战斗管理系统基础

This commit is contained in:
2025-02-03 22:02:26 +08:00
parent 060046a6a6
commit 36a8aff783
27 changed files with 375 additions and 619 deletions

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@@ -1,76 +1,46 @@
import { oops } from "db://oops-framework/core/Oops";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { BattleState } from "./BattleStateComp";
import { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent";
@ecs.register('BattleManager')
export class BattleManager extends ecs.Entity {
private static _instance: BattleManager;
static get instance(): BattleManager {
if (!this._instance) {
this._instance = new BattleManager();
this._instance.add(BattleState);
}
return this._instance;
import { BattleEntity } from "./BattleEntity";
import { BattleStateComp } from "./BattleStateComp";
import { UIID } from "../common/config/GameUIConfig";
import { oops } from "db://oops-framework/core/Oops";
export class BattleManager {
/** 获取战斗实体实例 */
static get instance(): ecs.Entity {
return ecs.query(ecs.allOf(BattleStateComp))[0];
}
/** 外部调用入口:开始新战斗 */
startBattle(missionId: number) {
this.get(BattleState).isEnded = false;
// 加载关卡配置、生成敌人等
smc.mission.load(missionId);
/** 启动战斗 */
static startBattle(missionId: number) {
const entity = ecs.getEntity(BattleEntity);
entity.get(BattleStateComp).missionId = missionId;
}
/** 外部调用入口:结束战斗 */
endBattle() {
this.get(BattleState).isEnded = true;
}
private initEvents() {
oops.message.on("HeroDead", this.onHeroDead, this);
oops.message.on("AllEnemyDead", this.onAllEnemyDead, this);
oops.message.on(GameEvent.MissionEnd, this.endBattle, this);
oops.message.on("BattleEndCheck", this.onBattleEndCheck, this);
}
private onHeroDead() {
this.endBattle();
}
private onAllEnemyDead() {
this.endBattle();
}
private onBattleEndCheck() {
// 留空或添加实际需要的检测逻辑
}
}
@ecs.register('BattleManagerComp')
export class BattleManagerComp extends ecs.Comp {
reset() {
// 初始化战斗状态
}
}
export class BattleManagerSystem extends ecs.ComblockSystem {
filter(): ecs.IMatcher {
return ecs.allOf(BattleManagerComp);
}
update(e: ecs.Entity) {
const state = e.get(BattleState);
if (state.isEnded) {
// 处理战斗结束逻辑
this.onBattleEnd(e);
/** 结束战斗 */
static endBattle() {
const entity = ecs.query(ecs.allOf(BattleStateComp))[0];
if (entity) {
entity.get(BattleStateComp).isEnded = true;
}
}
private onBattleEnd(entity: ecs.Entity) {
// 发放奖励、保存进度等
entity.destroy();
/** 扩展带UI管理的战斗启动 */
static startBattleWithUI(missionId: number) {
// 关闭主界面
// oops.gui.remove(UIID.MainMenu);
// // 显示战斗HUD
// oops.gui.open(UIID.BattleHUD);
// 启动战斗
this.startBattle(missionId);
}
/** 扩展带UI管理的战斗结束 */
static endBattleWithUI(isVictory: boolean) {
// 关闭战斗HUD
// oops.gui.remove(UIID.BattleHUD);
// 显示结算界面
// oops.gui.open(isVictory ? UIID.Victory : UIID.Defeat);
// 结束战斗
this.endBattle();
}
}