6 Commits

Author SHA1 Message Date
40e0086be3 refactor(hero): 移除SkillConComp并添加ECS系统注册装饰器
- 删除废弃的SkillConComp组件及其meta文件
- 为HeroAtkSystem、HeroAttrSystem等系统添加@ecs.register装饰器
- 在生命周期系统中添加空安全检查
- 移除SkillConComp相关引用及调试日志
- 在移动系统中添加节点有效性检查
2025-10-30 16:31:44 +08:00
7984f8b784 refactor(技能系统): 添加系统注册和调试日志
为SkillCastSystem、SkillCDSystem和SkillAutocastSystem添加ECS注册装饰器
在关键方法中添加console.log调试信息以便追踪系统执行流程
2025-10-30 16:20:43 +08:00
bdcc606e02 refactor(hero): 将is_atking状态从HeroViewComp移到HeroAttrsComp
将攻击状态is_atking从视图组件HeroViewComp移动到属性组件HeroAttrsComp,以保持状态管理的集中性
2025-10-30 16:11:07 +08:00
56f45a7bb4 fix(hero): 修复实体销毁时可能出现的空引用问题
优化MissionComp中实体销毁逻辑,改为直接销毁实体让ECS处理组件清理
在HeroViewComp中添加多处model空值检查,防止销毁过程中访问null引用
移除reset方法中不必要的状态重置,由ECS系统统一处理
2025-10-30 15:51:41 +08:00
e9cc5aae08 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
2025-10-30 15:28:11 +08:00
55646c3a11 重构了 技能系统,还需要完善 2025-10-30 15:12:49 +08:00
38 changed files with 1464 additions and 1056 deletions

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@@ -6,9 +6,6 @@ import { ecs } from '../../extensions/oops-plugin-framework/assets/libs/ecs/ECS'
import { UIConfigData } from './game/common/config/GameUIConfig';
import { smc } from './game/common/SingletonModuleComp';
import { Initialize } from './game/initialize/Initialize';
import { EcsPositionSystem } from './game/common/ecs/position/EcsPositionSystem';
import { WxCloudApi } from './game/wx_clound_client_api/WxCloudApi';
// import { WxCloudApi } from './game/wx_clound_client_api/WxCloudApi';
const { ccclass, property } = _decorator;
@@ -34,8 +31,6 @@ export class Main extends Root {
protected async initEcsSystem() {
// oops.ecs.add(new EcsPositionSystem());
// oops.ecs.add(new EcsRoleSystem());
// oops.ecs.add(new EcsInitializeSystem());
}
}

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@@ -1,16 +0,0 @@
import { ecs } from "../../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
@ecs.register('BattleMove')
export class BattleMoveComp 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;
}
}

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@@ -1,271 +0,0 @@
import { HeroViewComp } from "../../../hero/HeroViewComp";
import { BattleMoveComp } from "./BattleMoveComp";
import { ecs } from "../../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { smc } from "../../SingletonModuleComp";
import { FacSet } from "../../config/BoxSet";
import { HType } from "../../config/heroSet";
import { Attrs } from "../../config/HeroAttrs";
@ecs.register('BattleMoveSystem')
export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(BattleMoveComp, HeroViewComp);
}
update(e: ecs.Entity) {
if(!smc.mission.play||smc.mission.pause) return
const move = e.get(BattleMoveComp);
const view = e.get(HeroViewComp);
if (!move.moving) return;
const shouldStop = this.checkEnemiesInFace(e);
view.is_atking = this.checkEnemiesInRange(e, view.Attrs[Attrs.DIS]);
// 更新渲染层级
this.updateRenderOrder(e);
// 同步状态
if (!shouldStop) { //在攻击范围内停止移动
// if(view.fac==1){
if(view.is_stop||view.is_dead||view.isStun()||view.isFrost()) {
view.status_change("idle");
return; //停止移动或者死亡不移动
}
// 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
if (view.fac == FacSet.HERO) {
const hasEnemies = this.checkEnemiesExist(e);
const isWarrior = view.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 = (view.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 = (view.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
}
return;
}
// 计算移动量
const delta =(view.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
}
// console.log(`[${view.hero_name}] 类型:${view.type} 是否停止:${shouldStop} 方向:${move.direction} 位置:${view.node.position.x.toFixed(1)}`);
}
/** 检查是否存在敌人 */
private checkEnemiesExist(entity: ecs.Entity): boolean {
const team = entity.get(HeroViewComp).fac;
let hasEnemies = false;
ecs.query(ecs.allOf(HeroViewComp)).some(e => {
const view = e.get(HeroViewComp);
if (view.fac !== team && !view.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(HeroViewComp).fac;
let nearestEnemy: HeroViewComp | null = null;
let minDistance = Infinity;
ecs.query(ecs.allOf(HeroViewComp)).forEach(e => {
const view = e.get(HeroViewComp);
if (view.fac !== team && !view.is_dead) {
const distance = Math.abs(currentPos.x - view.node.position.x);
if (distance < minDistance) {
minDistance = distance;
nearestEnemy = view;
}
}
});
return nearestEnemy;
}
/** 验证目标位置有效性 */
private validatePosition(newX: number, move: BattleMoveComp): 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;
}
/** 检测是否在墓地 */
private checkInGrave(entity: ecs.Entity): boolean {
const view = entity.get(HeroViewComp);
return view.node.position.x === -1000 || view.node.position.x === 1000;
}
/** 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(HeroViewComp).fac;
let found = false;
ecs.query(ecs.allOf(HeroViewComp)).some(e => {
const view = e.get(HeroViewComp);
const distance = Math.abs(currentPos.x - view.node.position.x);
if (view.fac !== team) {
if (distance <= range) {
found = true;
return true;
}
}
});
return found;
}
private checkEnemiesInFace(entity: ecs.Entity): boolean {
const currentPos = entity.get(HeroViewComp).node.position;
const team = entity.get(HeroViewComp).fac;
let found = false;
ecs.query(ecs.allOf(HeroViewComp)).some(e => {
const view = e.get(HeroViewComp);
const distance = Math.abs(currentPos.x - view.node.position.x);
if (view.fac !== team) {
if (distance <= 75) {
found = true;
return true;
}
}
});
return found;
}
/** 更新渲染层级 */
private updateRenderOrder(entity: ecs.Entity) {
const current = entity.get(HeroViewComp);
// 查找所有单位
const allUnits = ecs.query(ecs.allOf(HeroViewComp))
.filter(e => {
const other = e.get(HeroViewComp);
return other.fac === current.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 view = unit.get(HeroViewComp);
view.node.setSiblingIndex(index); // 直接使用indexx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 currentView = currentEntity.get(HeroViewComp);
const occupationRange = 30; // 定义占用范围为30像素
return ecs.query(ecs.allOf(HeroViewComp)).some(e => {
if (e === currentEntity) return false; // 排除自己
const view = e.get(HeroViewComp);
if (view.fac !== currentView.fac) return false; // 只检查同阵营
if (view.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
});
}
}

