去掉碰撞系统

This commit is contained in:
2025-02-02 14:48:06 +08:00
parent 6ea3e9504d
commit e571ae2caf
19 changed files with 857 additions and 66 deletions

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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { SkillSystem } from "./SkillSystem";
import { SkillAnimationSystem } from "./SkillAnimation";
export class EcsSkillSystem extends ecs.System {
constructor() {
super();
this.add(new SkillSystem());
this.add(new SkillAnimationSystem());
}
}

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import { Vec3 } from "cc";
import { ecs } from "db://oops-framework/libs/ecs/ECS";
import { HeroViewComp } from "../hero/HeroViewComp";
// 投射物组件
@ecs.register('Projectile')
export class ProjectileComp extends ecs.Comp {
speed: number = 500; // 飞行速度
direction: Vec3 = Vec3.RIGHT;// 飞行方向
maxDistance: number = 1000; // 最大射程
traveled: number = 0; // 已飞行距离
penetrate: number = 3; // 穿透次数
targets = new Set<ecs.Entity>(); // 已命中目标
reset() {
this.speed = 500;
this.direction.set(Vec3.RIGHT);
this.maxDistance = 1000;
this.traveled = 0;
this.penetrate = 3;
this.targets.clear();
}
}
// 投射物系统
@ecs.register('ProjectileSystem')
export class ProjectileSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(ProjectileComp, HeroViewComp);
}
update(e: ecs.Entity): void {
const proj = e.get(ProjectileComp);
const view = e.get(HeroViewComp);
// 移动计算
const delta = proj.direction.multiplyScalar(proj.speed * this.dt);
view.node.position = view.node.position.add(delta);
proj.traveled += delta.length();
// 碰撞检测使用ECS组件检测
this.checkCollision(e);
// 超出射程销毁
if (proj.traveled >= proj.maxDistance) {
e.destroy();
}
}
private checkCollision(e: ecs.Entity) {
const proj = e.get(ProjectileComp);
const view = e.get(HeroViewComp);
// 获取范围内所有敌人
// const enemies = ecs.getEntities(HeroViewComp).filter(entity => {
// const enemyView = entity.get(HeroViewComp);
// return enemyView.boxGroup !== view.boxGroup &&
// Vec3.distance(view.node.position, enemyView.node.position) <= 50; // 碰撞半径
// });
// enemies.forEach(enemy => {
// if (!proj.targets.has(enemy)) {
// this.applyDamage(e, enemy);
// proj.targets.add(enemy);
// proj.penetrate--;
// }
// });
if (proj.penetrate <= 0) {
e.destroy();
}
}
private applyDamage(projectile: ecs.Entity, target: ecs.Entity) {
const projView = projectile.get(HeroViewComp);
const targetView = target.get(HeroViewComp);
// targetView.takeDamage(projView.attack);
}
}

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import { ecs ,} from "db://oops-framework/libs/ecs/ECS";
import { HeroViewComp } from "../hero/HeroViewComp";
import { SkillsComp } from "./SkillSystem";
import { SkillSet } from "../common/config/SkillSet";
import { Node } from "cc";
// 动画组件
@ecs.register('SkillAnimation')
export class SkillAnimationComp extends ecs.Comp {
prefab: Node | null = null; // 预制体实例
damageTriggerTime = 0.3; // 伤害触发时间(秒)
elapsed = 0; // 已播放时间
reset() {
this.prefab?.destroy();
this.prefab = null;
this.damageTriggerTime = 0.3;
this.elapsed = 0;
}
}
// 动画系统
@ecs.register('SkillAnimationSystem')
export class SkillAnimationSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(SkillAnimationComp, HeroViewComp);
}
update(e: ecs.Entity): void {
const anim = e.get(SkillAnimationComp);
anim.elapsed += this.dt;
// 伤害触发检测
// if (!anim.hitted && anim.elapsed >= anim.hitTime) {
// this.applyDamage(e);
// anim.hitted = true;
// }
// 更新动画状态
// if (anim.elapsed >= anim.duration) {
// e.remove(SkillAnimationComp);
// }
}
private applyDamage(e: ecs.Entity) {
const skill = e.get(SkillsComp);
const view = e.get(HeroViewComp);
// 添加伤害标记组件
}
// 在角色组件中实现目标查找
}

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import { Node, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroViewComp } from "../hero/HeroViewComp";
import { SkillSet } from "../common/config/SkillSet";
import { SkillAnimationComp } from "./SkillAnimation";
import { ProjectileComp } from "./ProjectileComp";
/** 技能触发组件 */
@ecs.register('HerosSkills')
export class SkillsComp extends ecs.Comp {
/** 技能ID */
skillId: number = 0;
/** 目标位置/实体 */
target: Vec3 | Node | null = null;
/** 当前冷却时间 */
currentCooldown: number = 0;
reset() {
this.skillId = 0;
this.target = null;
this.currentCooldown = 0;
}
}
/** 技能系统 */
@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);
}
}

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