角色视图 数据逻辑 依ecs 框架进行重构
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@@ -2,7 +2,6 @@ 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 { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../common/SingletonModuleComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { MonModelComp } from "./MonModelComp";
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@@ -12,11 +11,13 @@ import { BuffConf, SkillSet } from "../common/config/SkillSet";
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import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
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import { TalComp } from "./TalComp";
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import { getMonAttr, MonType } from "../map/RogueConfig";
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import { EBusComp } from "./EBusComp";
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import { MonViewComp } from "./MonViewComp";
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/** 角色实体 */
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@ecs.register(`Monster`)
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export class Monster extends ecs.Entity {
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HeroModel!: MonModelComp;
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HeroView!: HeroViewComp;
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HeroView!: MonViewComp;
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BattleMove!: BattleMoveComp;
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protected init() {
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@@ -24,13 +25,15 @@ export class Monster extends ecs.Entity {
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BattleMoveComp,
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MonModelComp,
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TalComp,
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EBusComp,
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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(MonViewComp);
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this.remove(MonModelComp);
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this.remove(TalComp);
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this.remove(EBusComp);
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super.destroy();
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}
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@@ -38,8 +41,6 @@ export class Monster extends ecs.Entity {
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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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scale=-1
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let box_group=BoxSet.MONSTER
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// console.log("mon load",uuid)
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// this.addComponents<ecs.Comp>( MonModelComp, BattleMoveComp);
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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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var prefab: Prefab = oops.res.get(path, Prefab)!;
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@@ -49,7 +50,52 @@ export class Monster extends ecs.Entity {
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const collider = node.getComponent(BoxCollider2D);
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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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this.hero_init(uuid,node,scale,box_group,lv,monType, buffs,is_call)
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var view = node.getComponent(MonViewComp)!;
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const model = this.get(MonModelComp);
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let hero = HeroInfo[uuid]; // 共用英雄数据
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// 设置 View 层属性(表现相关)
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view.scale = scale;
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view.box_group = box_group;
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// 设置 Model 层属性(数据相关)
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model.hero_uuid = uuid;
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model.hero_name = hero.name;
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model.lv = lv;
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model.type = hero.type;
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model.fac = FacSet.MON;
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model.is_boss = monType == MonType.BOSS;
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if(!model.is_boss){
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model.is_kalami = true;
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}
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// 根据等级和类型获取怪物属性
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const {hp, mp, ap, map, def, mdef} = getMonAttr(lv, uuid, monType);
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// 初始化属性数组
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model.Attrs = getAttrs();
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model.hp = model.Attrs[Attrs.HP_MAX] = hp;
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model.mp = model.Attrs[Attrs.MP_MAX] = mp;
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model.Attrs[Attrs.DEF] = def;
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model.Attrs[Attrs.MDEF] = mdef;
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model.Attrs[Attrs.AP] = ap;
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model.Attrs[Attrs.MAP] = map;
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model.Attrs[Attrs.SPEED] = hero.speed;
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model.Attrs[Attrs.DIS] = hero.dis;
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// 初始化师兄
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// 设置技能
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for(let i=0; i<hero.skills.length; i++){
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let skill = {
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uuid: SkillSet[hero.skills[i]].uuid,
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cd_max: SkillSet[hero.skills[i]].cd,
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cost: SkillSet[hero.skills[i]].cost,
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cd: 0
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};
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model.skills.push(skill);
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}
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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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@@ -57,53 +103,29 @@ export class Monster extends ecs.Entity {
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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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smc.vmdata.mission_data.mon_num++
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// console.log("[Mon] mission_data.mon_num:",smc.vmdata.mission_data.mon_num)
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}
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hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,lv:number=1,monType:MonType=MonType.NORMAL,buffs: BuffConf[] = [],is_call=false) {
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var hv = node.getComponent(HeroViewComp)!;
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// console.log("hero_init",buff)
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let hero= HeroInfo[uuid] // 共用英雄数据
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hv.scale = scale;
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hv.fac = FacSet.MON;
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hv.type = hero.type;
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hv.is_boss = monType==MonType.BOSS;
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if(!hv.is_boss){
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hv.is_kalami=true
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}
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hv.box_group = box_group;
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hv.hero_uuid= uuid;
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hv.hero_name= hero.name;
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const {hp,mp,ap,map,def,mdef}=getMonAttr(lv,uuid,monType)
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// 初始化基础属性,并根据强度倍率调整
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for(let i=0;i<hero.skills.length;i++){
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let skill={ uuid:SkillSet[hero.skills[i]].uuid, cd_max:SkillSet[hero.skills[i]].cd,cost:SkillSet[hero.skills[i]].cost,cd:0 }
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hv.skills.push(skill)
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}
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hv.base_ap=ap
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hv.base_map=map
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hv.base_def=def
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hv.base_hp=hp
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hv.base_mp=mp
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hv.hp=hv.base_hp
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hv.mp=hv.base_mp
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hv.Attrs=getAttrs()
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hv.NeAttrs=getNeAttrs()
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hv.Attrs[Attrs.HP_MAX]=hv.base_hp
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hv.Attrs[Attrs.MP_MAX]=hv.base_mp
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hv.Attrs[Attrs.DEF]=hv.base_def
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hv.Attrs[Attrs.AP]=hv.base_ap
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hv.Attrs[Attrs.MAP]=hv.base_map
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hv.Attrs[Attrs.SPEED]=hero.speed
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hv.Attrs[Attrs.DIS]=hero.dis
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// 初始化 buff/debuff 系统
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hv.initAttrs();
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this.add(hv);
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reset() {
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// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
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super.destroy();
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}
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}
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export class MonLifecycleSystem extends ecs.ComblockSystem
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implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
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filter() {
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return ecs.allOf(MonModelComp);
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}
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entityEnter(e: ecs.Entity): void {
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// 英雄实体创建时的特殊处理
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console.log(`怪物进入世界: ${e.get(MonModelComp).hero_name}`);
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}
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entityRemove(e: ecs.Entity): void {
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// 英雄实体销毁时的清理工作
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console.log(`怪物离开世界: ${e.get(MonModelComp).hero_name}`);
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}
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}
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