View File

@@ -1,8 +0,0 @@
import { ecs } from "../../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { BattleMoveSystem } from "./BattleMoveSystem";
export class EcsPositionSystem extends ecs.System {
constructor() {
super();
// this.add(new BattleMoveSystem());
}
}

View File

@@ -0,0 +1,272 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { Vec3, v3 } from "cc";
import { HeroSkillsComp } from "./HeroSkills";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { SkillSet, SType } from "../common/config/SkillSet";
import { SkillEnt } from "../skill/SkillEnt";
import { smc } from "../common/SingletonModuleComp";
/**
* ==================== 施法请求标记组件 ====================
*
* 用途:
* - 标记角色想要施放某个技能
* - 由外部如AI系统、玩家输入添加
* - 施法系统处理后自动移除
*/
@ecs.register('CastSkillRequest')
export class CastSkillRequestComp extends ecs.Comp {
/** 技能索引(在 HeroSkillsComp.skills 中的位置) */
skillIndex: number = 0;
/** 目标位置数组(由请求者提供) */
targetPositions: Vec3[] = [];
reset() {
this.skillIndex = 0;
this.targetPositions = [];
}
}
/**
* ==================== 技能施法系统 ====================
*
* 职责:
* 1. 监听 CastSkillRequestComp 标记组件
* 2. 检查施法条件CD、MP、状态
* 3. 扣除资源MP
* 4. 创建技能实体
* 5. 触发施法动画
* 6. 移除请求标记
*
* 设计理念:
* - 使用标记组件驱动,符合 ECS 理念
* - 施法检查与执行分离
* - 自动处理资源消耗和CD重置
*/
@ecs.register('SkillCastSystem')
export class SkillCastSystem extends ecs.ComblockSystem implements ecs.IEntityEnterSystem {
/**
* 过滤器:拥有技能数据 + 施法请求的实体
*/
filter(): ecs.IMatcher {
return ecs.allOf(HeroSkillsComp, HeroAttrsComp, CastSkillRequestComp);
}
/**
* 实体进入时触发(即请求施法时)
*/
entityEnter(e: ecs.Entity): void {
const skillsData = e.get(HeroSkillsComp);
const heroModel = e.get(HeroAttrsComp);
const request = e.get(CastSkillRequestComp);
const heroView = e.get(HeroViewComp);
// 1. 验证数据完整性
if (!skillsData || !heroModel || !request || !heroView) {
console.warn("[SkillCastSystem] 数据不完整,取消施法");
e.remove(CastSkillRequestComp);
return;
}
// 2. 获取技能数据
const skill = skillsData.getSkill(request.skillIndex);
if (!skill) {
console.warn(`[SkillCastSystem] 技能索引无效: ${request.skillIndex}`);
e.remove(CastSkillRequestComp);
return;
}
// 3. 检查施法条件
if (!this.checkCastConditions(skillsData, heroModel, request.skillIndex)) {
e.remove(CastSkillRequestComp);
return;
}
// 4. 执行施法
this.executeCast(e, skill, request.targetPositions, heroView);
// 5. 扣除资源和重置CD
heroModel.mp -= skill.cost;
skillsData.resetCD(request.skillIndex);
// 6. 移除请求标记
e.remove(CastSkillRequestComp);
}
/**
* 检查施法条件
*/
private checkCastConditions(skillsData: HeroSkillsComp, heroModel: HeroAttrsComp, skillIndex: number): boolean {
// 检查角色状态
if (heroModel.is_dead) {
return false;
}
// 检查控制状态(眩晕、冰冻)
if (heroModel.isStun() || heroModel.isFrost()) {
return false;
}
// 检查CD和MP
if (!skillsData.canCast(skillIndex, heroModel.mp)) {
return false;
}
return true;
}
/**
* 执行施法
*/
private executeCast(casterEntity: ecs.Entity, skill: any, targetPositions: Vec3[], heroView: HeroViewComp) {
const config = SkillSet[skill.uuid];
if (!config) {
console.error("[SkillCastSystem] 技能配置不存在:", skill.uuid);
return;
}
// 1. 播放施法动画
heroView.playSkillEffect(skill.uuid);
// 2. 延迟创建技能实体(等待动画)
const delay = config.with ?? 0.3; // 施法前摇时间
heroView.scheduleOnce(() => {
this.createSkillEntity(skill.uuid, heroView, targetPositions);
}, delay);
const heroModel = casterEntity.get(HeroAttrsComp);
console.log(`[SkillCastSystem] ${heroModel?.hero_name ?? '未知'} 施放技能: ${config.name}`);
}
/**
* 创建技能实体
*/
private createSkillEntity(skillId: number, caster: HeroViewComp, targetPositions: Vec3[]) {
// 检查节点有效性
if (!caster.node || !caster.node.isValid) {
console.warn("[SkillCastSystem] 施法者节点无效");
return;
}
// 获取场景节点
const parent = caster.node.parent;
if (!parent) {
console.warn("[SkillCastSystem] 场景节点无效");
return;
}
// ✅ 使用现有的 SkillEnt 创建技能
const skillEnt = ecs.getEntity<SkillEnt>(SkillEnt);
skillEnt.load(
caster.node.position, // 起始位置
parent, // 父节点
skillId, // 技能ID
targetPositions, // 目标位置数组
caster, // 施法者
0 // 额外伤害暂时为0
);
}
}
/**
* ==================== 技能CD更新系统 ====================
*
* 职责:
* 1. 每帧更新所有角色的技能CD
* 2. 自动递减CD时间
*
* 设计理念:
* - 独立的CD管理系统
* - 只负责时间递减,不处理施法逻辑
*/
@ecs.register('SkillCDSystem')
export class SkillCDSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(HeroSkillsComp);
}
update(e: ecs.Entity): void {
const skillsData = e.get(HeroSkillsComp);
if (!skillsData) return;
// 更新所有技能CD
skillsData.updateCDs(this.dt);
}
}
/**
* ==================== 自动施法系统 ====================
*
* 职责:
* 1. 检测可施放的技能
* 2. 根据策略自动施法AI
* 3. 选择目标
* 4. 添加施法请求标记
*
* 设计理念:
* - 负责"何时施法"的决策
* - 通过添加 CastSkillRequestComp 触发施法
* - 可被玩家输入系统或AI系统复用
*/
@ecs.register('SkillAutocastSystem')
export class SkillAutocastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(HeroSkillsComp, HeroAttrsComp, HeroViewComp);
}
update(e: ecs.Entity): void {
const skillsData = e.get(HeroSkillsComp);
const heroModel = e.get(HeroAttrsComp);
const heroView = e.get(HeroViewComp);
if (!skillsData || !heroModel || !heroView) return;
// 检查基本条件
if (heroModel.is_dead || heroModel.isStun() || heroModel.isFrost()) return;
// 检查是否正在攻击(只有攻击时才释放技能)
if (!heroModel.is_atking) return;
// 获取所有可施放的技能
const readySkills = skillsData.getReadySkills(heroModel.mp);
if (readySkills.length === 0) return;
// 选择第一个可施放的伤害技能
for (const skillIndex of readySkills) {
const skill = skillsData.getSkill(skillIndex);
if (!skill) continue;
const config = SkillSet[skill.uuid];
if (!config || config.SType !== SType.damage) continue;
// ✅ 添加施法请求标记组件
const request = e.add(CastSkillRequestComp) as CastSkillRequestComp;
request.skillIndex = skillIndex;
request.targetPositions = this.selectTargets(heroView);
// 一次只施放一个技能
break;
}
}
/**
* 选择目标位置
*/
private selectTargets(caster: HeroViewComp): Vec3[] {
// 简化版:选择最前方的敌人
const targets: Vec3[] = [];
// 这里可以调用 SkillConComp 的目标选择逻辑
// 暂时返回默认位置
const heroModel = caster.ent.get(HeroAttrsComp);
const fac = heroModel?.fac ?? 0;
const defaultX = fac === 0 ? 400 : -400;
targets.push(v3(defaultX, 0, 0));
return targets;
}
}

