3 Commits

Author SHA1 Message Date
04aa5f9c78 fix(hero): 修复英雄视图组件的空指针异常和死亡逻辑
- 添加ent和model的安全检查防止空指针异常
- 重构死亡计时逻辑,使用deadCD代替Timer
- 统一死亡事件触发顺序并添加安全检查
- 在reset方法中清理碰撞器事件和伤害队列
2025-11-03 16:32:30 +08:00
c98f20ba1d fix(hero): 修复英雄死亡状态处理和怪物生成逻辑
调整HeroAnmComp中动画完成时的状态检查,增加dead和stun状态
修改MissionMonComp中怪物生成逻辑,现在只生成第一个怪物
重构HeroViewComp的死亡处理逻辑,添加死亡计时器和复活功能
2025-11-03 16:07:13 +08:00
1a45e91f1a feat(skill): 优化技能碰撞检测逻辑并添加攻击帧计数
- 在SkillView中缓存碰撞体引用并添加攻击帧计数器
- 实现攻击帧事件中动态开启碰撞检测
- 非持续碰撞类型技能在造成伤害后立即关闭碰撞检测
- 清理资源时取消所有定时器
- 调整技能预制体碰撞体位置和大小
- 注释掉Main.ts中的物理调试绘制代码
2025-11-03 14:47:53 +08:00
6 changed files with 309 additions and 77 deletions

View File

@@ -20,28 +20,31 @@
"_children": [
{
"__id__": 2
},
{
"__id__": 8
}
],
"_active": true,
"_components": [
{
"__id__": 8
},
{
"__id__": 10
},
{
"__id__": 12
},
{
"__id__": 14
},
{
"__id__": 16
},
{
"__id__": 18
},
{
"__id__": 20
},
{
"__id__": 22
},
{
"__id__": 24
}
],
"_prefab": {
"__id__": 18
"__id__": 26
},
"_lpos": {
"__type__": "cc.Vec3",
@@ -208,6 +211,181 @@
"targetOverrides": null,
"nestedPrefabInstanceRoots": null
},
{
"__type__": "cc.Node",
"_name": "T",
"_objFlags": 0,
"__editorExtras__": {},
"_parent": {
"__id__": 1
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 9
},
{
"__id__": 11
},
{
"__id__": 13
}
],
"_prefab": {
"__id__": 15
},
"_lpos": {
"__type__": "cc.Vec3",
"x": 40,
"y": -50,
"z": 0
},
"_lrot": {
"__type__": "cc.Quat",
"x": 0,
"y": 0,
"z": 0,
"w": 1
},
"_lscale": {
"__type__": "cc.Vec3",
"x": 1,
"y": 1,
"z": 1
},
"_mobility": 0,
"_layer": 1073741824,
"_euler": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_id": ""
},
{
"__type__": "cc.UITransform",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 8
},
"_enabled": true,
"__prefab": {
"__id__": 10
},
"_contentSize": {
"__type__": "cc.Size",
"width": 80,
"height": 100
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0
},
"_id": ""
},
{
"__type__": "cc.CompPrefabInfo",
"fileId": "8b9HY9QmBA5qB0sBawCFqZ"
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 8
},
"_enabled": false,
"__prefab": {
"__id__": 12
},
"_customMaterial": null,
"_srcBlendFactor": 2,
"_dstBlendFactor": 4,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_spriteFrame": {
"__uuid__": "cb93c900-b440-4571-91d1-7da1636e3d73@46c83",
"__expectedType__": "cc.SpriteFrame"
},
"_type": 0,
"_fillType": 0,
"_sizeMode": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_useGrayscale": false,
"_atlas": null,
"_id": ""
},
{
"__type__": "cc.CompPrefabInfo",
"fileId": "e0lXniMh9C77aUoKhV9TG0"
},
{
"__type__": "cc.Widget",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 8
},
"_enabled": true,
"__prefab": {
"__id__": 14
},
"_alignFlags": 45,
"_target": null,
"_left": 0,
"_right": 0,
"_top": 0,
"_bottom": 0,
"_horizontalCenter": 0,
"_verticalCenter": 0,
"_isAbsLeft": true,
"_isAbsRight": true,
"_isAbsTop": true,
"_isAbsBottom": true,
"_isAbsHorizontalCenter": true,
"_isAbsVerticalCenter": true,
"_originalWidth": 25,
"_originalHeight": 25,
"_alignMode": 2,
"_lockFlags": 0,
"_id": ""
},
{
"__type__": "cc.CompPrefabInfo",
"fileId": "efBhSYnd1Kz6YztMYe2EVs"
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__id__": 0
},
"fileId": "0b1uG2sstDMZRfqgTMWTrz",
"instance": null,
"targetOverrides": null,
"nestedPrefabInstanceRoots": null
},
{
"__type__": "cc.UITransform",
"_name": "",
@@ -218,17 +396,17 @@
},
"_enabled": true,
"__prefab": {
"__id__": 9
"__id__": 17
},
"_contentSize": {
"__type__": "cc.Size",
"width": 200,
"height": 80
"width": 80,
"height": 100
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0
"x": 0,
"y": 0.5
},
"_id": ""
},
@@ -246,7 +424,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 11
"__id__": 19
},
"playOnLoad": true,
"_clips": [
@@ -275,7 +453,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 13
"__id__": 21
},
"atk_x": 0,
"atk_y": 0,
@@ -295,7 +473,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 15
"__id__": 23
},
"enabledContactListener": true,
"bullet": false,
@@ -327,9 +505,9 @@
"node": {
"__id__": 1
},
"_enabled": true,
"_enabled": false,
"__prefab": {
"__id__": 17
"__id__": 25
},
"tag": 0,
"_group": 1,
@@ -339,13 +517,13 @@
"_restitution": 0,
"_offset": {
"__type__": "cc.Vec2",
"x": 0,
"y": 40
"x": 40,
"y": 0
},
"_size": {
"__type__": "cc.Size",
"width": 200,
"height": 80
"width": 80,
"height": 100
},
"_id": ""
},

