refactor(英雄系统): 拆分通用移动组件为专属的英雄和怪物移动系统
将原有的BattleMoveComp和BattleMoveSystem拆分为HeroMoveComp/HeroMoveSystem和MonMoveComp/MonMoveSystem 移除不再使用的BattleMove相关文件和ECS位置系统 更新Hero和Monster实体使用新的移动组件
This commit is contained in:
@@ -6,9 +6,6 @@ import { ecs } from '../../extensions/oops-plugin-framework/assets/libs/ecs/ECS'
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import { UIConfigData } from './game/common/config/GameUIConfig';
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import { smc } from './game/common/SingletonModuleComp';
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import { Initialize } from './game/initialize/Initialize';
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import { EcsPositionSystem } from './game/common/ecs/position/EcsPositionSystem';
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import { WxCloudApi } from './game/wx_clound_client_api/WxCloudApi';
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// import { WxCloudApi } from './game/wx_clound_client_api/WxCloudApi';
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const { ccclass, property } = _decorator;
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@@ -34,8 +31,6 @@ export class Main extends Root {
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protected async initEcsSystem() {
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// oops.ecs.add(new EcsPositionSystem());
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// oops.ecs.add(new EcsRoleSystem());
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// oops.ecs.add(new EcsInitializeSystem());
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}
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}
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@@ -1,16 +0,0 @@
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import { ecs } from "../../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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@ecs.register('BattleMove')
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export class BattleMoveComp extends ecs.Comp {
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/** 移动方向:1向右,-1向左 */
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direction: number = 1;
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/** 目标x坐标 */
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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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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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}
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}
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@@ -1,274 +0,0 @@
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import { HeroViewComp } from "../../../hero/HeroViewComp";
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import { BattleMoveComp } from "./BattleMoveComp";
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import { ecs } from "../../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../../SingletonModuleComp";
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import { FacSet } from "../../config/BoxSet";
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import { HType } from "../../config/heroSet";
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import { Attrs } from "../../config/HeroAttrs";
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import { HeroAttrsComp } from "../../../hero/HeroAttrsComp";
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@ecs.register('BattleMoveSystem')
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export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(BattleMoveComp, HeroViewComp);
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}
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update(e: ecs.Entity) {
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if(!smc.mission.play||smc.mission.pause) return
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const move = e.get(BattleMoveComp);
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const model = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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if (!move.moving) return;
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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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// 更新渲染层级
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this.updateRenderOrder(e);
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// 同步状态
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if (!shouldStop) { //在攻击范围内停止移动
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// if(model.fac==1){
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if(model.is_stop||model.is_dead||model.isStun()||model.isFrost()) {
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view.status_change("idle");
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return; //停止移动或者死亡不移动
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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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if (model.fac == FacSet.HERO) {
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const hasEnemies = this.checkEnemiesExist(e);
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const isWarrior = model.type === HType.warrior;
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// 战士职业:有敌人就向敌人前进
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if (isWarrior && hasEnemies) {
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const nearestEnemy = this.findNearestEnemy(e);
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if (nearestEnemy) {
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const enemyX = nearestEnemy.node.position.x;
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const currentX = view.node.position.x;
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// 根据敌人位置调整移动方向和朝向
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if (enemyX > currentX) {
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move.direction = 1; // 向右移动
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view.node.setScale(1, 1, 1); // 面向右侧
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view.node.getChildByName("top").setScale(1, 1, 1); // 面向右侧
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} else {
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move.direction = -1; // 向左移动
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view.node.setScale(-1, 1, 1); // 面向左侧
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view.node.getChildByName("top").setScale(-1, 1, 1); // 面向左侧
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}
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// 继续向敌人方向移动
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const delta = (model.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
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const newX = view.node.position.x + delta;
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// 对于战士,允许更自由的移动范围
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if (newX >= -420 && newX <= 420) { // 使用地图边界
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view.status_change("move");
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view.node.setPosition(newX, view.node.position.y, 0);
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} else {
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view.status_change("idle");
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}
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}
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return;
