feat(渲染): 重构渲染层级管理并添加BOSS层级
移除动态渲染层级更新逻辑,改为在实体加载时设置固定层级 - 在Hero和Monster的load方法中设置初始siblingIndex - 添加BOSS枚举值到IndexSet - 为Monster添加溢出保护,防止层级索引过大 - 删除墓地位置判断等不再需要的逻辑
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@@ -140,7 +140,8 @@ export enum IndexSet {
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MON2 = 3000,
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MON2 = 3000,
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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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/** 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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MON_INCREMENT = 1,
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SLILL=4000
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SLILL=4000,
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BOSS=2100,
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}
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}
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export const TooltipTypes = {
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export const TooltipTypes = {
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life:1,
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life:1,
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@@ -4,7 +4,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { smc } from "../common/SingletonModuleComp";
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import { smc } from "../common/SingletonModuleComp";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet, FacSet } from "../common/config/GameSet";
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import { BoxSet, FacSet, IndexSet } from "../common/config/GameSet";
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import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
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import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
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import { GameEvent } from "../common/config/GameEvent";
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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 { SkillSet } from "../common/config/SkillSet";
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@@ -50,6 +50,11 @@ export class Hero extends ecs.Entity {
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const collider = node.getComponent(BoxCollider2D);
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const collider = node.getComponent(BoxCollider2D);
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if (collider) collider.enabled = false; // 先禁用
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if (collider) collider.enabled = false; // 先禁用
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node.setPosition(pos)
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node.setPosition(pos)
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// 🔥 设置初始 SiblingIndex - 英雄基础层级 + 位置偏移
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const initialSiblingIndex = IndexSet.HERO;
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node.setSiblingIndex(initialSiblingIndex);
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// console.log("hero load",pos)
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// console.log("hero load",pos)
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var hv = node.getComponent(HeroViewComp)!;
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var hv = node.getComponent(HeroViewComp)!;
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const model = this.get(HeroAttrsComp);
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const model = this.get(HeroAttrsComp);
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@@ -56,11 +56,7 @@ export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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return;
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return;
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}
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}
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// 新增墓地位置判断,如果已经在墓地则不再移动
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if (view.node.position.x === -1000 || view.node.position.x === 1000) {
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view.status_change("idle");
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return;
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}
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// 英雄阵营特殊逻辑:根据职业区分行为
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// 英雄阵营特殊逻辑:根据职业区分行为
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const hasEnemies = this.checkEnemiesExist(e);
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const hasEnemies = this.checkEnemiesExist(e);
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@@ -2,7 +2,7 @@ import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,Sprite
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../common/SingletonModuleComp";
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import { smc } from "../common/SingletonModuleComp";
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import { BoxSet, FacSet } from "../common/config/GameSet";
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import { BoxSet, FacSet, IndexSet } from "../common/config/GameSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { BuffConf, SkillSet } from "../common/config/SkillSet";
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import { BuffConf, SkillSet } from "../common/config/SkillSet";
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@@ -47,6 +47,12 @@ export class Monster extends ecs.Entity {
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if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
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if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
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node.setPosition(pos)
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node.setPosition(pos)
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// 🔥 设置初始 SiblingIndex - 防止溢出
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const baseLane = lane === 0 ? IndexSet.MON1 : IndexSet.MON2;
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// 使用模运算防止索引溢出,确保在安全范围内循环
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const safeSpawnOrder = spawnOrder % 999; // 限制在999以内,避免溢出到其他层级
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const initialSiblingIndex = baseLane + safeSpawnOrder;
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node.setSiblingIndex(initialSiblingIndex);
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var view = node.getComponent(HeroViewComp)!;
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var view = node.getComponent(HeroViewComp)!;
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const model = this.get(HeroAttrsComp);
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const model = this.get(HeroAttrsComp);
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@@ -49,8 +49,7 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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const shouldStop = this.checkEnemiesInFace(e);
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const shouldStop = this.checkEnemiesInFace(e);
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model.is_atking = this.checkEnemiesInRange(e, model.Attrs[Attrs.DIS]);
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model.is_atking = this.checkEnemiesInRange(e, model.Attrs[Attrs.DIS]);
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// 更新渲染层级
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// 🔥 移除渲染层级更新:各线路固定,后召唤的天然层级更高,无需动态调整
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this.updateRenderOrder(e);
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if (!shouldStop) {
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if (!shouldStop) {
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if (model.is_stop || model.is_dead || model.isStun() || model.isFrost()) {
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if (model.is_stop || model.is_dead || model.isStun() || model.isFrost()) {
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@@ -58,11 +57,7 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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return;
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return;
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}
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}
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// 新增墓地位置判断,如果已经在墓地则不再移动
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if (view.node.position.x === -1000 || view.node.position.x === 1000) {
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view.status_change("idle");
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return;
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}
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// 怪物简单移动逻辑:向目标方向移动
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// 怪物简单移动逻辑:向目标方向移动
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const delta = (model.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
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const delta = (model.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
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@@ -137,58 +132,4 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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});
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});
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return found;
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return found;
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}
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}
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/** 更新渲染层级 */
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private updateRenderOrder(entity: ecs.Entity) {
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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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/** 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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// 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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}
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@@ -193,8 +193,8 @@ export class MissionMonCompComp extends CCComp {
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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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// 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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const lane = pos.y === 110 ? 0 : 1;
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// 递增全局生成顺序
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// 递增全局生成顺序 - 🔥 添加溢出保护
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this.globalSpawnOrder++;
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this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999; // 防止无限增长,在999处循环重置
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// 生成怪物,传递线路和生成顺序
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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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mon.load(pos, scale, uuid, lv, monType, buffs, false, lane, this.globalSpawnOrder);
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