feat(渲染): 实现基于线路和生成顺序的层级管理系统
添加IndexSet枚举定义基础层级和增量 修改怪物生成逻辑以支持线路(lane)和生成顺序(spawnOrder) 重构MonMoveSystem中的渲染层级更新逻辑 优化HeroViewComp中血条显示逻辑 调整怪物位置配置以支持双线路布局
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@@ -131,7 +131,16 @@ export enum FightSet {
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// AP_UPDATE_RATE=100,
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// AP_CHANGE_RATE=0,
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}
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export enum IndexSet {
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/** 英雄基础层级 */
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HERO = 200,
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/** 一线怪物基础层级(y=120) - 层级较低,在后面 */
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MON1 = 100,
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/** 二线怪物基础层级(y=80) - 层级较高,在前面 */
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MON2 = 300,
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/** 每个怪物的层级增量,确保后生成的在前面 */
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MON_INCREMENT = 1,
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}
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export const TooltipTypes = {
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life:1,
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health:2,
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@@ -51,14 +51,14 @@ export const HeroPos={
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2:{pos:v3(0,100,0)},
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}
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export const MonSet = {
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0:{pos:v3(240,100,0)},
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1:{pos:v3(320,100,0)},
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2:{pos:v3(360,100,0)},
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3:{pos:v3(400,100,0)},
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4:{pos:v3(440,100,0)},
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5:{pos:v3(480,100,0)},
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6:{pos:v3(520,100,0)},
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7:{pos:v3(560,100,0)},
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0:{pos:v3(240,110,0)},
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1:{pos:v3(240,90,0)},
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2:{pos:v3(320,110,0)},
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3:{pos:v3(320,90,0)},
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4:{pos:v3(360,110,0)},
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5:{pos:v3(360,90,0)},
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6:{pos:v3(400,110,0)},
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7:{pos:v3(400,90,0)},
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}
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export enum HeroConf{
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@@ -112,6 +112,7 @@ export class HeroViewComp extends CCComp {
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/** 显示护盾 */
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private show_shield(shield: number = 0, shield_max: number = 0) {
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if(!this.top_node.active) return
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let shield_progress = shield / shield_max;
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this.node.getChildByName("shielded").active = shield > 0;
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this.top_node.getChildByName("shield").active = shield > 0;
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@@ -123,6 +124,11 @@ export class HeroViewComp extends CCComp {
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/** 显示血量 */
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private hp_show(hp: number, hp_max: number) {
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if(hp==hp_max) {
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this.top_node.active=false;
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return
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}
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this.top_node.active=true
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let hp_progress = hp / hp_max;
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this.top_node.getChildByName("hp").getComponent(ProgressBar).progress = hp_progress;
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this.scheduleOnce(() => {
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@@ -132,12 +138,14 @@ export class HeroViewComp extends CCComp {
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/** 显示魔法值 */
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private mp_show(mp: number, mp_max: number) {
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if(!this.top_node.active) return
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this.top_node.getChildByName("mp").getComponent(ProgressBar).progress = mp / mp_max;
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this.scheduleOnce(() => {
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this.top_node.getChildByName("mp").getChildByName("mpb").getComponent(ProgressBar).progress = mp / mp_max;
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}, 0.15);
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}
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private pow_show(pow: number, pow_max: number) {
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if(!this.top_node.active) return
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this.top_node.getChildByName("pow").getComponent(ProgressBar).progress = pow / pow_max;
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this.scheduleOnce(() => {
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this.top_node.getChildByName("pow").getChildByName("mpb").getComponent(ProgressBar).progress = pow / pow_max;
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@@ -35,7 +35,7 @@ export class Monster extends ecs.Entity {
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,lv:number=1,monType:MonType=MonType.NORMAL, buffs: BuffConf[] = [],is_call=false) {
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,lv:number=1,monType:MonType=MonType.NORMAL, buffs: BuffConf[] = [],is_call=false, lane: number = 0, spawnOrder: number = 0) {
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scale=-1
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var scene = smc.map.MapView.scene;
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var path = "game/heros/"+HeroInfo[uuid].path;
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@@ -86,10 +86,12 @@ export class Monster extends ecs.Entity {
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this.add(view);
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oops.message.dispatchEvent("monster_load",this)
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// 初始化移动参数
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// 初始化移动参数,包括线路和生成顺序
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const move = this.get(MonMoveComp);
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move.direction = -1; // 向左移动
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move.targetX = -800; // 左边界
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move.lane = lane; // 设置线路标识
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move.spawnOrder = spawnOrder; // 设置生成顺序
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smc.vmdata.mission_data.mon_num++
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}
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@@ -2,7 +2,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { HeroViewComp } from "./HeroViewComp";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { smc } from "../common/SingletonModuleComp";
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import { FacSet } from "../common/config/GameSet";
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import { FacSet, IndexSet } from "../common/config/GameSet";
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import { Attrs } from "../common/config/HeroAttrs";
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/** 怪物移动组件 */
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@@ -14,11 +14,17 @@ export class MonMoveComp extends ecs.Comp {
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targetX: number = 0;
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/** 是否处于移动状态 */
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moving: boolean = true;
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/** 线路标识:0=一线(y=120),1=二线(y=80) */
