
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private exit(e: ecs.Entity) {
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let move = e.get(MoveToComp);
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move.onComplete?.call(this);
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e.remove(VariableMoveToComponent);
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e.remove(MoveToComp);
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}
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}
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@@ -7,27 +7,27 @@ import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet } from "../common/config/BoxSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { Talents } from "../common/config/TalentSet";
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import { SkillsComp } from "../skill/SkillSystem";
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import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
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import { HeroSkillsComp } from "../skill/heroSkillsComp";
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/** 角色实体 */
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@ecs.register(`Hero`)
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export class Hero extends ecs.Entity {
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HeroModel!: HeroModelComp;
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HeroView!: HeroViewComp;
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Skills!: SkillsComp;
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BattleMove!: BattleMoveComp;
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HeroSkills!: HeroSkillsComp;
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protected init() {
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this.addComponents<ecs.Comp>(
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SkillsComp,
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BattleMoveComp
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BattleMoveComp,
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HeroSkillsComp,
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HeroModelComp
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);
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}
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destroy(): void {
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this.remove(HeroViewComp);
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this.remove(HeroViewComp);;
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super.destroy();
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}
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@@ -35,7 +35,6 @@ export class Hero extends ecs.Entity {
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_call:boolean=false,lv:number=1) {
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scale = 1
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let box_group=BoxSet.HERO
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this.addComponents<ecs.Comp>( HeroModelComp);
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var path = "game/heros/"+HeroInfo[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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@@ -99,13 +98,11 @@ export class Hero extends ecs.Entity {
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this.add(hv);
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// 初始化多个技能组件
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const skills = this.get(SkillsComp);
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// 初始化移动参数
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const move = this.get(BattleMoveComp);
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move.direction = 1; // 向右移动
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move.targetX = 800; // 右边界
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console.log("hero_init",skills,move);
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}
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@@ -16,7 +16,6 @@ import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet } from "../common/config/BoxSet";
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import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
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import { HeroInfo } from "../common/config/heroSet";
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import { MoveToComp } from "../common/ecs/position/MoveTo";
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import { Talents } from "../common/config/TalentSet";
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import { MonModelComp } from "./MonModelComp";
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import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
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@@ -36,7 +35,6 @@ export class Monster extends ecs.Entity {
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destroy(): void {
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this.remove(HeroViewComp);
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this.remove(MoveToComp);
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super.destroy();
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}
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@@ -1,11 +1,10 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { SkillSystem } from "./SkillSystem";
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import { SkillAnimationSystem } from "./SkillAnimation";
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import { HeroSkillSystem } from "./HeroSkillSystem";
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export class EcsSkillSystem extends ecs.System {
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constructor() {
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super();
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this.add(new SkillSystem());
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this.add(new SkillAnimationSystem());
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this.add(new HeroSkillSystem());
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}
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}
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26
assets/script/game/skill/HeroSkillSystem.ts
Normal file
26
assets/script/game/skill/HeroSkillSystem.ts
Normal file
@@ -0,0 +1,26 @@
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import { Node, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { HeroSkillsComp } from "./heroSkillsComp";
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/** 技能系统 */
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@ecs.register('HeroSkillSystem')
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export class HeroSkillSystem extends ecs.ComblockSystem<ecs.Entity> implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroSkillsComp, HeroViewComp);
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}
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update(e: ecs.Entity) {
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let skills = e.get(HeroSkillsComp);
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let view = e.get(HeroViewComp);
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}
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}
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@@ -2,7 +2,7 @@
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "eb55eb50-dace-4e75-8965-3475c0b11835",
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"uuid": "36448c83-0bd9-495b-806d-6e7d640370e3",
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"files": [],
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"subMetas": {},
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"userData": {}
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@@ -1,79 +0,0 @@
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import { Vec3 } from "cc";
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import { ecs } from "db://oops-framework/libs/ecs/ECS";
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import { HeroViewComp } from "../hero/HeroViewComp";
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// 投射物组件
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@ecs.register('Projectile')
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export class ProjectileComp extends ecs.Comp {
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speed: number = 500; // 飞行速度
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direction: Vec3 = Vec3.RIGHT;// 飞行方向
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maxDistance: number = 1000; // 最大射程
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traveled: number = 0; // 已飞行距离
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penetrate: number = 3; // 穿透次数
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targets = new Set<ecs.Entity>(); // 已命中目标
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reset() {
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this.speed = 500;
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this.direction.set(Vec3.RIGHT);
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this.maxDistance = 1000;
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this.traveled = 0;
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this.penetrate = 3;
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this.targets.clear();
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}
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}
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// 投射物系统
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@ecs.register('ProjectileSystem')
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export class ProjectileSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(ProjectileComp, HeroViewComp);
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}
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update(e: ecs.Entity): void {
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const proj = e.get(ProjectileComp);