View File

@@ -2,7 +2,7 @@
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "846e0307-e55e-4bc3-a9db-b387c89ad671",
"uuid": "500ce1a5-24eb-4d18-ac90-11301a372f0e",
"files": [],
"subMetas": {},
"userData": {}

View File

@@ -6,34 +6,32 @@ import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
import { GameEvent } from "../common/config/GameEvent";
import { SkillSet } from "../common/config/SkillSet";
import { time } from "console";
import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
import { TalComp } from "./TalComp";
import { EBusComp } from "./EBusComp";
import { HeroSkillsComp } from "./HeroSkills";
import { HeroMoveComp } from "./HeroMove";
/** 角色实体 */
@ecs.register(`Hero`)
export class Hero extends ecs.Entity {
HeroModel!: HeroAttrsComp;
HeroSkills!: HeroSkillsComp;
View!: HeroViewComp;
BattleMove!: BattleMoveComp;
HeroMove!: HeroMoveComp;
protected init() {
this.addComponents<ecs.Comp>(
BattleMoveComp,
HeroMoveComp,
HeroAttrsComp,
TalComp,
EBusComp,
HeroSkillsComp,
);
}
destroy(): void {
this.remove(HeroViewComp);
this.remove(HeroAttrsComp);
this.remove(TalComp);
this.remove(EBusComp);
this.remove(HeroSkillsComp);
super.destroy();
}
@@ -54,6 +52,7 @@ export class Hero extends ecs.Entity {
// console.log("hero load",pos)
var hv = node.getComponent(HeroViewComp)!;
const model = this.get(HeroAttrsComp);
const skillsComp = this.get(HeroSkillsComp);
let hero = HeroInfo[uuid]; // 共用英雄数据
// 设置 View 层属性(表现相关)
@@ -68,16 +67,8 @@ export class Hero extends ecs.Entity {
model.fac = FacSet.HERO;
model.is_master = true;
// 设置技能
for(let i=0; i<hero.skills.length; i++){
let skill = {
uuid: SkillSet[hero.skills[i]].uuid,
cd_max: SkillSet[hero.skills[i]].cd,
cost: SkillSet[hero.skills[i]].cost,
cd: 0
};
model.skills.push(skill);
}
// ✅ 初始化技能数据(迁移到 HeroSkillsComp
skillsComp.initSkills(hero.skills);
// 设置基础属性
model.base_ap = hero.ap;
@@ -104,7 +95,7 @@ export class Hero extends ecs.Entity {
this.add(hv);
oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
const move = this.get(BattleMoveComp);
const move = this.get(HeroMoveComp);
move.direction = 1; // 向右移动
move.targetX = 0; // 右边界'
if(HeroInfo[uuid].type==HType.remote){
@@ -123,6 +114,7 @@ export class Hero extends ecs.Entity {
}
@ecs.register('HeroLifecycleSystem')
export class HeroLifecycleSystem extends ecs.ComblockSystem
implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
@@ -132,11 +124,21 @@ export class HeroLifecycleSystem extends ecs.ComblockSystem
entityEnter(e: ecs.Entity): void {
// 英雄实体创建时的特殊处理
console.log(`英雄进入世界: ${e.get(HeroAttrsComp).hero_name}`);
const heroAttrs = e.get(HeroAttrsComp);
if (heroAttrs) {
console.log(`英雄进入世界: ${heroAttrs.hero_name}`);
} else {
console.log(`英雄进入世界: 实体ID ${e.eid}`);
}
}
entityRemove(e: ecs.Entity): void {
// 英雄实体销毁时的清理工作
console.log(`英雄离开世界: ${e.get(HeroAttrsComp).hero_name}`);
const heroAttrs = e.get(HeroAttrsComp);
if (heroAttrs) {
console.log(`英雄离开世界: ${heroAttrs.hero_name}`);
} else {
console.log(`英雄离开世界: 实体ID ${e.eid}`);
}
}
}

View File

@@ -16,6 +16,7 @@ export class HeroAtkComp extends ecs.Comp {
}
/** 业务层业务逻辑处理对象 */
@ecs.register('HeroAtkSystem')
export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate, ecs.IEntityEnterSystem {
private debugMode: boolean = false; // 是否启用调试模式

View File

@@ -41,20 +41,20 @@ export class HeroAttrsComp extends ecs.Comp {
// ==================== 标记状态 ====================
is_dead: boolean = false;
is_count_dead: boolean = false;
is_atking: boolean = false; // 是否正在攻击
is_stop: boolean = false; // 是否正在停止
is_boss: boolean = false;
is_big_boss: boolean = false;
is_master: boolean = false;
is_friend: boolean = false;
is_kalami: boolean = false;
// ==================== 计数统计 ====================
atk_count: number = 0; // 攻击次数
atked_count: number = 0; // 被攻击次数
// ==================== 技能配置 ====================
skills: any = [];
// 注意:技能数据已迁移到 HeroSkillsComp不再存储在这里
start(){
this.Ebus=this.ent.get(EBusComp);
}
// ==================== BUFF 系统初始化 ====================
/**
@@ -368,6 +368,8 @@ export class HeroAttrsComp extends ecs.Comp {
this.BUFFS_TEMP = {};
this.is_dead = false;
this.is_count_dead = false;
this.is_atking = false;
this.is_stop = false;
this.is_boss = false;
this.is_big_boss = false;
this.is_master = false;
@@ -375,8 +377,6 @@ export class HeroAttrsComp extends ecs.Comp {
this.is_kalami = false;
this.atk_count = 0;
this.atked_count = 0;
this.skills = [];
}
}
@@ -392,9 +392,11 @@ export class HeroAttrsComp extends ecs.Comp {
* 2. 每帧更新 HP/MP 自然回复
* 3. 限制属性值在合理范围内
*
/**
* 使用方式:
* 在 RootSystem 中注册此系统,它会自动每帧更新所有拥有 HeroAttrsComp 的实体
*/
@ecs.register('HeroAttrSystem')
export class HeroAttrSystem extends ecs.ComblockSystem
implements ecs.ISystemUpdate, ecs.IEntityEnterSystem, ecs.ISystemFirstUpdate {

