3 Commits

Author SHA1 Message Date
afbaa13cb2 制作了多个 近战技能 2025-11-04 17:25:48 +08:00
53cf25d7a5 refactor(游戏对象): 调整英雄位置和动画关键帧数值
- 修改hm2.prefab中英雄的y坐标位置
- 简化HInfoComp中节点查找路径
- 更新lr3.anim动画关键帧数值和编辑器额外属性
2025-11-04 14:46:28 +08:00
087f4010be refactor(渲染): 重构实体层级管理方式
- 移除通过 setSiblingIndex 手动设置层级的方式
- 新增 HERO、LINE1、LINE2、SKILL 等容器节点自动管理层级
- 调整英雄、怪物、技能等实体的父节点到对应容器
- 优化提示信息的位置偏移量
2025-11-04 14:23:07 +08:00
35 changed files with 5087 additions and 2135 deletions

View File

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View File

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View File

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View File

@@ -0,0 +1,136 @@
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{
"__type__": "cc.CompPrefabInfo",
"fileId": "57cr7S0YpK4oEZCavwXtIX"
},
{
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"_name": "",
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},
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},
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"_friction": 0.2,
"_restitution": 0,
"_offset": {
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View File

@@ -0,0 +1,13 @@
{
"ver": "1.1.50",
"importer": "prefab",
"imported": true,
"uuid": "be2e1cd8-b17f-4648-9038-a471b6d268b0",
"files": [
".json"
],
"subMetas": {},
"userData": {
"syncNodeName": "atk_s5"
}
}

View File

@@ -419,8 +419,8 @@
"__prefab": {
"__id__": 19
},
"atk_x": 0,
"atk_y": 0,
"atk_x": 10,
"atk_y": 30,
"_id": ""
},
{

View File

@@ -422,8 +422,8 @@
"__prefab": {
"__id__": 19
},
"atk_x": 0,
"atk_y": 0,
"atk_x": 10,
"atk_y": 30,
"_id": ""
},
{

View File

@@ -422,8 +422,8 @@
"__prefab": {
"__id__": 19
},
"atk_x": 0,
"atk_y": 0,
"atk_x": 10,
"atk_y": 30,
"_id": ""
},
{

View File

@@ -58,8 +58,8 @@
},
"_lscale": {
"__type__": "cc.Vec3",
"x": 0.5,
"y": 0.5,
"x": 0.7,
"y": 0.7,
"z": 1
},
"_mobility": 0,
@@ -280,8 +280,8 @@
"__prefab": {
"__id__": 13
},
"atk_x": 0,
"atk_y": 15,
"atk_x": 10,
"atk_y": 30,
"_id": ""
},
{

File diff suppressed because it is too large Load Diff

View File

@@ -12,11 +12,11 @@ const { ccclass, property } = _decorator;
@ccclass('Main')
export class Main extends Root {
start() {
// PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
// |EPhysics2DDrawFlags.Pair
// |EPhysics2DDrawFlags.CenterOfMass
// |EPhysics2DDrawFlags.Joint
// |EPhysics2DDrawFlags.Shape;
PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
|EPhysics2DDrawFlags.Pair
|EPhysics2DDrawFlags.CenterOfMass
|EPhysics2DDrawFlags.Joint
|EPhysics2DDrawFlags.Shape;
}
protected async run() {
smc.initialize = ecs.getEntity<Initialize>(Initialize);

View File

@@ -156,7 +156,7 @@ export const SkillSet: Record<number, SkillConfig> = {
buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害",
},
6002: {
uuid:6002,name:"挥砍",sp_name:"atk_s2",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK,
uuid:6002,name:"挥砍",sp_name:"atk_s4",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK,
ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,dis:80,ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害",
},

View File

@@ -110,7 +110,7 @@ export const HeroInfo: Record<number, heroInfo> = {
// 刘邦 - 领导型战士(善于用人,知人善任)
5001:{uuid:5001,name:"刘邦",path:"hk1", fac:FacSet.HERO, kind:1,as:1.5,
type:HType.warrior,lv:1,hp:1000,mp:85,map:10,def:9,mdef:0,ap:15,dis:100,speed:120,skills:[6001],
type:HType.warrior,lv:1,hp:1000,mp:85,map:10,def:9,mdef:0,ap:15,dis:100,speed:120,skills:[6002],
buff:[],tal:[7101,7201,7301],info:"楚汉争霸领袖,领导统御型战士"},
// 荆轲 - 刺客(敏捷型,高速度和暴击率)