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const view = e.get(HeroViewComp);
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// 移动计算
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const delta = proj.direction.multiplyScalar(proj.speed * this.dt);
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view.node.position = view.node.position.add(delta);
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proj.traveled += delta.length();
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// 碰撞检测(使用ECS组件检测)
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this.checkCollision(e);
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// 超出射程销毁
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if (proj.traveled >= proj.maxDistance) {
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e.destroy();
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}
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}
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private checkCollision(e: ecs.Entity) {
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const proj = e.get(ProjectileComp);
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const view = e.get(HeroViewComp);
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// 获取范围内所有敌人
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// const enemies = ecs.getEntities(HeroViewComp).filter(entity => {
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// const enemyView = entity.get(HeroViewComp);
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// return enemyView.boxGroup !== view.boxGroup &&
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// Vec3.distance(view.node.position, enemyView.node.position) <= 50; // 碰撞半径
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// });
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// enemies.forEach(enemy => {
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// if (!proj.targets.has(enemy)) {
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// this.applyDamage(e, enemy);
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// proj.targets.add(enemy);
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// proj.penetrate--;
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// }
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// });
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if (proj.penetrate <= 0) {
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e.destroy();
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}
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}
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private applyDamage(projectile: ecs.Entity, target: ecs.Entity) {
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const projView = projectile.get(HeroViewComp);
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const targetView = target.get(HeroViewComp);
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// targetView.takeDamage(projView.attack);
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}
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}
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@@ -1,55 +0,0 @@
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import { ecs ,} from "db://oops-framework/libs/ecs/ECS";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { SkillsComp } from "./SkillSystem";
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import { SkillSet } from "../common/config/SkillSet";
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import { Node } from "cc";
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// 动画组件
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@ecs.register('SkillAnimation')
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export class SkillAnimationComp extends ecs.Comp {
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prefab: Node | null = null; // 预制体实例
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damageTriggerTime = 0.3; // 伤害触发时间(秒)
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elapsed = 0; // 已播放时间
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reset() {
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this.prefab?.destroy();
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this.prefab = null;
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this.damageTriggerTime = 0.3;
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this.elapsed = 0;
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}
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}
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// 动画系统
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@ecs.register('SkillAnimationSystem')
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export class SkillAnimationSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(SkillAnimationComp, HeroViewComp);
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}
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update(e: ecs.Entity): void {
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const anim = e.get(SkillAnimationComp);
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anim.elapsed += this.dt;
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// 伤害触发检测
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// if (!anim.hitted && anim.elapsed >= anim.hitTime) {
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// this.applyDamage(e);
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// anim.hitted = true;
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// }
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// 更新动画状态
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// if (anim.elapsed >= anim.duration) {
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// e.remove(SkillAnimationComp);
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// }
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}
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private applyDamage(e: ecs.Entity) {
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const skill = e.get(SkillsComp);
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const view = e.get(HeroViewComp);
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// 添加伤害标记组件
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}
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// 在角色组件中实现目标查找
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}
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@@ -1,187 +0,0 @@
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import { Node, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { SkillSet } from "../common/config/SkillSet";
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import { SkillAnimationComp } from "./SkillAnimation";
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import { ProjectileComp } from "./ProjectileComp";
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/** 技能触发组件 */
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@ecs.register('HerosSkills')
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export class SkillsComp extends ecs.Comp {
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/** 技能ID */
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skillId: number = 0;
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/** 目标位置/实体 */
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target: Vec3 | Node | null = null;
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/** 当前冷却时间 */
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||||
currentCooldown: number = 0;
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||||
reset() {
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this.skillId = 0;
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||||
this.target = null;
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||||
this.currentCooldown = 0;
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||||
}
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||||
}
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||||
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||||
/** 技能系统 */
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||||
@ecs.register('SkillSystem')
|
||||
export class SkillSystem extends ecs.ComblockSystem<ecs.Entity> implements ecs.ISystemUpdate {
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(SkillsComp, HeroViewComp);
|
||||
}
|
||||
|
||||
update(e: ecs.Entity) {
|
||||
let skill = e.get(SkillsComp);
|
||||
let view = e.get(HeroViewComp);
|
||||
|
||||
if (this.canCastSkill(skill, view)) {
|
||||
this.castSkill(e, skill);
|
||||
}
|
||||
}
|
||||
|
||||
private canCastSkill(skill: SkillsComp, view: HeroViewComp): boolean {
|
||||
return skill.currentCooldown <= 0 &&
|
||||
view.pw >= view.pwm;
|
||||
}
|
||||
|
||||
private castSkill(entity: ecs.Entity, skill: SkillsComp) {
|
||||
const skillData = SkillSet[skill.skillId];
|
||||
|
||||
// // 创建飞弹实体
|
||||
// const projectile = ecs.createEntity();
|
||||
// const projView = projectile.add(HeroViewComp);
|
||||
// projView.node = instantiate(skillData.prefab);
|
||||
// projView.node.setParent(entity.get(HeroViewComp).node.parent);
|
||||
// projView.node.setPosition(entity.get(HeroViewComp).node.position);
|
||||
|
||||
// // 添加投射物组件
|
||||
// projectile.add(ProjectileComp, {
|
||||
// speed: skillData.speed,
|
||||
// direction: entity.get(HeroViewComp).node.scale.x > 0 ? Vec3.RIGHT : Vec3.LEFT,
|
||||
// maxDistance: skillData.range,
|
||||
// penetrate: skillData.penetrate
|
||||
// });
|
||||
|
||||
// 应用冷却时间
|
||||
skill.currentCooldown = skillData.cooldown;
|
||||
|
||||
// 根据技能类型处理
|
||||
switch(skillData.type) {
|
||||
case 'damage':
|
||||
this.handleDamage(entity, skillData);
|
||||
break;
|
||||
case 'heal':
|
||||
this.handleHeal(entity, skillData);
|
||||
break;
|
||||
case 'projectile':
|
||||
this.castProjectileSkill(entity, skillData);
|
||||
break;
|
||||
}
|
||||
|
||||
// 播放动画(示例)
|
||||
// entity.get(HeroViewComp).playAnimation(skillData.anim);
|
||||
|
||||
// 触发完成回调
|
||||
entity.remove(SkillsComp);
|
||||
}
|
||||
|
||||
private handleDamage(entity: ecs.Entity, data: any) {
|
||||
const view = entity.get(HeroViewComp);
|
||||
// 实现伤害逻辑...