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lane: number = 0;
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/** 生成顺序:用于同线路内的层级排序,数值越大越晚生成,层级越前 */
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spawnOrder: number = 0;
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reset() {
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this.direction = 1;
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this.targetX = 0;
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this.moving = true;
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this.lane = 0;
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this.spawnOrder = 0;
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}
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}
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@@ -134,31 +140,55 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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/** 更新渲染层级 */
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private updateRenderOrder(entity: ecs.Entity) {
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const currentView = entity.get(HeroViewComp);
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const currentModel = entity.get(HeroAttrsComp);
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// 查找所有怪物单位
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const allUnits = ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp))
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.filter(e => {
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const otherModel = e.get(HeroAttrsComp);
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return otherModel.fac === currentModel.fac; // 按阵营分组
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})
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.map(e => e);
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// 直接调用全局更新方法,避免重复计算
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this.updateAllUnitsRenderOrder();
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}
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// 按x坐标排序:x坐标越大(越前面)的显示在上层
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const sortedUnits = allUnits.sort((a, b) => {
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const viewA = a.get(HeroViewComp);
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const viewB = b.get(HeroViewComp);
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if (!viewA || !viewA.node || !viewB || !viewB.node) return 0;
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const posA = viewA.node.position.x;
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const posB = viewB.node.position.x;
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return posA - posB; // x坐标从小到大排序
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/** 更新所有单位的渲染层级 */
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private updateAllUnitsRenderOrder() {
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// 获取所有单位
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const allUnits = ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp));
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// 创建单位数组,包含层级信息
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const unitsWithOrder: Array<{
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entity: ecs.Entity,
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view: HeroViewComp,
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order: number
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}> = [];
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allUnits.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 || !view.node || !model) return;
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let order = 0;
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if (model.fac === FacSet.HERO) {
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// 英雄层级:基础层级 + y轴位置影响
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order = IndexSet.HERO + Math.floor(view.node.position.y);
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} else if (model.fac === FacSet.MON) {
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const move = e.get(MonMoveComp);
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if (move) {
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// 怪物层级:基于线路和生成顺序
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const baseLane = move.lane === 0 ? IndexSet.MON1 : IndexSet.MON2;
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order = baseLane + (move.spawnOrder * IndexSet.MON_INCREMENT);
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}
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}
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unitsWithOrder.push({
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entity: e,
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view: view,
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order: order
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});
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});
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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 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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// 按层级排序:order值小的在后面(siblingIndex小),order值大的在前面(siblingIndex大)
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unitsWithOrder.sort((a, b) => a.order - b.order);
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// 设置 siblingIndex
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unitsWithOrder.forEach((unit, index) => {
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unit.view.node.setSiblingIndex(index);
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});
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}
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}
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@@ -8,6 +8,7 @@ import { GameEvent } from "../common/config/GameEvent";
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// 导入肉鸽配置
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import { MonType, EventType, getStageMonConfigs} from "./RogueConfig";
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import { BuffConf } from "../common/config/SkillSet";
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import { IndexSet } from "../common/config/GameSet";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@@ -30,6 +31,8 @@ export class MissionMonCompComp extends CCComp {
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private isPausing: boolean = false; // 是否正在暂停
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private currentEvent: EventType | null = null; // 当前关卡的随机事件
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private eventProcessed: boolean = false; // 事件是否已处理
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/** 全局生成顺序计数器,用于层级管理 */
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private globalSpawnOrder: number = 0;
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onLoad(){
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@@ -46,6 +49,8 @@ export class MissionMonCompComp extends CCComp {
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fight_ready(){
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// console.log("[MissionMonComp]:fight_ready")
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smc.vmdata.mission_data.mon_num=0
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// 重置生成顺序计数器
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this.globalSpawnOrder = 0
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this.do_mon_wave()
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}
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@@ -185,8 +190,14 @@ export class MissionMonCompComp extends CCComp {
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let scale = -1;
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let pos: Vec3 = v3(MonSet[i].pos);
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// 生成怪物
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mon.load(pos,scale,uuid,lv,monType,buffs);
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// 根据位置判断线路:y=110为一线(lane=0),y=80为二线(lane=1)
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const lane = pos.y === 110 ? 0 : 1;
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// 递增全局生成顺序
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this.globalSpawnOrder++;
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// 生成怪物,传递线路和生成顺序
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mon.load(pos, scale, uuid, lv, monType, buffs, false, lane, this.globalSpawnOrder);
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}
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