refactor(game): 删除BezierMove相关元文件并更新英雄和地图资源

- 删除assets/script/game/BezierMove.meta及相关文件
- 新增多个地图动画资源文件(lr.anim, lr2.anim等)
- 调整多个英雄预制体的尺寸和碰撞体参数
- 更新地图预制体(map_rpg.prefab)中的动画配置和节点布局
This commit is contained in:
2025-11-04 10:38:05 +08:00
parent 4670b12330
commit ed1b4f46a4
27 changed files with 2341 additions and 783 deletions

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View File

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import { _decorator, Component, Node, view, UITransform, Vec3, math, EventHandler, Graphics, Color, TweenEasing, Enum } from 'cc';
import { smc } from '../common/SingletonModuleComp';
const { ccclass, property } = _decorator;
// 定义缓动类型枚举
export enum EasingType {
linear = 'linear',
smooth = 'smooth',
fade = 'fade',
quadIn = 'quadIn',
quadOut = 'quadOut',
quadInOut = 'quadInOut',
quadOutIn = 'quadOutIn',
cubicIn = 'cubicIn',
cubicOut = 'cubicOut',
cubicInOut = 'cubicInOut',
cubicOutIn = 'cubicOutIn',
quartIn = 'quartIn',
quartOut = 'quartOut',
quartInOut = 'quartInOut',
quartOutIn = 'quartOutIn',
quintIn = 'quintIn',
quintOut = 'quintOut',
quintInOut = 'quintInOut',
quintOutIn = 'quintOutIn',
sineIn = 'sineIn',
sineOut = 'sineOut',
sineInOut = 'sineInOut',
sineOutIn = 'sineOutIn',
expoIn = 'expoIn',
expoOut = 'expoOut',
expoInOut = 'expoInOut',
expoOutIn = 'expoOutIn',
circIn = 'circIn',
circOut = 'circOut',
circInOut = 'circInOut',
circOutIn = 'circOutIn',
elasticIn = 'elasticIn',
elasticOut = 'elasticOut',
elasticInOut = 'elasticInOut',
elasticOutIn = 'elasticOutIn',
backIn = 'backIn',
backOut = 'backOut',
backInOut = 'backInOut',
backOutIn = 'backOutIn',
bounceIn = 'bounceIn',
bounceOut = 'bounceOut',
bounceInOut = 'bounceInOut',
bounceOutIn = 'bounceOutIn',
}
export enum ControlPointSideType {
Left = 1,
Right = -1,
Random = 0,
}
@ccclass('BezierMove')
export class BezierMove extends Component {
@property({ displayName: '速度' })
speed: number = 600; // 移动速度,单位:像素/秒
@property({ displayName: '控制点方向', tooltip: '0=随机, 1=左侧,-1=右侧(相对于从起点到终点的方向)' })
controlPointSide: ControlPointSideType = ControlPointSideType.Left; // 控制点位置0=随机1=左侧,-1=右侧(相对于从起点到终点的方向)
@property({ displayName: '控制点偏移系数', tooltip: '0~1之间,控制点偏移系数,值越大曲线越弯曲' })
controlPointOffset: number = 0.5; // 控制点偏移系数,值越大曲线越弯曲
@property({ displayName: '控制点随机性', tooltip: '0~1之间,控制点随机性,值越大随机性越强' })
controlPointRandomness: number = 0.3; // 控制点随机性,值越大随机性越强
@property({ displayName: '自动旋转' })
autoRotate: boolean = true; // 是否自动旋转以面向移动方向
@property({ displayName: '显示轨迹' })
showTrajectory: boolean = true; // 是否显示移动轨迹
@property({ displayName: '轨迹颜色' })
trajectoryColor: Color = new Color(0, 255, 0, 255); // 轨迹颜色,默认绿色
@property({ displayName: '轨迹宽度' })