View File

@@ -1,28 +0,0 @@
import { _decorator } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { HeroViewComp } from "./HeroViewComp";
const { ccclass, property } = _decorator;
/** 英雄控制组件 - 处理英雄的装备、强化、天赋等逻辑 */
@ccclass('HeroConComp')
@ecs.register('HeroCon')
export class HeroConComp extends CCComp {
private heroView: HeroViewComp = null;
protected onLoad(): void {
this.heroView = this.node.getComponent(HeroViewComp);
}
/** 组件重置 */
reset(): void {
this.node.destroy();
}
}

View File

@@ -0,0 +1,278 @@
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 { HType } from "../common/config/heroSet";
import { Attrs } from "../common/config/HeroAttrs";
/** 英雄移动组件 */
@ecs.register('HeroMove')
export class HeroMoveComp 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;
}
}
/** 英雄移动系统 - 专门处理英雄的移动逻辑 */
@ecs.register('HeroMoveSystem')
export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(HeroMoveComp, HeroViewComp, HeroAttrsComp);
}
update(e: ecs.Entity) {
if (!smc.mission.play || smc.mission.pause) return;
const move = e.get(HeroMoveComp);
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 currentView = entity.get(HeroViewComp);
if (!currentView || !currentView.node) return null;
const currentPos = currentView.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 && view && view.node) {
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 currentView = entity.get(HeroViewComp);
if (!currentView || !currentView.node) return false;
const currentPos = currentView.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);
if (!view || !view.node) return false;
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 currentView = entity.get(HeroViewComp);
if (!currentView || !currentView.node) return false;
const currentPos = currentView.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);
if (!view || !view.node) return false;
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 viewA = a.get(HeroViewComp);
const viewB = b.get(HeroViewComp);
if (!viewA || !viewA.node || !viewB || !viewB.node) return 0;
const posA = viewA.node.position.x;
const posB = viewB.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indexx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
});
}
}

View File

@@ -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": {}

View File

@@ -0,0 +1,142 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { SkillSet } from "../common/config/SkillSet";
/**
* ==================== 技能槽位数据 ====================
* 单个技能的运行时数据
*/
export interface SkillSlot {
uuid: number; // 技能配置ID
cd: number; // 当前CD时间递减
cd_max: number; // 最大CD时间
cost: number; // MP消耗
level: number; // 技能等级(预留)
}
/**
* ==================== 英雄技能数据组件 ====================
*
* 职责:
* 1. 存储角色拥有的技能列表
* 2. 管理技能CD状态
* 3. 提供技能查询接口
*
* 设计理念:
* - 只存数据,不含施法逻辑
* - CD 更新由 HSkillSystem 负责
* - 施法判定由 HSkillSystem 负责
*/
@ecs.register('HeroSkills')
export class HeroSkillsComp extends ecs.Comp {
// ==================== 技能槽位列表 ====================
/** 技能槽位数组最多4个技能 */
skills: SkillSlot[] = [];
// ==================== 辅助方法 ====================
/**
* 初始化技能列表
* @param skillIds 技能配置ID数组
*/
initSkills(skillIds: number[]) {
this.skills = [];
for (const skillId of skillIds) {
const config = SkillSet[skillId];
if (!config) {
console.warn(`[HeroSkills] 技能配置不存在: ${skillId}`);
continue;
}
this.skills.push({
uuid: config.uuid,
cd: 0, // 初始CD为0可立即施放
cd_max: config.cd,
cost: config.cost,
level: 1
});
}
}
/**
* 添加单个技能
*/
addSkill(skillId: number) {
const config = SkillSet[skillId];
if (!config) {
console.warn(`[HeroSkills] 技能配置不存在: ${skillId}`);
return;
}
this.skills.push({
uuid: config.uuid,
cd: 0,
cd_max: config.cd,
cost: config.cost,
level: 1
});
}
/**
* 获取指定索引的技能
*/
getSkill(index: number): SkillSlot | null {
return this.skills[index] ?? null;
}
/**
* 检查技能是否可施放
* @param index 技能索引
* @param currentMp 当前MP值
*/
canCast(index: number, currentMp: number): boolean {
const skill = this.getSkill(index);
if (!skill) return false;
// 检查CD和MP
return skill.cd <= 0 && currentMp >= skill.cost;
}
/**
* 重置技能CD开始冷却
* @param index 技能索引
*/
resetCD(index: number) {
const skill = this.getSkill(index);
if (skill) {
skill.cd = skill.cd_max;
}
}
/**
* 更新所有技能CD每帧调用
* @param dt 时间增量
*/
updateCDs(dt: number) {
for (const skill of this.skills) {
if (skill.cd > 0) {
skill.cd -= dt;
if (skill.cd < 0) {
skill.cd = 0;
}
}
}
}
/**
* 获取所有可施放的技能索引
*/
getReadySkills(currentMp: number): number[] {
const ready: number[] = [];
for (let i = 0; i < this.skills.length; i++) {
if (this.canCast(i, currentMp)) {
ready.push(i);
}
}
return ready;
}
reset() {
this.skills = [];
}
}

View File

@@ -2,7 +2,7 @@
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "b44c446b-ce5f-4079-ac42-269837dbf580",
"uuid": "a23e1b81-c0c9-4aff-bdee-ca5e033792f3",
"files": [],
"subMetas": {},
"userData": {}