View File

@@ -46,15 +46,14 @@ export class Hero extends ecs.Entity {
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
var scene = smc.map.MapView.scene;
node.parent = scene.entityLayer!.node!
node.parent = scene.entityLayer!.node!.getChildByName("HERO")!;
const collider = node.getComponent(BoxCollider2D);
if (collider) collider.enabled = false; // 先禁用
node.setScale(size*node.scale.x,size*node.scale.y);
node.setPosition(pos)
// 🔥 设置初始 SiblingIndex - 英雄基础层级 + 位置偏移
const initialSiblingIndex = IndexSet.HERO;
node.setSiblingIndex(initialSiblingIndex);
console.log("hero",node.getSiblingIndex());
// console.log("hero load",pos)

View File

@@ -63,7 +63,7 @@ export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// 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;
const isWarrior = model.type === HType.warrior||model.type===HType.assassin;
// 战士职业:有敌人就向敌人前进
if (isWarrior && hasEnemies) {
@@ -293,10 +293,10 @@ export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
});
// 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
});
// 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 */

View File

@@ -99,7 +99,7 @@ export class HeroViewComp extends CCComp {
/** 初始化 UI 节点引用 */
private initUINodes() {
this.top_node = this.node.getChildByName("top");
let hp_y = this.node.getComponent(UITransform).height;
let hp_y = this.node.getComponent(UITransform).height+10;
this.top_node.setPosition(0, hp_y, 0);
}
@@ -218,7 +218,7 @@ export class HeroViewComp extends CCComp {
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.setScale(node.scale.x * scale, node.scale.y);
node.setPosition(this.node.position.x, this.node.position.y+8, this.node.position.z);
node.setPosition(this.node.position.x, this.node.position.y+50, this.node.position.z);
node.parent = this.node.parent;
}
@@ -245,7 +245,7 @@ export class HeroViewComp extends CCComp {
}
/** 技能提示 */
private tooltip(type: number = 1, value: string = "", s_uuid: number = 1001, y: number = 90) {
private tooltip(type: number = 1, value: string = "", s_uuid: number = 1001, y: number = 120) {
let tip = ecs.getEntity<Tooltip>(Tooltip);
let pos = v3(0, 60);
pos.y = pos.y + y;
@@ -253,7 +253,7 @@ export class HeroViewComp extends CCComp {
}
/** 血量提示(伤害数字) */
private hp_tip(type: number = 1, value: string = "", s_uuid: number = 1001, y: number = 100) {
private hp_tip(type: number = 1, value: string = "", s_uuid: number = 1001, y: number = 120) {
let tip = ecs.getEntity<Tooltip>(Tooltip);
let x = this.node.position.x;
let ny = this.node.getComponent(UITransform).height + y;

View File

@@ -42,20 +42,15 @@ export class Monster extends ecs.Entity {
var path = "game/heros/"+HeroInfo[uuid].path;
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.parent = scene.entityLayer!.node!
let LINE1=scene.entityLayer!.node!.getChildByName("LINE1")!;
let LINE2=scene.entityLayer!.node!.getChildByName("LINE2")!;
// 🔥 设置初始 SiblingIndex - 防止溢出
const baseLane = lane === 0 ? LINE1 : LINE2;
node.parent = baseLane
const collider = node.getComponent(BoxCollider2D);
if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
node.setScale(size*node.scale.x,size*node.scale.y);
node.setPosition(pos)
// 🔥 设置初始 SiblingIndex - 防止溢出
const baseLane = lane === 0 ? IndexSet.MON1 : IndexSet.MON2;
// 使用模运算防止索引溢出,确保在安全范围内循环
const safeSpawnOrder = spawnOrder % 999; // 限制在999以内避免溢出到其他层级
const initialSiblingIndex = baseLane + safeSpawnOrder;
node.setSiblingIndex(initialSiblingIndex);
console.log("mon",node.getSiblingIndex());
var view = node.getComponent(HeroViewComp)!;
const model = this.get(HeroAttrsComp);
const skillsComp = this.get(HeroSkillsComp);
@@ -71,11 +66,10 @@ export class Monster extends ecs.Entity {
model.type = hero.type;
model.fac = FacSet.MON;
model.is_boss = monType == MonType.BOSS;
if(model.is_boss) node.setSiblingIndex(IndexSet.BOSS);
if(model.is_boss) node.parent = scene.entityLayer!.node!.getChildByName("HERO")!;
if(!model.is_boss){
model.is_kalami = true;
}
// 根据等级和类型获取怪物属性
const {hp, mp, ap, map, def, mdef} = getMonAttr(lv, uuid, monType);
// 初始化属性数组