View File

@@ -12,9 +12,9 @@ const { ccclass, property } = _decorator;
@ccclass('Main')
export class Main extends Root {
start() {
PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
// PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
// |EPhysics2DDrawFlags.Pair
|EPhysics2DDrawFlags.CenterOfMass
// |EPhysics2DDrawFlags.CenterOfMass
// |EPhysics2DDrawFlags.Joint
// |EPhysics2DDrawFlags.Shape;
}

View File

@@ -21,7 +21,7 @@ export default class HeroAnmComp extends Component{
}
onAnimationFinished(type:Animation.EventType, state:AnimationState){
// console.log("[HeroAnmComp]: 动画播放完毕",state.name)
if(state.name!="idle"&&state.name!="move"){
if(state.name!="idle"&&state.name!="move"&&state.name!="dead"&&state.name!="stun"){
this.anmcon.play(this.default_anim)
}
}

View File

@@ -13,6 +13,7 @@ import { HeroAttrsComp } from "./HeroAttrsComp";
import { Tooltip } from "../skill/Tooltip";
import { timedCom } from "../skill/timedCom";
import { HeroInfo, HType } from "../common/config/heroSet";
import { Timer } from "db://oops-framework/core/common/timer/Timer";
const { ccclass, property } = _decorator;
@@ -31,11 +32,18 @@ export class HeroViewComp extends CCComp {
box_group:number = BoxSet.HERO; // 碰撞组
usePower:boolean = false;
useMp:boolean = false;
realDeadTime:number=10
deadCD:number=0
// ==================== UI 节点引用 ====================
private top_node: Node = null!;
// ==================== 直接访问 HeroAttrsComp ====================
get model() {
// 🔥 修复添加安全检查防止ent为null时的访问异常
if (!this.ent) {
console.warn("[HeroViewComp] ent is null, returning null for model");
return null;
}
return this.ent.get(HeroAttrsComp);
}
@@ -100,9 +108,17 @@ 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
// 🔥 修复:添加安全检查防止在实体销毁过程中访问null的model
if(!this.ent) return;
if (!this.model) return;
if(this.model.is_dead) return;
if(this.model.is_dead){
this.deadCD+=dt
if(this.deadCD>=this.realDeadTime){
this.deadCD=0
this.realDead()
}
return
} ;
// ✅ View 层职责:处理表现相关的逻辑
this.processDamageQueue(); // 伤害数字显示队列
@@ -250,6 +266,7 @@ export class HeroViewComp extends CCComp {
/** 状态切换(动画) */
status_change(type:string){
this.status = type;
if(this.model.is_dead) return
if(type === "idle"){
this.as.idle();
} else if(type === "move"){
@@ -269,7 +286,14 @@ export class HeroViewComp extends CCComp {
}
}
alive(){
this.model.is_dead=false
this.as.do_buff();
this.status_change("idle");
this.model.hp =this.model.Attrs[Attrs.HP_MAX]*50/100;
this.top_node.active=false
}
/**
* 死亡视图表现
* 由 HeroAtkSystem 调用,只负责视觉效果和事件通知
@@ -281,29 +305,34 @@ export class HeroViewComp extends CCComp {
// 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