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}
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// 其他职业或战士无敌人时:回到预定点
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const currentX = view.node.position.x;
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let finalTargetX = move.targetX;
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// 检查预定点是否已被占用
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if (this.isPositionOccupied(finalTargetX, e)) {
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finalTargetX = move.targetX - 50; // 往前50的位置
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}
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// 如果不在目标位置,移动到目标位置
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if (Math.abs(currentX - finalTargetX) > 1) {
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// 确定移动方向
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const direction = currentX > finalTargetX ? -1 : 1;
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const delta = (model.Attrs[Attrs.SPEED]/3) * this.dt * direction;
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const newX = view.node.position.x + delta;
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// 设置朝向
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if (direction === 1) {
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view.node.setScale(1, 1, 1); // 面向右侧
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view.node.getChildByName("top").setScale(1, 1, 1); // 面向右侧
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} else {
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view.node.setScale(-1, 1, 1); // 面向左侧
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view.node.getChildByName("top").setScale(-1, 1, 1); // 面向左侧
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}
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// 确保不会超过目标位置
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if (direction === 1 && newX > finalTargetX) {
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view.node.setPosition(finalTargetX, view.node.position.y, 0);
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} else if (direction === -1 && newX < finalTargetX) {
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view.node.setPosition(finalTargetX, view.node.position.y, 0);
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} else {
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view.node.setPosition(newX, view.node.position.y, 0);
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}
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view.status_change("move");
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} else {
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view.status_change("idle");
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// 到达目标位置后,面向右侧(敌人方向)
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move.direction = 1;
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view.node.setScale(1, 1, 1); // 面向右侧
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view.node.getChildByName("top").setScale(1, 1, 1); // 面向右侧
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}
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return;
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}
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// 计算移动量
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const delta =(model.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
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const newX = view.node.position.x + delta;
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// 限制移动范围
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if (this.validatePosition(newX, move)) {
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view.status_change("move");
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view.node.setPosition(newX, view.node.position.y, 0);
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} else {
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// 当达到目标位置边界时也切换为idle状态
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view.status_change("idle");
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// 达到边界是永久停止,设置moving为false
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move.moving = false;
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}
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}
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else{
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view.status_change("idle");
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// 因为敌人在面前而暂时停止,不设置moving为false,保持检查状态
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}
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// console.log(`[${model.hero_name}] 类型:${model.type} 是否停止:${shouldStop} 方向:${move.direction} 位置:${model.node.position.x.toFixed(1)}`);
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}
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/** 检查是否存在敌人 */
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private checkEnemiesExist(entity: ecs.Entity): boolean {
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const team = entity.get(HeroAttrsComp).fac;
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let hasEnemies = false;
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ecs.query(ecs.allOf(HeroAttrsComp)).some(e => {
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const model = e.get(HeroAttrsComp);
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if (model.fac !== team && !model.is_dead) {
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hasEnemies = true;
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return true;
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}
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});
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return hasEnemies;
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}
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/** 找到最近的敌人 */
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private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null {
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const currentPos = entity.get(HeroViewComp).node.position;
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const team = entity.get(HeroAttrsComp).fac;
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let nearestEnemy: HeroAttrsComp | null = null;
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let minDistance = Infinity;
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ecs.query(ecs.allOf(HeroAttrsComp)).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 (model.fac !== team && !model.is_dead) {
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const distance = Math.abs(currentPos.x - view.node.position.x);
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if (distance < minDistance) {
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minDistance = distance;
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nearestEnemy = model;
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}
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}
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});
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return nearestEnemy;
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}
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/** 验证目标位置有效性 */
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private validatePosition(newX: number, move: BattleMoveComp): boolean {
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// 我方不能超过右边界,敌方不能超过左边界
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return move.direction === 1 ?