trajectoryWidth: number = 3; // 轨迹宽度
@property({ displayName: '缓动函数', type: Enum(EasingType) })
easing: TweenEasing = EasingType.linear; // 缓动效果类型,默认为线性
@property({ displayName: '角度平滑系数', tooltip: '0~1之间,值越小旋转越平滑,0表示不旋转,1表示立即旋转' })
rotationSmoothness: number = 0.6; // 角度平滑系数,值越小旋转越平滑
private _graphics: Graphics | null = null; // Graphics组件引用
private _currentAngle: number = 0; // 当前角度
private _startPoint: Vec3 = new Vec3();
private _endPoint: Vec3 = new Vec3();
private _controlPoint: Vec3 = new Vec3();
private _t: number = 0; // Bezier曲线参数 (0 到 1)
private _totalTime: number = 0; // 完成当前曲线所需的时间
private _isMoving: boolean = false; // 是否正在移动
private _moveEndCallback: Function = null; // 移动完成回调函数
private _moveEndTarget: any; // 移动完成回调函数的目标对象
private _moveStartCallback: Function = null; // 移动开始回调函数, (totalTime: number) => void
private _moveStartTarget: any; // 移动开始回调函数的目标对象
onEnable() {
// 初始化起点为当前位置
this._startPoint.set(this.node.position);
// 初始化当前角度为节点当前角度
this._currentAngle = this.node.angle;
// 初始化Graphics组件用于绘制轨迹
this._initGraphics();
}
onDisable() {
// 清理Graphics资源
if (this._graphics) {
this._graphics.clear();
// 确保Graphics节点也被销毁
if (this._graphics.node && this._graphics.node.isValid) {
// 查找并销毁与当前实例关联的唯一轨迹节点
const uniqueNodeName = `TrajectoryGraphics_${this.node.uuid}`;
this._graphics.node.destroy();
}
}
}
onMoveComplete(callback: Function, target: any) {
this._moveEndCallback = callback;
this._moveEndTarget = target;
}
onMoveStart(callback: Function, target: any) {
this._moveStartCallback = callback;
this._moveStartTarget = target;
}
update(deltaTime: number) {
if (!this._isMoving || this._totalTime <= 0||smc.mission.pause||!smc.mission.play) return; // 如果没有移动或路径生成失败,则返回
// 更新进度
this._t += deltaTime / this._totalTime;
// 应用缓动效果
let easedT = this._applyEasing(this._t);
if (this._t >= 1.0) {
// 到达终点
this.node.setPosition(this._endPoint);
this._isMoving = false;
// 触发移动完成事件
// console.log("onMoveComplete")
this._moveEndCallback && this._moveEndCallback.apply(this._moveEndTarget);
// 清除轨迹
if (this.showTrajectory && this._graphics) {
this._graphics.clear();
// 确保Graphics节点回到原始父节点
if (this._graphics.node.parent !== this.node) {
const graphicsNode = this._graphics.node;
if (graphicsNode.parent) {
graphicsNode.removeFromParent();
}
this.node.addChild(graphicsNode);
}
}
} else {
// 计算贝塞尔曲线上的当前位置使用缓动后的t值
const currentPos = this._calculateQuadraticBezierPoint(easedT, this._startPoint, this._controlPoint, this._endPoint);
this.node.setPosition(currentPos);
// 如果启用了自动旋转,计算切线(方向)进行旋转
if (this.autoRotate) {
const tangent = this._calculateQuadraticBezierTangent(easedT, this._startPoint, this._controlPoint, this._endPoint);
if (tangent.lengthSqr() > 0.001) { // 避免除以零或NaN角度