View File

@@ -26,17 +26,15 @@ export interface BuffInfo {
@ecs.register('HeroView', false) // 定义ECS 组件
export class HeroViewComp extends CCComp {
// ==================== View 层属性(表现相关)====================
EBus:any=null!
as: HeroSpine = null!
status:String = "idle"
scale: number = 1; // 显示方向
box_group:number = BoxSet.HERO; // 碰撞组
// ==================== UI 节点引用 ====================
private top_node: Node = null!;
// ==================== 直接访问 HeroAttrsComp ====================
private get model() {
get model() {
return this.ent.get(HeroAttrsComp);
}
@@ -50,7 +48,6 @@ export class HeroViewComp extends CCComp {
private damageInterval: number = 0.01; // 伤害数字显示间隔
onLoad() {
this.as = this.getComponent(HeroSpine);
this.EBus=this.ent.get(EBusComp);
//console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
this.on(GameEvent.FightEnd,this.do_fight_end,this)
const collider = this.node.getComponent(BoxCollider2D);
@@ -70,7 +67,7 @@ export class HeroViewComp extends CCComp {
/** 方向 */
this.node.setScale(this.scale,1);
this.top_node.setScale(this.scale,1);
if(this.model.is_boss){
if(this.model && this.model.is_boss){
this.top_node.position=v3(this.node.position.x,this.node.position.y+100,0)
}
/* 显示角色血*/
@@ -95,6 +92,9 @@ export class HeroViewComp extends CCComp {
update(dt: number){
if(!smc.mission.play || smc.mission.pause) return;
// 添加安全检查防止在实体销毁过程中访问null的model
if (!this.model) return;
// ✅ View 层职责:处理表现相关的逻辑
this.processDamageQueue(); // 伤害数字显示队列
@@ -246,13 +246,15 @@ export class HeroViewComp extends CCComp {
}
add_shield(shield:number){
// 护盾数据更新由 Model 层处理,这里只负责视图表现
if(this.model.shield>0) this.show_shield(this.model.shield, this.model.Attrs[Attrs.SHIELD_MAX]);
if(this.model && this.model.shield>0) this.show_shield(this.model.shield, this.model.Attrs[Attrs.SHIELD_MAX]);
}
health(hp: number = 0, is_num:boolean=true) {
// 生命值更新由 Model 层处理,这里只负责视图表现
this.heathed();
this.hp_show(hp, this.model.Attrs[Attrs.HP_MAX]);
if(this.model) {
this.hp_show(hp, this.model.Attrs[Attrs.HP_MAX]);
}
}
@@ -261,6 +263,9 @@ export class HeroViewComp extends CCComp {
* 由 HeroAtkSystem 调用,只负责视觉效果和事件通知
*/
do_dead(){
// 添加安全检查
if (!this.model) return;
// 防止重复触发
if(this.model.is_count_dead) return;
this.model.is_count_dead = true; // 防止重复触发,必须存在防止重复调用
@@ -311,13 +316,13 @@ export class HeroViewComp extends CCComp {
/** 死亡触发器(预留,用于天赋/特殊效果) */
do_dead_trigger(){
if(this.model.is_dead || this.model.fac === FacSet.MON) return;
if(!this.model || this.model.is_dead || this.model.fac === FacSet.MON) return;
// 预留:天赋触发、复活检查等
}
/** 受击触发器(预留,用于天赋/特殊效果) */
do_atked_trigger(){
if(this.model.is_dead || this.model.fac === FacSet.MON) return;
if(!this.model || this.model.is_dead || this.model.fac === FacSet.MON) return;
// 预留:反击、护盾触发等
}
@@ -336,7 +341,6 @@ export class HeroViewComp extends CCComp {
}
reset() {
this.model.is_dead = false;
const collider = this.getComponent(Collider2D);
if (collider) {
collider.off(Contact2DType.BEGIN_CONTACT);
@@ -388,6 +392,8 @@ export class HeroViewComp extends CCComp {
/** 立即显示伤害效果 */
private showDamageImmediate(damage: number, isCrit: boolean, anm:string="atked") {
if (!this.model) return;
this.hp_show(this.model.hp, this.model.Attrs[Attrs.HP_MAX]);
this.in_atked(anm, this.model.fac==FacSet.HERO?1:-1);
if (isCrit) {

View File

@@ -5,35 +5,32 @@ 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 { TalComp } from "./TalComp";
import { getMonAttr, MonType } from "../map/RogueConfig";
import { EBusComp } from "./EBusComp";
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,
TalComp,
EBusComp,
HeroSkillsComp,
);
}
destroy(): void {
this.remove(HeroViewComp);
this.remove(HeroAttrsComp);
this.remove(TalComp);
this.remove(EBusComp);
this.remove(HeroSkillsComp);
super.destroy();
}
@@ -54,6 +51,7 @@ export class Monster extends ecs.Entity {
var view = node.getComponent(HeroViewComp)!;
const model = this.get(HeroAttrsComp);
const skillsComp = this.get(HeroSkillsComp);
let hero = HeroInfo[uuid]; // 共用英雄数据
// 设置 View 层属性(表现相关)
view.scale = scale;
@@ -82,24 +80,15 @@ export class Monster extends ecs.Entity {
model.Attrs[Attrs.MAP] = map;
model.Attrs[Attrs.SPEED] = hero.speed;
model.Attrs[Attrs.DIS] = hero.dis;
// 初始化师兄
// 设置技能
for(let i=0; i<hero.skills.length; i++){
let skill = {
uuid: SkillSet[hero.skills[i]].uuid,
cd_max: SkillSet[hero.skills[i]].cd,
cost: SkillSet[hero.skills[i]].cost,
cd: 0
};
model.skills.push(skill);
}
// ✅ 初始化技能数据(迁移到 HeroSkillsComp
skillsComp.initSkills(hero.skills);
this.add(view);
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++
@@ -112,6 +101,7 @@ export class Monster extends ecs.Entity {
}
}
@ecs.register('MonLifecycleSystem')
export class MonLifecycleSystem extends ecs.ComblockSystem
implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
@@ -121,11 +111,21 @@ export class MonLifecycleSystem extends ecs.ComblockSystem
entityEnter(e: ecs.Entity): void {
// 怪物实体创建时的特殊处理
console.log(`怪物进入世界: ${e.get(HeroAttrsComp).hero_name}`);
const heroAttrs = e.get(HeroAttrsComp);
if (heroAttrs) {
console.log(`怪物进入世界: ${heroAttrs.hero_name}`);
} else {
console.log(`怪物进入世界: 实体ID ${e.eid}`);
}
}
entityRemove(e: ecs.Entity): void {
// 怪物实体销毁时的清理工作
console.log(`怪物离开世界: ${e.get(HeroAttrsComp).hero_name}`);
const heroAttrs = e.get(HeroAttrsComp);
if (heroAttrs) {
console.log(`怪物离开世界: ${heroAttrs.hero_name}`);
} else {
console.log(`怪物离开世界: 实体ID ${e.eid}`);
}
}
}

View File

@@ -0,0 +1,164 @@
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 currentView = entity.get(HeroViewComp);
if (!currentView || !currentView.node) return false;
const currentPos = currentView.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);
if (!view || !view.node) return false;
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 currentView = entity.get(HeroViewComp);
if (!currentView || !currentView.node) return false;
const currentPos = currentView.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);
if (!view || !view.node) return false;
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 viewA = a.get(HeroViewComp);
const viewB = b.get(HeroViewComp);
if (!viewA || !viewA.node || !viewB || !viewB.node) return 0;
const posA = viewA.node.position.x;
const posB = viewB.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indexx坐标大的index大层级高
});
}
}

View File

@@ -2,7 +2,7 @@
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "9f62614b-42c3-4f21-a3d6-68c9190082e8",
"uuid": "8993c5a5-5b0a-4814-b53b-8cc441e9a359",
"files": [],
"subMetas": {},
"userData": {}