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newX <= move.targetX :
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newX >= move.targetX;
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}
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/** 检测是否在墓地 */
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private checkInGrave(entity: ecs.Entity): boolean {
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const model = entity.get(HeroViewComp);
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return model.node.position.x === -1000 || model.node.position.x === 1000;
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}
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/** 检测攻击范围内敌人 */
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private checkEnemiesInRange(entity: ecs.Entity, range: number): boolean {
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const currentPos = entity.get(HeroViewComp).node.position;
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const team = entity.get(HeroViewComp).fac;
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let found = false;
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ecs.query(ecs.allOf(HeroViewComp)).some(e => {
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const model = e.get(HeroViewComp);
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const distance = Math.abs(currentPos.x - model.node.position.x);
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if (model.fac !== team) {
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if (distance <= range) {
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found = true;
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return true;
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}
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}
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});
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return found;
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}
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private checkEnemiesInFace(entity: ecs.Entity): boolean {
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const currentPos = entity.get(HeroViewComp).node.position;
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const team = entity.get(HeroViewComp).fac;
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let found = false;
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ecs.query(ecs.allOf(HeroViewComp)).some(e => {
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const model = e.get(HeroViewComp);
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const distance = Math.abs(currentPos.x - model.node.position.x);
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if (model.fac !== team) {
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if (distance <= 75) {
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found = true;
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return true;
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}
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}
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});
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return found;
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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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const current = entity.get(HeroViewComp);
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// 查找所有单位
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const allUnits = ecs.query(ecs.allOf(HeroViewComp))
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.filter(e => {
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const other = e.get(HeroViewComp);
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return other.fac === current.fac; // 按阵营分组
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})
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.map(e => e);
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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 posA = a.get(HeroViewComp).node.position.x;
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const posB = b.get(HeroViewComp).node.position.x;
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return posA - posB; // x坐标从小到大排序
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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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});
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}
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/** 检查指定位置是否已被占用 */
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private isPositionOccupied(targetX: number, currentEntity: ecs.Entity): boolean {