|
||||
}
|
||||
|
||||
private handleHeal(entity: ecs.Entity, data: any) {
|
||||
const view = entity.get(HeroViewComp);
|
||||
// 实现治疗逻辑...
|
||||
}
|
||||
|
||||
private castProjectileSkill(entity: ecs.Entity, skillData: any) {
|
||||
const view = entity.get(HeroViewComp);
|
||||
|
||||
// 创建飞弹实体
|
||||
|
||||
}
|
||||
|
||||
private exit(e: ecs.Entity) {
|
||||
e.remove(SkillsComp);
|
||||
}
|
||||
}
|
||||
|
||||
// 动画系统
|
||||
@ecs.register('SkillAnimationSystem')
|
||||
export class SkillAnimationSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(SkillAnimationComp);
|
||||
}
|
||||
|
||||
update(e: ecs.Entity): void {
|
||||
const anim = e.get(SkillAnimationComp);
|
||||
anim.elapsed += this.dt;
|
||||
|
||||
// 触发伤害检测
|
||||
if (anim.elapsed >= anim.damageTriggerTime) {
|
||||
e.add(DamageLineComp); // 添加伤害区域组件
|
||||
e.remove(SkillAnimationComp);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 直线型伤害区域组件
|
||||
@ecs.register('DamageLine')
|
||||
export class DamageLineComp extends ecs.Comp {
|
||||
startPos: Vec3 = new Vec3();
|
||||
direction: Vec3 = Vec3.RIGHT;
|
||||
length: number = 300;
|
||||
width: number = 50;
|
||||
|
||||
reset() {
|
||||
this.startPos.set();
|
||||
this.direction.set(Vec3.RIGHT);
|
||||
this.length = 300;
|
||||
this.width = 50;
|
||||
}
|
||||
}
|
||||
|
||||
// 直线伤害系统
|
||||
@ecs.register('DamageLineSystem')
|
||||
export class DamageLineSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(DamageLineComp, HeroViewComp);
|
||||
}
|
||||
|
||||
update(e: ecs.Entity): void {
|
||||
const line = e.get(DamageLineComp);
|
||||
const caster = e.get(HeroViewComp);
|
||||
|
||||
// 根据角色朝向调整方向
|
||||
line.direction = caster.node.scale.x > 0 ? Vec3.RIGHT : new Vec3(-1, 0, 0);
|
||||
|
||||
// 获取直线区域内的目标
|
||||
const targets = this.getTargetsInLine(
|
||||
caster.node.worldPosition,
|
||||
line.direction,
|
||||
line.length,
|
||||
line.width,
|
||||
caster.box_group
|
||||
);
|
||||
|
||||
// 应用伤害
|
||||
targets.forEach(target => {
|
||||
|
||||
});
|
||||
|
||||
e.remove(DamageLineComp);
|
||||
}
|
||||
|
||||
private getTargetsInLine(origin: Vec3, dir: Vec3, length: number, width: number, team: number): ecs.Entity[] {
|
||||
return [];
|
||||
}
|
||||
|
||||
private isInLine(origin: Vec3, dir: Vec3, target: Vec3, length: number, width: number): boolean {
|
||||
return false; // 临时返回值保持类型安全
|
||||
// const toTarget = target.subtract(origin);
|
||||
// const projection = Vec3.project(toTarget, dir);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
10
assets/script/game/skill/heroSkillsComp.ts
Normal file
10
assets/script/game/skill/heroSkillsComp.ts
Normal file
@@ -0,0 +1,10 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
@ecs.register('HeroSkills')
|
||||
export class HeroSkillsComp extends ecs.Comp {
|
||||
/** 移动方向:1向右,-1向左 */
|
||||
|
||||
|
||||
reset() {
|
||||
|
||||
}
|
||||
}
|
||||
9
assets/script/game/skill/heroSkillsComp.ts.meta
Normal file
9
assets/script/game/skill/heroSkillsComp.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "42bf4f68-80fe-4b71-88d1-89cbaea575cb",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
Reference in New Issue
Block a user