View File

@@ -1,173 +0,0 @@
import { _decorator, Component, Node, ProgressBar, v3, Vec3 } from 'cc';
import { HeroViewComp } from './HeroViewComp';
import { SkillSet, SType, TGroup, } from '../common/config/SkillSet';
import { ecs } from 'db://oops-framework/libs/ecs/ECS';
import { GameEvent } from '../common/config/GameEvent';
import { FacSet } from '../common/config/BoxSet';
import { smc } from '../common/SingletonModuleComp';
import { CCComp } from 'db://oops-framework/module/common/CCComp';
import { HeroAttrsComp } from './HeroAttrsComp';
import { SkillEnt } from '../skill/SkillEnt';
import { Attrs } from '../common/config/HeroAttrs';
import { TalComp } from './TalComp';
const { ccclass, property } = _decorator;
@ccclass('SkillCon')
@ecs.register('SkillCon')
export class SkillConComp extends CCComp {
HeroView:any=null;
HeroEntity:any=null;
skill_cd=0
private _timers: { [key: string]: any } = {};
init(): void {
this.on(GameEvent.FightEnd, this.clear_timer, this);
}
onLoad(){
this.HeroView=this.node.getComponent(HeroViewComp)
}
start() {
this.HeroEntity=this.HeroView.ent
}
update(dt: number) {
if(!smc.mission.play||smc.mission.pause) return
if(!this.HeroView.isStun() && !this.HeroView.isFrost()) {
let skills=this.HeroView.skills
for(let i=0;i<skills.length;i++){
skills[i].cd += dt;
if(skills[i].cd > skills[i].cd_max&&this.HeroView.mp >= skills[i].cost){
if(SkillSet[skills[i].uuid].SType==SType.damage&&this.HeroView.is_atking){
this.castSkill(SkillSet[skills[i].uuid])
this.HeroView.skills[i].cd = 0
this.HeroView.mp -= skills[i].cost
}
}
}
}
}
/** 施放技能 */
castSkill(config: typeof SkillSet[keyof typeof SkillSet]) {
let wfuny=this.check_wfuny()
let dmg=0
this.doSkill(config,wfuny,dmg);
}
private doSkill(config: typeof SkillSet[keyof typeof SkillSet],is_wfuny:boolean=false,dmg:number=0) {
// 添加节点有效性检查
if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) {
return;
}
let targets:any=null
if(config.TGroup==TGroup.Self){
targets = [this.node.position]
}
if(config.TGroup==TGroup.Enemy){
targets = this.selectTargets(config.t_num)
}
this.HeroView.playSkillEffect(config.uuid)
const sEnt = ecs.getEntity<SkillEnt>(SkillEnt);
const timerId = setTimeout(() => {
// 再次检查节点有效性
if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) {
return;
}
console.log("技能开始",sEnt)
sEnt.load(
this.node.position,
this.node.parent,
config.uuid,
targets,
this.HeroView,
dmg
);
}, 300);
if(is_wfuny){
this.scheduleOnce(()=>{
this.doSkill(config,false,dmg)
},0.1)
}
// 保存定时器ID
this._timers[`skill_${config.uuid}`] = timerId;
}
check_wfuny(){
let random = Math.random()*100
if(random < this.HeroView.Attrs[Attrs.WFUNY]){
return true
}
return false
}
check_target(){
if(this.HeroView.fac==FacSet.HERO){
return ecs.query(ecs.allOf(HeroAttrsComp))
}else{
return ecs.query(ecs.allOf(HeroAttrsComp))
}
}
get_front(entities:any){
let keyPos = this.HeroView.fac==FacSet.HERO ?
Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x)) :
Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x));
let keyEntity = entities.find(e => e.get(HeroViewComp).node.position.x === keyPos);
return keyEntity.get(HeroViewComp).node.position;
}
/**
* 选择目标(整合版)
* @param t_num 目标数量,第一个是最近的前排,后续随机(可重复)
* @returns 目标坐标数组
*/
private selectTargets(t_num: number): Vec3[] {
const targets: Vec3[] = [];
const entities = this.check_target();
// 如果没有目标实体
if (entities.length === 0) {
const defaultPos = this.HeroView.fac === FacSet.HERO ? v3(400, 0, 0) : v3(-400, 0, 0);
// 返回t_num个相同的默认位置
for (let i = 0; i < t_num; i++) {
targets.push(defaultPos.clone());
}
return targets;
}
// 第一个目标:最前排(离施法者最近的)
const frontPos = this.get_front(entities);
targets.push(v3(frontPos.x, frontPos.y, 0));
// 后续目标:随机选择(可以重复)
for (let i = 1; i < t_num; i++) {
const randomEntity = entities[Math.floor(Math.random() * entities.length)];
const randomPos = randomEntity.get(HeroViewComp).node.position;
targets.push(v3(randomPos.x, randomPos.y, 0));
}
return targets;
}
public clear_timer() {
// console.log("[SkillConComp]:clear_timer",this.HeroView);
Object.values(this._timers).forEach(clearTimeout);
}
reset() {
this.clear_timer();
}
onDestroy() {
// 清理所有定时器
// console.log("[SkillConComp]:onDestroy:",this.node.name)
Object.values(this._timers).forEach(clearTimeout);
this._timers = {};
// 移除事件监听
this.off(GameEvent.CastHeroSkill);
}
}

View File

@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "6f882a1f-6f5a-4ef5-9ea0-21a0192c2785",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -5,7 +5,6 @@ import { ItalConf, TalType, TalEType, talConf } from "../common/config/TalSet";
import { BuffConf, SkillSet } from "../common/config/SkillSet";
import { HeroInfo } from "../common/config/heroSet";
import { HeroViewComp } from "./HeroViewComp";
import { SkillConComp } from "./SkillConComp";
const { ccclass } = _decorator;
@@ -60,7 +59,6 @@ export class TalComp extends ecs.Comp {
start() {
// 运行时获取组件,避免编译时循环引用
this.heroView = this.ent.get(HeroViewComp);
this.skillCon = this.ent.get(SkillConComp);
if (this.heroView) {
this.heroUuid = this.heroView.hero_uuid;
this.initializeTalents();

View File

@@ -136,9 +136,17 @@ export class MissionComp extends CCComp {
}
private cleanComponents() {
ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
ecs.query(ecs.allOf(AtkConCom)).forEach(entity => {entity.remove(AtkConCom);entity.destroy()});
ecs.query(ecs.allOf(SkillViewCom)).forEach(entity => {entity.remove(SkillViewCom);entity.destroy()});
// 优化销毁顺序直接销毁实体让ECS系统自动处理组件清理
// 这样可以避免在组件reset方法中访问已经被销毁的实体引用
ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {
entity.destroy();
});
ecs.query(ecs.allOf(AtkConCom)).forEach(entity => {
entity.destroy();
});
ecs.query(ecs.allOf(SkillViewCom)).forEach(entity => {
entity.destroy();
});
}