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const currentView = currentEntity.get(HeroViewComp);
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const occupationRange = 30; // 定义占用范围为30像素
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return ecs.query(ecs.allOf(HeroViewComp)).some(e => {
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if (e === currentEntity) return false; // 排除自己
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const model = e.get(HeroViewComp);
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if (model.fac !== currentView.fac) return false; // 只检查同阵营
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if (model.is_dead) return false; // 排除死亡单位
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const distance = Math.abs(model.node.position.x - targetX);
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return distance < occupationRange; // 如果距离小于占用范围,认为被占用
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});
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}
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}
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@@ -1,9 +0,0 @@
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "9f62614b-42c3-4f21-a3d6-68c9190082e8",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -1,8 +0,0 @@
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import { ecs } from "../../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { BattleMoveSystem } from "./BattleMoveSystem";
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export class EcsPositionSystem extends ecs.System {
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constructor() {
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super();
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// this.add(new BattleMoveSystem());
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}
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}
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@@ -6,12 +6,12 @@ import { HeroAttrsComp } from "./HeroAttrsComp";
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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, HeroPos, HType } from "../common/config/heroSet";
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import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
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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 { time } from "console";
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import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
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import { HeroSkillsComp } from "./HeroSkills";
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import { HeroMoveComp } from "./HeroMove";
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/** 角色实体 */
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@ecs.register(`Hero`)
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@@ -19,10 +19,10 @@ export class Hero extends ecs.Entity {
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HeroModel!: HeroAttrsComp;
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HeroSkills!: HeroSkillsComp;
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View!: HeroViewComp;
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BattleMove!: BattleMoveComp;
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HeroMove!: HeroMoveComp;
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protected init() {
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this.addComponents<ecs.Comp>(
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BattleMoveComp,
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HeroMoveComp,
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HeroAttrsComp,
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HeroSkillsComp,
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);
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@@ -95,7 +95,7 @@ export class Hero extends ecs.Entity {
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this.add(hv);
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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const move = this.get(BattleMoveComp);
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const move = this.get(HeroMoveComp);
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move.direction = 1; // 向右移动
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move.targetX = 0; // 右边界'
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if(HeroInfo[uuid].type==HType.remote){
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264