View File

@@ -28,7 +28,7 @@ export class Initialize extends ecs.Entity {
// 加载自定义资
this.loadCustom(queue);
// 加载多语言包
this.loadLanguage(queue);
// this.loadLanguage(queue);
// 加载公共资源
this.loadCommon(queue);
// 加载游戏内容加载进度提示界面

View File

@@ -62,8 +62,8 @@ export class HInfoComp extends CCComp {
}
start() {
this.name_node=this.node.getChildByName("hero").getChildByName("hname").getChildByName("name")
this.type_node=this.node.getChildByName("hero").getChildByName("hname").getChildByName("type")
this.name_node=this.node.getChildByName("hname").getChildByName("name")
this.type_node=this.node.getChildByName("hname").getChildByName("type")
this.ap_node=this.node.getChildByName("info").getChildByName("base").getChildByName("ap")
this.hp_node=this.node.getChildByName("info").getChildByName("base").getChildByName("hp")
this.def_node=this.node.getChildByName("info").getChildByName("base").getChildByName("def")
@@ -141,7 +141,7 @@ export class HInfoComp extends CCComp {
// 设置节点位置
node.setPosition(this.hero_pos[pos_index]);
node.setSiblingIndex(0);
// node.setSiblingIndex(0);
// 根据位置设置不同的缩放值
node.setScale(this.getHeroScale(pos_index));
// 加载并播放动画
@@ -168,7 +168,7 @@ export class HInfoComp extends CCComp {
}
show_lock(){
this.node.getChildByName("buy").active=!this.is_own()
this.node.getChildByName("hero").getChildByName("lock").active=!this.is_own()
this.node.getChildByName("lock").active=!this.is_own()
}
claear_hero(){
for (let i = 0; i < this.heroNodes.length; i++) {

View File

@@ -1,6 +1,6 @@
import { instantiate, Node, Prefab, v3, Vec3 } from "cc";
import { BoxCollider2D, instantiate, Node, Prefab, v3, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { SkillSet } from "../common/config/SkillSet";
import { EType, SkillSet } from "../common/config/SkillSet";
import { oops } from "db://oops-framework/core/Oops";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
@@ -8,6 +8,7 @@ import { SkillView } from "./SkillView";
import { SDataCom } from "./SDataCom";
import { SMoveDataComp } from "../skill/SMoveComp";
import { HeroViewComp } from "../hero/HeroViewComp";
import { smc } from "../common/SingletonModuleComp";
/** Skill 模块 */
@ecs.register(`Skill`)
@@ -46,25 +47,33 @@ export class Skill extends ecs.Entity {
// console.log("load skill startPos",startPos)
const node: Node = instantiate(prefab);
// console.log("load skill node",node)
node.parent = parent;
var scene = smc.map.MapView.scene;
node.parent = scene.entityLayer!.node!.getChildByName("SKILL")!;
// 设置节点属性
node.setPosition(startPos);
if(caster.node.scale.x < 0){
node.setScale(v3(node.scale.x*-1,node.scale.y,1))
}
let face=caster.node.scale.x < 0 ? -1 : 1
node.setScale(v3(node.scale.x*face,node.scale.y,1))
// 初始视图
const SView = node.getComponent(SkillView);
if(config.EType!=EType.collision){
const collider=node.getComponent(BoxCollider2D);
if(collider){
collider.enabled=false
}
}
// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
// 核心标识
SView.s_uuid= s_uuid
SView.group= caster.box_group
this.add(SView);
startPos.x=startPos.x+SView.atk_x
startPos.x=startPos.x+SView.atk_x*face
startPos.y=startPos.y+SView.atk_y
node.setPosition(startPos);
// 初始化移动组件 - 从SkillView获取移动参数
const sMoveCom = this.get(SMoveDataComp);
sMoveCom.startPos.set(startPos);
sMoveCom.targetPos.set(targetPos);