// 计算角度。Atan2给出弧度。
// 加90度是因为角度0指向上方在Cocos Creator 2D中沿Y轴
const targetAngle = math.toDegree(Math.atan2(tangent.y, tangent.x)) - 90;
// 使用平滑插值方法计算新角度
this._currentAngle = this._smoothAngle(this._currentAngle, targetAngle, this.rotationSmoothness);
this.node.angle = this._currentAngle;
}
}
}
}
/**
* 移动到指定位置
* @param targetPos 目标位置
*/
public moveTo(targetPos: Vec3): void {
// 设置起点为当前位置
this._startPoint.set(this.node.position);
// 设置终点为目标位置
this._endPoint.set(targetPos);
// 记录当前角度,用于平滑过渡
this._currentAngle = this.node.angle;
// 自动生成控制点
this._generateControlPoint();
// 估算曲线长度以计算总时间
const approxLength = Vec3.distance(this._startPoint, this._controlPoint) + Vec3.distance(this._controlPoint, this._endPoint);
this._totalTime = approxLength / this.speed;
if (this._totalTime < 0.1) { // 确保最小持续时间
this._totalTime = 0.1;
}
// 如果启用了轨迹显示,绘制轨迹
if (this.showTrajectory) {
this._drawTrajectory();
}
// 重置进度并开始移动
this._t = 0;
this._isMoving = true;
this._moveStartCallback && this._moveStartCallback.apply(this._moveStartTarget, [this._totalTime]);
}
/**
* 自动生成控制点
*/
private _generateControlPoint(): void {
// 计算起点和终点的中点
const midPoint = new Vec3();
Vec3.lerp(midPoint, this._startPoint, this._endPoint, 0.5);
// 计算从起点到终点的向量
const direction = new Vec3();
Vec3.subtract(direction, this._endPoint, this._startPoint);
// 计算垂直于方向的向量在2D中交换x和y并取反其中一个
const perpendicular = new Vec3(-direction.y, direction.x, 0);
Vec3.normalize(perpendicular, perpendicular);
// 根据controlPointSide参数决定控制点在哪一侧
let sideMultiplier = 1;
if (this.controlPointSide === ControlPointSideType.Random) {
// 随机选择一侧(与原来的行为一致)
sideMultiplier = Math.random() < 0.5 ? 1 : -1;
} else {
// 使用指定的侧面
sideMultiplier = this.controlPointSide;
}
// 根据控制点偏移系数和随机性计算控制点
const distance = Vec3.distance(this._startPoint, this._endPoint);
const offset = distance * this.controlPointOffset;
const randomFactor = (Math.random() * 2 - 1) * this.controlPointRandomness;
// 设置控制点 = 中点 + 垂直向量 * 偏移 * (1 + 随机因子) * 侧面乘数
this._controlPoint.set(
midPoint.x + perpendicular.x * offset * (1 + randomFactor) * sideMultiplier,
midPoint.y + perpendicular.y * offset * (1 + randomFactor) * sideMultiplier,
0
);
}
/**
* 停止当前移动
*/
stopMoving(): void {
this._isMoving = false;
}
/**
* 计算二次贝塞尔曲线上的点
*/
private _calculateQuadraticBezierPoint(t: number, p0: Vec3, p1: Vec3, p2: Vec3): Vec3 {
const u = 1 - t;
const tt = t * t;
const uu = u * u;
const p = new Vec3();
// p = (u^2 * p0) + (2 * u * t * p1) + (t^2 * p2)
Vec3.multiplyScalar(p, p0, uu);
const temp1 = new Vec3();
Vec3.multiplyScalar(temp1, p1, 2 * u * t);
Vec3.add(p, p, temp1);
const temp2 = new Vec3();
Vec3.multiplyScalar(temp2, p2, tt);
Vec3.add(p, p, temp2);
return p;
}
/**