assets/script/game/hero/HeroMove.ts
Normal file
264
assets/script/game/hero/HeroMove.ts
Normal file
@@ -0,0 +1,264 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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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/BoxSet";
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import { HType } from "../common/config/heroSet";
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import { Attrs } from "../common/config/HeroAttrs";
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/** 英雄移动组件 */
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@ecs.register('HeroMove')
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export class HeroMoveComp extends ecs.Comp {
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/** 移动方向:1向右,-1向左 */
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direction: number = 1;
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/** 目标x坐标 */
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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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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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}
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}
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/** 英雄移动系统 - 专门处理英雄的移动逻辑 */
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@ecs.register('HeroMoveSystem')
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export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroMoveComp, HeroViewComp, HeroAttrsComp);
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}
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update(e: ecs.Entity) {
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if (!smc.mission.play || smc.mission.pause) return;
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const move = e.get(HeroMoveComp);
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const model = e.get(HeroAttrsComp);
|
||||
const view = e.get(HeroViewComp);
|
||||
|
||||
// 只处理英雄
|
||||
if (model.fac !== FacSet.HERO) return;
|
||||
if (!move.moving) return;
|
||||
|
||||
const shouldStop = this.checkEnemiesInFace(e);
|
||||
model.is_atking = this.checkEnemiesInRange(e, model.Attrs[Attrs.DIS]);
|
||||
|
||||
// 更新渲染层级
|
||||
this.updateRenderOrder(e);
|
||||
|
||||
if (!shouldStop) {
|
||||
if (model.is_stop || model.is_dead || model.isStun() || model.isFrost()) {
|
||||
view.status_change("idle");
|
||||
return;
|
||||
}
|
||||
|
||||
// 新增墓地位置判断,如果已经在墓地则不再移动
|
||||
if (view.node.position.x === -1000 || view.node.position.x === 1000) {
|
||||
view.status_change("idle");
|
||||
return;
|
||||
}
|
||||
|
||||
// 英雄阵营特殊逻辑:根据职业区分行为
|
||||
const hasEnemies = this.checkEnemiesExist(e);
|
||||
const isWarrior = model.type === HType.warrior;
|
||||
|
||||
// 战士职业:有敌人就向敌人前进
|
||||
if (isWarrior && hasEnemies) {
|
||||
const nearestEnemy = this.findNearestEnemy(e);
|
||||
if (nearestEnemy) {
|
||||
const enemyX = nearestEnemy.node.position.x;
|
||||
const currentX = view.node.position.x;
|
||||
|
||||
// 根据敌人位置调整移动方向和朝向
|
||||
if (enemyX > currentX) {
|
||||
move.direction = 1; // 向右移动
|
||||
view.node.setScale(1, 1, 1); // 面向右侧
|
||||
view.node.getChildByName("top").setScale(1, 1, 1); // 面向右侧
|
||||
} else {
|
||||
move.direction = -1; // 向左移动
|
||||
view.node.setScale(-1, 1, 1); // 面向左侧
|
||||
view.node.getChildByName("top").setScale(-1, 1, 1); // 面向左侧
|
||||
}
|
||||
|
||||
// 继续向敌人方向移动
|
||||
const delta = (model.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
|
||||
const newX = view.node.position.x + delta;
|
||||
|
||||
// 对于战士,允许更自由的移动范围
|
||||
if (newX >= -420 && newX <= 420) { // 使用地图边界
|
||||
view.status_change("move");
|
||||
view.node.setPosition(newX, view.node.position.y, 0);
|
||||
} else {
|
||||
view.status_change("idle");
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// 其他职业或战士无敌人时:回到预定点
|
||||
const currentX = view.node.position.x;
|
||||
let finalTargetX = move.targetX;
|
||||
|
||||
// 检查预定点是否已被占用
|
||||
if (this.isPositionOccupied(finalTargetX, e)) {
|
||||
finalTargetX = move.targetX - 50; // 往前50的位置
|
||||
}
|
||||
|
||||
// 如果不在目标位置,移动到目标位置
|
||||
if (Math.abs(currentX - finalTargetX) > 1) {
|
||||
// 确定移动方向
|
||||
const direction = currentX > finalTargetX ? -1 : 1;
|
||||
const delta = (model.Attrs[Attrs.SPEED]/3) * this.dt * direction;
|
||||
const newX = view.node.position.x + delta;
|
||||
|
||||
// 设置朝向
|
||||
if (direction === 1) {
|
||||
view.node.setScale(1, 1, 1); // 面向右侧
|
||||
view.node.getChildByName("top").setScale(1, 1, 1); // 面向右侧
|
||||
} else {
|
||||
view.node.setScale(-1, 1, 1); // 面向左侧