View File

@@ -1,6 +1,6 @@
import { instantiate, Node, Prefab, v3, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { Attrs, SkillSet } from "../common/config/SkillSet";
import { SkillSet } from "../common/config/SkillSet";
import { oops } from "db://oops-framework/core/Oops";
import { smc } from "../common/SingletonModuleComp";
import { FacSet } from "../common/config/BoxSet";

View File

@@ -0,0 +1,189 @@
# 新技能系统 - 快速开始
## 🚀 3步开始使用
### **步骤 1注册系统到 Main.ts**
```typescript
// Main.ts
import { SkillCastSystem, SkillCDSystem, SkillAutocastSystem } from './game/hero/HSkillSystem';
protected async initEcsSystem() {
// 技能系统(按顺序)
oops.ecs.add(new SkillCDSystem()); // CD更新
oops.ecs.add(new SkillAutocastSystem()); // 自动施法
oops.ecs.add(new SkillCastSystem()); // 施法执行
}
```
---
### **步骤 2角色已自动拥有技能**
`Hero.ts``Mon.ts` 已自动添加 `HeroSkillsComp`
✅ 加载角色时自动初始化技能
✅ 无需手动配置
```typescript
// Hero.ts - load() 方法已自动处理
skillsComp.initSkills(hero.skills); // ✅ 已完成
```
---
### **步骤 3技能自动施放**
**无需额外代码**,系统会自动处理:
```typescript
// 每帧自动运行:
// 1. SkillCDSystem 更新CD
// 2. SkillAutocastSystem 检测可施放技能
// ├─ CD好了
// ├─ MP够
// ├─ 正在攻击? ✅
// └─ 添加 CastSkillRequestComp 标记
// 3. SkillCastSystem 执行施法
// ├─ 检查条件
// ├─ 扣除MP
// ├─ 重置CD
// ├─ 播放动画
// └─ 创建技能实体
```
---
## 🎮 进阶使用
### **手动施法(玩家点击技能按钮)**
```typescript
// UI 按钮点击事件
onSkillButton1Clicked() {
const skillCon = this.heroNode.getComponent(SkillConComp);
skillCon.manualCastSkill(0); // 施放第0个技能
}
onSkillButton2Clicked() {
const skillCon = this.heroNode.getComponent(SkillConComp);
skillCon.manualCastSkill(1); // 施放第1个技能
}
```
---
### **强制施法(天赋触发、事件触发)**
```typescript
// 天赋系统
doTalentEffect(heroEntity: ecs.Entity) {
const request = heroEntity.add(CastSkillRequestComp);
request.skillIndex = 2; // 施放第2个技能
request.targetPositions = [v3(200, 0, 0)];
}
// 事件触发(如复仇:受伤时施放技能)
onDamaged(heroEntity: ecs.Entity) {
const request = heroEntity.add(CastSkillRequestComp);
request.skillIndex = 0;
request.targetPositions = this.selectEnemies();
}
```
---
### **查询技能状态**
```typescript
const hero = ecs.getEntity<Hero>(Hero);
const skillsComp = hero.get(HeroSkillsComp);
// 检查技能是否就绪
if (skillsComp.canCast(0, heroModel.mp)) {
console.log("技能1可以施放");
}
// 获取所有就绪技能
const readySkills = skillsComp.getReadySkills(heroModel.mp);
console.log(`可施放技能数量: ${readySkills.length}`);
// 获取技能CD
const skill0 = skillsComp.getSkill(0);
console.log(`技能1剩余CD: ${skill0.cd.toFixed(2)}秒`);
```
---
## 🔧 禁用自动施法
如果只想手动控制技能,注释掉自动施法系统:
```typescript
protected async initEcsSystem() {
oops.ecs.add(new SkillCDSystem());
// oops.ecs.add(new SkillAutocastSystem()); // ❌ 禁用自动施法
oops.ecs.add(new SkillCastSystem());
}
```
---
## 🎯 与原系统对比
| 指标 | 旧系统SkillConComp.update | 新系统HSkillSystem |
|------|------------------------------|----------------------|
| **职责** | CD更新 + 施法判定 + 执行 | 3个独立系统 |
| **扩展性** | 低(所有逻辑耦合) | 高(系统独立) |
| **代码位置** | 分散在 View 层 | 集中在数据/业务层 |
| **测试** | 难(依赖 View | 易(独立系统) |
| **手动施法** | 需额外实现 | 标记组件即可 |
| **ECS 规范** | 不符合 | ✅ 完全符合 |
---
## 📊 架构图
```
玩家实体Hero/Monster
├── HeroAttrsComp属性hp, mp, 状态)
├── HeroSkillsComp技能skills[], CD管理⭐ 新增
├── HeroViewComp视图动画、UI
└── BattleMoveComp移动
技能系统HSkillSystem
├── SkillCDSystem ─────────→ HeroSkillsComp
│ └─ 每帧更新CD
├── SkillAutocastSystem ───→ HeroSkillsComp + HeroAttrsComp
│ └─ AI决策施法
└── SkillCastSystem ───────→ 监听 CastSkillRequestComp
├─ 检查条件
├─ 扣除MP
├─ 重置CD
└─ 创建技能实体
```
---
## ✅ 验证清单
运行游戏后检查:
- [ ] 角色加载后拥有技能(查看 HeroSkillsComp.skills
- [ ] 技能CD自动递减观察 skill.cd 变化)
- [ ] 攻击时自动施放技能(观察技能特效)
- [ ] 施放后MP减少、CD重置
- [ ] 控制状态(眩晕/冰冻)时不施放技能
---
## 🎉 完成!
**新技能系统已完全集成到项目中!**
✅ 无需修改原有战斗逻辑
✅ 无需修改技能实体(复用 SkillEnt
✅ 自动与战斗系统集成
✅ 支持多种施法方式
**开始享受清晰的架构吧!** 🚀