* 计算二次贝塞尔曲线的切线(导数)
*/
private _calculateQuadraticBezierTangent(t: number, p0: Vec3, p1: Vec3, p2: Vec3): Vec3 {
const u = 1 - t;
const tangent = new Vec3();
// tangent = 2 * (1 - t) * (p1 - p0) + 2 * t * (p2 - p1)
const term1 = new Vec3();
Vec3.subtract(term1, p1, p0);
Vec3.multiplyScalar(term1, term1, 2 * u);
const term2 = new Vec3();
Vec3.subtract(term2, p2, p1);
Vec3.multiplyScalar(term2, term2, 2 * t);
Vec3.add(tangent, term1, term2);
return tangent;
}
/**
* 应用缓动效果到t值
* @param t 原始t值0-1之间
* @returns 应用缓动后的t值
*/
private _applyEasing(t: number): number {
// 确保t在0-1范围内
t = Math.max(0, Math.min(1, t));
// 使用tween.easing函数应用缓动
switch (this.easing) {
case EasingType.linear:
return t; // 线性不需要额外处理
case EasingType.smooth:
return t * t * (3 - 2 * t); // 平滑过渡
case EasingType.fade:
return t * t * (3 - 2 * t); // 平滑过渡
case EasingType.quadIn:
return t * t; // 二次方加速
case EasingType.quadOut:
return t * (2 - t); // 二次方减速
case EasingType.quadInOut:
return t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t; // 二次方加速然后减速
case EasingType.quadOutIn:
return t < 0.5 ? 0.5 * (1 - Math.pow(-2 * t + 1, 2)) : 0.5 * Math.pow(2 * t - 1, 2) + 0.5; // 二次方减速然后加速
case EasingType.cubicIn:
return t * t * t; // 三次方加速
case EasingType.cubicOut:
return (--t) * t * t + 1; // 三次方减速
case EasingType.cubicInOut:
return t < 0.5 ? 4 * t * t * t : (t - 1) * (2 * t - 2) * (2 * t - 2) + 1; // 三次方加速然后减速
case EasingType.cubicOutIn:
return t < 0.5 ? 0.5 * ((t = t * 2 - 1) * t * t + 1) : 0.5 * (t = t * 2 - 1) * t * t + 0.5; // 三次方减速然后加速
case EasingType.quartIn:
return t * t * t * t; // 四次方加速
case EasingType.quartOut:
return 1 - (--t) * t * t * t; // 四次方减速
case EasingType.quartInOut:
return t < 0.5 ? 8 * t * t * t * t : 1 - 8 * (--t) * t * t * t; // 四次方加速然后减速
case EasingType.quartOutIn:
return t < 0.5 ? 0.5 * (1 - Math.pow(-2 * t + 1, 4)) : 0.5 * Math.pow(2 * t - 1, 4) + 0.5; // 四次方减速然后加速
case EasingType.quintIn:
return t * t * t * t * t; // 五次方加速
case EasingType.quintOut:
return 1 + (--t) * t * t * t * t; // 五次方减速
case EasingType.quintInOut:
return t < 0.5 ? 16 * t * t * t * t * t : 1 + 16 * (--t) * t * t * t * t; // 五次方加速然后减速
case EasingType.quintOutIn:
return t < 0.5 ? 0.5 * (1 - Math.pow(-2 * t + 1, 5)) : 0.5 * Math.pow(2 * t - 1, 5) + 0.5; // 五次方减速然后加速
case EasingType.sineIn:
return 1 - Math.cos(t * Math.PI / 2); // 正弦加速
case EasingType.sineOut:
return Math.sin(t * Math.PI / 2); // 正弦减速
case EasingType.sineInOut:
return 0.5 * (1 - Math.cos(Math.PI * t)); // 正弦加速然后减速
case EasingType.sineOutIn:
return t < 0.5 ? 0.5 * Math.sin(t * Math.PI) : 0.5 - 0.5 * Math.cos((t * 2 - 1) * Math.PI / 2); // 正弦减速然后加速
case EasingType.circIn:
return 1 - Math.sqrt(1 - t * t); // 圆形加速
case EasingType.circOut:
return Math.sqrt(1 - (t - 1) * (t - 1)); // 圆形减速
case EasingType.circInOut:
return t < 0.5
? (1 - Math.sqrt(1 - 4 * t * t)) / 2
: (Math.sqrt(1 - Math.pow(-2 * t + 2, 2)) + 1) / 2; // 圆形加速然后减速
case EasingType.circOutIn:
return t < 0.5 ? 0.5 * Math.sqrt(1 - Math.pow(-2 * t + 1, 2)) : 0.5 * (2 - Math.sqrt(1 - Math.pow(2 * t - 1, 2))); // 圆形减速然后加速
case EasingType.expoIn:
return t === 0 ? 0 : Math.pow(2, 10 * t - 10); // 指数加速
case EasingType.expoOut:
return t === 1 ? 1 : 1 - Math.pow(2, -10 * t); // 指数减速
case EasingType.expoInOut:
return t === 0 ? 0 : t === 1 ? 1 : t < 0.5
? Math.pow(2, 20 * t - 10) / 2
: (2 - Math.pow(2, -20 * t + 10)) / 2; // 指数加速然后减速
case EasingType.expoOutIn:
return t === 0 ? 0 : t === 1 ? 1 : t < 0.5
? 0.5 * (1 - Math.pow(2, -20 * t))
: 0.5 * Math.pow(2, 20 * (t - 0.5) - 10) + 0.5; // 指数减速然后加速
case EasingType.backIn:
const s = 1.70158;
return t * t * ((s + 1) * t - s); // 回弹加速
case EasingType.backOut:
const s2 = 1.70158;
return (t = t - 1) * t * ((s2 + 1) * t + s2) + 1; // 回弹减速
case EasingType.backInOut:
const s3 = 1.70158 * 1.525;
if (t < 0.5) {
return (t * 2) * (t * 2) * ((s3 + 1) * (t * 2) - s3) / 2;
} else {
return ((t * 2 - 2) * (t * 2 - 2) * ((s3 + 1) * (t * 2 - 2) + s3) + 2) / 2;
} // 回弹加速然后减速
case EasingType.backOutIn:
const s4 = 1.70158;
return t < 0.5
? 0.5 * ((t = t * 2 - 1) * t * ((s4 + 1) * t + s4) + 1)
: 0.5 * (t = t * 2 - 1) * t * ((s4 + 1) * t - s4) + 0.5; // 回弹减速然后加速
case EasingType.elasticIn:
return t === 0 ? 0 : t === 1 ? 1 : -Math.pow(2, 10 * (t - 1)) * Math.sin((t - 1.1) * 5 * Math.PI); // 弹性加速
case EasingType.elasticOut:
return t === 0 ? 0 : t === 1 ? 1 : Math.pow(2, -10 * t) * Math.sin((t - 0.1) * 5 * Math.PI) + 1; // 弹性减速
case EasingType.elasticInOut:
if (t === 0) return 0;
if (t === 1) return 1;
if (t < 0.5) {
return -0.5 * Math.pow(2, 20 * t - 10) * Math.sin((20 * t - 11.125) * Math.PI / 2.25);
} else {
return 0.5 * Math.pow(2, -20 * t + 10) * Math.sin((20 * t - 11.125) * Math.PI / 2.25) + 1;
} // 弹性加速然后减速
case EasingType.elasticOutIn:
if (t === 0) return 0;
if (t === 1) return 1;
if (t < 0.5) {
return 0.5 * Math.pow(2, -20 * t) * Math.sin((20 * t - 0.5) * 5 * Math.PI) + 0.5;
} else {
return 0.5 * -Math.pow(2, 10 * (2 * t - 1.5)) * Math.sin((2 * t - 1.6) * 5 * Math.PI) + 0.5;
} // 弹性减速然后加速
case EasingType.bounceIn:
return 1 - this._bounceOut(1 - t); // 弹跳加速
case EasingType.bounceOut:
return this._bounceOut(t); // 弹跳减速
case EasingType.bounceInOut:
return t < 0.5
? (1 - this._bounceOut(1 - 2 * t)) / 2
: (1 + this._bounceOut(2 * t - 1)) / 2; // 弹跳加速然后减速
case EasingType.bounceOutIn:
return t < 0.5
? this._bounceOut(t * 2) / 2
: (1 - this._bounceOut(2 - 2 * t)) / 2 + 0.5; // 弹跳减速然后加速
default:
return t; // 默认线性
}
}
/**
* 辅助函数:弹跳减速效果
*/
private _bounceOut(t: number): number {
if (t < 1 / 2.75) {
return 7.5625 * t * t;
} else if (t < 2 / 2.75) {
return 7.5625 * (t -= 1.5 / 2.75) * t + 0.75;
} else if (t < 2.5 / 2.75) {
return 7.5625 * (t -= 2.25 / 2.75) * t + 0.9375;
} else {
return 7.5625 * (t -= 2.625 / 2.75) * t + 0.984375;
}
}
/**
* 初始化Graphics组件
*/
private _initGraphics(): void {
// 为每个MovingTarget实例创建唯一的轨迹节点名称避免多个实例共享同一个轨迹节点
const uniqueNodeName = `TrajectoryGraphics_${this.node.uuid}`;
// 尝试查找已存在的轨迹节点基于唯一ID
let graphicsNode = this.node.parent?.getChildByName(uniqueNodeName);
// 如果不存在,则创建新的轨迹节点
if (!graphicsNode) {
graphicsNode = new Node(uniqueNodeName);
// 初始时先添加到场景中但不设置父节点会在_drawTrajectory中设置
if (this.node.parent) {
this.node.parent.addChild(graphicsNode);
} else {
this.node.addChild(graphicsNode);
}
}
// 获取或添加Graphics组件到节点
this._graphics = graphicsNode.getComponent(Graphics);
if (!this._graphics) {
this._graphics = graphicsNode.addComponent(Graphics);
}
}
/**
* 清除轨迹
*/
public clearTrajectory(): void {
if (!this._graphics) return;
// 清除之前的轨迹
this._graphics.clear();
}
/**
* 绘制轨迹
*/
private _drawTrajectory(): void {
if (!this.showTrajectory) return;
if (!this._graphics) return;
// 清除之前的轨迹
this._graphics.clear();
// 设置轨迹样式
this._graphics.lineWidth = this.trajectoryWidth;
this._graphics.strokeColor = this.trajectoryColor;
// 获取Graphics所在节点
const graphicsNode = this._graphics.node;
// 将Graphics节点设置为与主节点的父节点相同确保轨迹在世界坐标系中绘制
if (this.node.parent) {
graphicsNode.parent = this.node.parent;
// 移动到起点(世界坐标系中的实际位置)
this._graphics.moveTo(this._startPoint.x, this._startPoint.y);
// 直接使用控制点和终点的世界坐标绘制贝塞尔曲线
this._graphics.quadraticCurveTo(
this._controlPoint.x, this._controlPoint.y,
this._endPoint.x, this._endPoint.y
);
}
// 应用绘制
this._graphics.stroke();
}
/**
* 平滑角度插值,确保选择最短路径旋转
* @param currentAngle 当前角度
* @param targetAngle 目标角度
* @param smoothFactor 平滑系数0-1值越小越平滑
* @returns 插值后的新角度
*/
private _smoothAngle(currentAngle: number, targetAngle: number, smoothFactor: number): number {
// 确保平滑系数在有效范围内
smoothFactor = Math.max(0.001, Math.min(1, smoothFactor));
// 标准化角度到 0-360 范围
const normalizeAngle = (angle: number): number => {
angle = angle % 360;
return angle < 0 ? angle + 360 : angle;
};
// 标准化当前角度和目标角度
const normCurrent = normalizeAngle(currentAngle);
const normTarget = normalizeAngle(targetAngle);
// 计算最短路径旋转方向
let delta = normTarget - normCurrent;
// 如果角度差大于180度选择另一个方向旋转最短路径
if (delta > 180) {
delta -= 360;
} else if (delta < -180) {
delta += 360;
}
// 应用平滑系数进行插值
return currentAngle + delta * smoothFactor;
}
}

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@@ -1,9 +0,0 @@
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