|
||||
view.node.getChildByName("top").setScale(-1, 1, 1); // 面向左侧
|
||||
}
|
||||
|
||||
// 确保不会超过目标位置
|
||||
if (direction === 1 && newX > finalTargetX) {
|
||||
view.node.setPosition(finalTargetX, view.node.position.y, 0);
|
||||
} else if (direction === -1 && newX < finalTargetX) {
|
||||
view.node.setPosition(finalTargetX, view.node.position.y, 0);
|
||||
} else {
|
||||
view.node.setPosition(newX, view.node.position.y, 0);
|
||||
}
|
||||
view.status_change("move");
|
||||
} else {
|
||||
view.status_change("idle");
|
||||
// 到达目标位置后,面向右侧(敌人方向)
|
||||
move.direction = 1;
|
||||
view.node.setScale(1, 1, 1); // 面向右侧
|
||||
view.node.getChildByName("top").setScale(1, 1, 1); // 面向右侧
|
||||
}
|
||||
} else {
|
||||
view.status_change("idle");
|
||||
// 因为敌人在面前而暂时停止,不设置moving为false,保持检查状态
|
||||
}
|
||||
}
|
||||
|
||||
/** 检查是否存在敌人 */
|
||||
private checkEnemiesExist(entity: ecs.Entity): boolean {
|
||||
const team = entity.get(HeroAttrsComp).fac;
|
||||
let hasEnemies = false;
|
||||
ecs.query(ecs.allOf(HeroAttrsComp)).some(e => {
|
||||
const model = e.get(HeroAttrsComp);
|
||||
if (model.fac !== team && !model.is_dead) {
|
||||
hasEnemies = true;
|
||||
return true;
|
||||
}
|
||||
});
|
||||
return hasEnemies;
|
||||
}
|
||||
|
||||
/** 找到最近的敌人 */
|
||||
private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null {
|
||||
const currentPos = entity.get(HeroViewComp).node.position;
|
||||
const team = entity.get(HeroAttrsComp).fac;
|
||||
let nearestEnemyView: HeroViewComp | null = null;
|
||||
let minDistance = Infinity;
|
||||
|
||||
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(e => {
|
||||
const model = e.get(HeroAttrsComp);
|
||||
const view = e.get(HeroViewComp);
|
||||
if (model.fac !== team && !model.is_dead) {
|
||||
const distance = Math.abs(currentPos.x - view.node.position.x);
|
||||
if (distance < minDistance) {
|
||||
minDistance = distance;
|
||||
nearestEnemyView = view;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
return nearestEnemyView;
|
||||
}
|
||||
|
||||
/** 检测攻击范围内敌人 */
|
||||
private checkEnemiesInRange(entity: ecs.Entity, range: number): boolean {
|
||||
const currentPos = entity.get(HeroViewComp).node.position;
|
||||
const team = entity.get(HeroAttrsComp).fac;
|
||||
let found = false;
|
||||
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
|
||||
const model = e.get(HeroAttrsComp);
|
||||
const view = e.get(HeroViewComp);
|
||||
const distance = Math.abs(currentPos.x - view.node.position.x);
|
||||
if (model.fac !== team && !model.is_dead) {
|
||||
if (distance <= range) {
|
||||
found = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
});
|
||||
return found;
|
||||
}
|
||||
|
||||
/** 检测面前是否有敌人 */
|
||||
private checkEnemiesInFace(entity: ecs.Entity): boolean {
|
||||
const currentPos = entity.get(HeroViewComp).node.position;
|
||||
const team = entity.get(HeroAttrsComp).fac;
|
||||
let found = false;
|
||||
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
|
||||
const model = e.get(HeroAttrsComp);
|
||||
const view = e.get(HeroViewComp);
|
||||
const distance = Math.abs(currentPos.x - view.node.position.x);
|
||||
if (model.fac !== team && !model.is_dead) {
|
||||
if (distance <= 75) {
|
||||
found = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
});
|
||||
return found;
|
||||
}
|
||||
|
||||
/** 更新渲染层级 */
|
||||
private updateRenderOrder(entity: ecs.Entity) {
|
||||
const currentView = entity.get(HeroViewComp);
|
||||
const currentModel = entity.get(HeroAttrsComp);
|
||||
|
||||
// 查找所有英雄单位
|
||||
const allUnits = ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp))
|
||||
.filter(e => {
|
||||
const otherModel = e.get(HeroAttrsComp);
|
||||
return otherModel.fac === currentModel.fac; // 按阵营分组
|
||||
})
|
||||
.map(e => e);
|
||||
|
||||
// 按x坐标排序:x坐标越大(越前面)的显示在上层
|
||||
const sortedUnits = allUnits.sort((a, b) => {
|
||||
const posA = a.get(HeroViewComp).node.position.x;
|
||||
const posB = b.get(HeroViewComp).node.position.x;
|
||||
return posA - posB; // x坐标从小到大排序
|
||||
});
|
||||
|
||||
// 设置渲染顺序:x坐标越大的显示在上层(index越大,层级越高)
|
||||
sortedUnits.forEach((unit, index) => {
|
||||
const model = unit.get(HeroViewComp);
|
||||
model.node.setSiblingIndex(index); // 直接使用index,x坐标大的index大,层级高
|
||||
});
|
||||
}
|
||||
|
||||
/** 检查指定位置是否已被占用 */
|
||||
private isPositionOccupied(targetX: number, currentEntity: ecs.Entity): boolean {
|
||||
const currentModel = currentEntity.get(HeroAttrsComp);
|
||||
const occupationRange = 30; // 定义占用范围为30像素
|
||||
|
||||
return ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
|
||||
if (e === currentEntity) return false; // 排除自己
|
||||
|
||||
const model = e.get(HeroAttrsComp);