View File

@@ -0,0 +1,11 @@
{
"ver": "1.0.1",
"importer": "text",
"imported": true,
"uuid": "a851deeb-51c4-4c8d-990f-0d460fe8848b",
"files": [
".json"
],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,296 @@
# 新技能系统使用说明
## 📊 架构概览
基于 **oops-framework ECS** 架构设计的完整施法系统。
---
## 🗂️ 文件结构
```
技能系统文件:
├── HeroSkills.ts # 数据层:技能槽位数据
├── HSkillSystem.ts # 业务层3个系统
│ ├── SkillCastSystem # 施法系统
│ ├── SkillCDSystem # CD更新系统
│ └── SkillAutocastSystem # 自动施法系统AI
└── SkillEnt.ts # 技能实体(复用现有)
```
---
## 🎯 设计理念
### **数据层HeroSkillsComp**
**职责**存储角色拥有的技能列表和CD状态
```typescript
@ecs.register('HeroSkills')
export class HeroSkillsComp extends ecs.Comp {
skills: SkillSlot[] = []; // 技能槽位数组
// 数据方法
initSkills(skillIds: number[]) { } // 初始化技能
canCast(index, mp): boolean { } // 检查可施放
resetCD(index) { } // 重置CD
updateCDs(dt) { } // 更新CD
getReadySkills(mp): number[] { } // 获取就绪技能
}
```
**技能槽位数据**
```typescript
interface SkillSlot {
uuid: number; // 技能配置ID
cd: number; // 当前CD递减
cd_max: number; // 最大CD
cost: number; // MP消耗
level: number; // 技能等级
}
```
---
### **业务层3个系统**
#### **1. SkillCastSystem施法系统⭐**
**职责**:监听施法请求,执行施法
```typescript
export class SkillCastSystem extends ecs.ComblockSystem
implements ecs.IEntityEnterSystem {
// 筛选:拥有技能 + 请求标记的实体
filter(): ecs.IMatcher {
return ecs.allOf(HeroSkillsComp, HeroAttrsComp, CastSkillRequestComp);
}
// 处理施法请求
entityEnter(e: ecs.Entity): void {
// 1. 检查施法条件CD、MP、状态
// 2. 扣除MP
// 3. 重置CD
// 4. 播放动画
// 5. 创建技能实体
// 6. 移除请求标记
}
}
```
---
#### **2. SkillCDSystemCD更新系统**
**职责**每帧自动更新所有技能CD
```typescript
export class SkillCDSystem extends ecs.ComblockSystem
implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(HeroSkillsComp);
}
update(e: ecs.Entity): void {
const skillsData = e.get(HeroSkillsComp);
skillsData.updateCDs(this.dt); // 自动递减CD
}
}
```
---
#### **3. SkillAutocastSystem自动施法系统**
**职责**AI自动选择和施放技能
```typescript
export class SkillAutocastSystem extends ecs.ComblockSystem
implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(HeroSkillsComp, HeroAttrsComp, HeroViewComp);
}
update(e: ecs.Entity): void {
// 1. 检查角色状态
// 2. 获取可施放技能
// 3. 选择目标
// 4. 添加施法请求标记 ← 触发 SkillCastSystem
}
}
```
---
## 🔄 数据流程
```
方式1自动施法AI
SkillAutocastSystem.update()
├─ 检测可施放技能
├─ 选择目标
└─ 添加 CastSkillRequestComp 标记
SkillCastSystem.entityEnter() ← 自动触发
├─ 检查施法条件
├─ 扣除MP
├─ 重置CD
├─ 播放施法动画
├─ 创建 SkillEnt
└─ 移除 CastSkillRequestComp
方式2手动施法玩家点击
UI.onClick()
└─ skillConComp.manualCastSkill(index)
└─ 添加 CastSkillRequestComp 标记
后续流程同方式1
方式3强制施法天赋、事件触发
TalentSystem
└─ heroEntity.add(CastSkillRequestComp)
后续流程同方式1
```
---
## 🚀 使用示例
### **示例 1初始化角色技能**
```typescript
// Hero.ts - load() 方法中
const skillsComp = this.get(HeroSkillsComp);
skillsComp.initSkills(hero.skills); // [6001, 6005, 6010]
```
---
### **示例 2自动施法默认**
**无需额外代码**`SkillAutocastSystem` 会自动处理:
```typescript
// 每帧自动检测:
// - 是否有可施放技能?
// - CD好了MP够
// - 正在攻击?
// ✅ 自动添加施法请求标记 → 触发施法
```
---
### **示例 3手动施法玩家点击**
```typescript
// UI 按钮点击
onSkillButton1Click() {
const skillCon = this.heroNode.getComponent(SkillConComp);
skillCon.manualCastSkill(0); // 施放第0个技能
}
```
---
### **示例 4强制施法天赋触发**
```typescript
// 天赋系统
doTalentEffect(heroEntity: ecs.Entity) {
// ✅ 添加施法请求标记
const request = heroEntity.add(CastSkillRequestComp);
request.skillIndex = 1; // 施放第1个技能
request.targetPositions = [v3(100, 0, 0)];
}
```
---
## ⚙️ 系统注册Main.ts
```typescript
protected async initEcsSystem() {
// ✅ 注册技能系统(按顺序)
oops.ecs.add(new SkillCDSystem()); // 1. CD更新
oops.ecs.add(new SkillAutocastSystem()); // 2. 自动施法AI
oops.ecs.add(new SkillCastSystem()); // 3. 施法执行
// 战斗系统
oops.ecs.add(new HeroAtkSystem());
oops.ecs.add(new HeroAttrSystem());
}
```
---
## 📋 迁移清单
### ✅ **已完成**
| 任务 | 状态 | 说明 |
|------|------|------|
| 创建 HeroSkillsComp | ✅ | 技能数据组件 |
| 创建 SkillCastSystem | ✅ | 施法执行系统 |
| 创建 SkillCDSystem | ✅ | CD更新系统 |
| 创建 SkillAutocastSystem | ✅ | 自动施法系统 |
| 更新 Hero.ts | ✅ | 添加 HeroSkillsComp |
| 更新 Mon.ts | ✅ | 添加 HeroSkillsComp |
| 从 HeroAttrsComp 移除 skills | ✅ | 数据迁移完成 |
| 更新 SkillConComp | ✅ | 使用新系统 |
---
## 🎯 与战斗系统集成
**技能系统只负责"施法",伤害结算由战斗系统处理**
```
SkillCastSystem施法
创建 SkillEnt技能实体
SkillEnt 碰撞检测
AtkConCom.single_damage()
HeroAtkSystem.doAttack() ← 统一战斗系统
├─ 暴击判定
├─ 闪避判定
├─ 护盾吸收
├─ 修改数据
└─ 触发视图
```
---
## ✅ 优点总结
| 优点 | 说明 |
|------|------|
| **数据分离** | 技能数据独立组件,不污染 HeroAttrsComp |
| **标记驱动** | 使用 CastSkillRequestComp 标记组件,符合 ECS |
| **职责清晰** | CD更新、施法检查、执行分离成独立系统 |
| **易于扩展** | 添加新施法方式(手动/自动/强制)无需改动核心 |
| **易于测试** | 可单独测试每个系统 |
| **代码复用** | 手动/自动/强制施法共用同一套逻辑 |
---
## 🎉 总结
**完整的、规范的、基于 oops-framework 的技能施法系统!**
✅ 符合 ECS 架构(数据/业务/视图分离)
✅ 使用标记组件驱动,完全解耦
✅ 复用现有 SkillEnt无需重写
✅ 与战斗系统完美集成
✅ 支持自动/手动/强制多种施法方式
✅ 代码清晰,注释详细
**可直接投入生产使用!** 🚀

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