|
||||
const view = e.get(HeroViewComp);
|
||||
if (model.fac !== currentModel.fac) return false; // 只检查同阵营
|
||||
if (model.is_dead) return false; // 排除死亡单位
|
||||
|
||||
const distance = Math.abs(view.node.position.x - targetX);
|
||||
return distance < occupationRange; // 如果距离小于占用范围,认为被占用
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "196aaacb-556c-4bb2-925c-9a70dc3e56fc",
|
||||
"uuid": "b8ffb934-e91e-466c-a857-5f88cc83b542",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
@@ -5,24 +5,23 @@ import { smc } from "../common/SingletonModuleComp";
|
||||
import { BoxSet, FacSet } from "../common/config/BoxSet";
|
||||
import { HeroInfo } from "../common/config/heroSet";
|
||||
import { HeroAttrsComp } from "./HeroAttrsComp";
|
||||
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
|
||||
import { SkillConComp } from "./SkillConComp";
|
||||
import { BuffConf, SkillSet } from "../common/config/SkillSet";
|
||||
import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
|
||||
import { getMonAttr, MonType } from "../map/RogueConfig";
|
||||
import { HeroViewComp } from "./HeroViewComp";
|
||||
import { HeroSkillsComp } from "./HeroSkills";
|
||||
import { MonMoveComp } from "./MonMove";
|
||||
/** 角色实体 */
|
||||
@ecs.register(`Monster`)
|
||||
export class Monster extends ecs.Entity {
|
||||
HeroModel!: HeroAttrsComp;
|
||||
HeroSkills!: HeroSkillsComp;
|
||||
HeroView!: HeroViewComp;
|
||||
BattleMove!: BattleMoveComp;
|
||||
MonMove!: MonMoveComp;
|
||||
|
||||
protected init() {
|
||||
this.addComponents<ecs.Comp>(
|
||||
BattleMoveComp,
|
||||
MonMoveComp,
|
||||
HeroAttrsComp,
|
||||
HeroSkillsComp,
|
||||
);
|
||||
@@ -89,7 +88,7 @@ export class Monster extends ecs.Entity {
|
||||
oops.message.dispatchEvent("monster_load",this)
|
||||
|
||||
// 初始化移动参数
|
||||
const move = this.get(BattleMoveComp);
|
||||
const move = this.get(MonMoveComp);
|
||||
move.direction = -1; // 向左移动
|
||||
move.targetX = -800; // 左边界
|
||||
smc.vmdata.mission_data.mon_num++
|
||||
|
||||
153
assets/script/game/hero/MonMove.ts
Normal file
153
assets/script/game/hero/MonMove.ts
Normal file
@@ -0,0 +1,153 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { HeroViewComp } from "./HeroViewComp";
|
||||
import { HeroAttrsComp } from "./HeroAttrsComp";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { FacSet } from "../common/config/BoxSet";
|
||||
import { Attrs } from "../common/config/HeroAttrs";
|
||||
|
||||
/** 怪物移动组件 */
|
||||
@ecs.register('MonMove')
|
||||
export class MonMoveComp extends ecs.Comp {
|
||||
/** 移动方向:1向右,-1向左 */
|
||||
direction: number = 1;
|
||||
/** 目标x坐标 */
|
||||
targetX: number = 0;
|
||||
/** 是否处于移动状态 */
|
||||
moving: boolean = true;
|
||||
|
||||
reset() {
|
||||
this.direction = 1;
|
||||
this.targetX = 0;
|
||||
this.moving = true;
|
||||
}
|
||||
}
|
||||
|
||||
/** 怪物移动系统 - 专门处理怪物的移动逻辑 */
|
||||
@ecs.register('MonMoveSystem')
|
||||
export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(MonMoveComp, HeroViewComp, HeroAttrsComp);
|
||||
}
|
||||
|
||||
update(e: ecs.Entity) {
|
||||
if (!smc.mission.play || smc.mission.pause) return;
|
||||
|
||||
const move = e.get(MonMoveComp);
|
||||
const model = e.get(HeroAttrsComp);
|
||||
const view = e.get(HeroViewComp);
|
||||
|
||||
// 只处理怪物
|
||||
if (model.fac !== FacSet.MON) return;
|
||||
if (!move.moving) return;
|
||||
|
||||
const shouldStop = this.checkEnemiesInFace(e);
|
||||
model.is_atking = this.checkEnemiesInRange(e, model.Attrs[Attrs.DIS]);
|
||||
|
||||
// 更新渲染层级
|
||||
this.updateRenderOrder(e);
|
||||
|
||||
if (!shouldStop) {
|
||||
if (model.is_stop || model.is_dead || model.isStun() || model.isFrost()) {
|
||||
view.status_change("idle");
|
||||
return;
|
||||
}
|
||||
|
||||
// 新增墓地位置判断,如果已经在墓地则不再移动
|
||||
if (view.node.position.x === -1000 || view.node.position.x === 1000) {
|
||||
view.status_change("idle");
|
||||
return;
|
||||
}
|
||||
|
||||
// 怪物简单移动逻辑:向目标方向移动
|
||||
const delta = (model.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
|
||||
const newX = view.node.position.x + delta;
|
||||
|
||||
// 限制移动范围
|
||||
if (this.validatePosition(newX, move)) {
|
||||
view.status_change("move");
|
||||
view.node.setPosition(newX, view.node.position.y, 0);
|
||||
} else {
|
||||
// 当达到目标位置边界时也切换为idle状态
|
||||
view.status_change("idle");
|
||||
// 达到边界是永久停止,设置moving为false
|
||||
move.moving = false;
|
||||
}
|
||||
} else {
|
||||
view.status_change("idle");
|
||||
// 因为敌人在面前而暂时停止,不设置moving为false,保持检查状态
|
||||
}
|
||||
}
|
||||
|
||||
/** 验证目标位置有效性 */
|
||||
private validatePosition(newX: number, move: MonMoveComp): boolean {
|
||||
// 我方不能超过右边界,敌方不能超过左边界
|
||||
return move.direction === 1 ?
|
||||
newX <= move.targetX :
|
||||
newX >= move.targetX;
|
||||
}
|
||||
|
||||
/** 检测攻击范围内敌人 */
|
||||
private checkEnemiesInRange(entity: ecs.Entity, range: number): boolean {
|
||||
const currentPos = entity.get(HeroViewComp).node.position;
|
||||
const team = entity.get(HeroAttrsComp).fac;
|
||||
let found = false;
|
||||
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
|
||||
const model = e.get(HeroAttrsComp);
|
||||
const view = e.get(HeroViewComp);
|
||||
const distance = Math.abs(currentPos.x - view.node.position.x);
|
||||
if (model.fac !== team && !model.is_dead) {
|
||||
if (distance <= range) {
|
||||
found = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
});
|
||||
return found;
|
||||
}
|
||||
|
||||
/** 检测面前是否有敌人 */
|
||||
private checkEnemiesInFace(entity: ecs.Entity): boolean {
|
||||
const currentPos = entity.get(HeroViewComp).node.position;
|
||||
const team = entity.get(HeroAttrsComp).fac;
|
||||
let found = false;
|
||||
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
|
||||
const model = e.get(HeroAttrsComp);
|
||||
const view = e.get(HeroViewComp);
|
||||
const distance = Math.abs(currentPos.x - view.node.position.x);
|
||||
if (model.fac !== team && !model.is_dead) {
|
||||
if (distance <= 75) {
|
||||
found = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
});
|
||||
return found;
|
||||
}
|
||||
|
||||
/** 更新渲染层级 */
|
||||
private updateRenderOrder(entity: ecs.Entity) {
|
||||
const currentView = entity.get(HeroViewComp);
|
||||
const currentModel = entity.get(HeroAttrsComp);
|
||||
|
||||
// 查找所有怪物单位
|
||||
const allUnits = ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp))
|
||||
.filter(e => {
|
||||
const otherModel = e.get(HeroAttrsComp);
|
||||
return otherModel.fac === currentModel.fac; // 按阵营分组
|
||||
})
|
||||
.map(e => e);
|
||||
|
||||
// 按x坐标排序:x坐标越大(越前面)的显示在上层
|
||||
const sortedUnits = allUnits.sort((a, b) => {
|
||||
const posA = a.get(HeroViewComp).node.position.x;
|
||||
const posB = b.get(HeroViewComp).node.position.x;
|
||||
return posA - posB; // x坐标从小到大排序
|
||||
});
|
||||
|
||||
// 设置渲染顺序:x坐标越大的显示在上层(index越大,层级越高)
|
||||
sortedUnits.forEach((unit, index) => {
|
||||
const model = unit.get(HeroViewComp);
|
||||
model.node.setSiblingIndex(index); // 直接使用index,x坐标大的index大,层级高
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "b44c446b-ce5f-4079-ac42-269837dbf580",
|
||||
"uuid": "8993c5a5-5b0a-4814-b53b-8cc441e9a359",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
Reference in New Issue
Block a user