this.top_node.active=false
// 播放死亡特效
this.as.dead();
// 根据阵营触发不同事件
if(this.model.fac === FacSet.MON){
// 怪物死亡:延迟触发掉落(暂时不发事件,等待实现)
// this.scheduleOnce(() => {
// oops.message.dispatchEvent(GameEvent.MonsterDead, {
// hero_uuid: this.model.hero_uuid,
// position: this.node.position
// });
// }, 0.2);
} else if(this.model.fac === FacSet.HERO){
}
realDead(){
// 🔥 修复添加model安全检查防止实体销毁过程中的空指针异常
if (!this.model) {
console.warn("[HeroViewComp] realDead called but model is null, skipping");
return;
}
if(this.model.fac === FacSet.HERO){
// 英雄死亡:延迟触发死亡事件
this.scheduleOnce(() => {
oops.message.dispatchEvent(GameEvent.HeroDead, {
hero_uuid: this.model.hero_uuid
});
}, 0.2);
}
// 根据阵营触发不同事件
if(this.model.fac === FacSet.MON){
oops.message.dispatchEvent(GameEvent.MonDead, {
hero_uuid: this.model.hero_uuid,
position: this.node.position
});
}
this.ent.destroy();
}
do_atked(damage:number,isCrit:boolean,s_uuid:number){
if (damage <= 0) return;
// 视图层表现
@@ -358,15 +387,6 @@ export class HeroViewComp extends CCComp {
// 调试用,生产环境已禁用
}
reset() {
const collider = this.getComponent(Collider2D);
if (collider) {
collider.off(Contact2DType.BEGIN_CONTACT);
}
this.scheduleOnce(() => {
this.node.destroy();
}, 0.1);
}
playSkillEffect(skill_id:number) {
let skill = SkillSet[skill_id]
@@ -421,4 +441,22 @@ export class HeroViewComp extends CCComp {
this.hp_tip(TooltipTypes.life, damage.toFixed(0), damage);
}
}
reset() {
// 清理碰撞器事件监听
const collider = this.getComponent(Collider2D);
if (collider) {
collider.off(Contact2DType.BEGIN_CONTACT);
}
this.deadCD=0
// 清理伤害队列
this.damageQueue.length = 0;
this.isProcessingDamage = false;
// 延迟销毁节点
this.scheduleOnce(() => {
this.node.destroy();
}, 0.1);
}
}

View File

@@ -108,7 +108,8 @@ export class MissionMonCompComp extends CCComp {
const monsConf = getStageMonConfigs(cStage);
// console.log(`[MissionMonComp]:第${cStage}关 - ${stageType}类型,怪物数量: ${monsConf.length}`);
this.generateMonsters(monsConf);
const monsConfFiltered = monsConf.filter((mon: any, index) => index === 0);
this.generateMonsters(monsConfFiltered);
}

View File

@@ -3,13 +3,9 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { HeroViewComp } from "../hero/HeroViewComp";
import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet";
import { BoxSet, FacSet } from "../common/config/GameSet";
import { SDataCom } from "./SDataCom";
import { SMoveDataComp } from "./SMoveComp";
import { Attrs } from "../common/config/HeroAttrs";
import { MonMoveComp } from "../hero/MonMove";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { HeroMoveComp } from "../hero/HeroMove";
import { DamageQueueHelper } from "../hero/DamageQueueComp";
const { ccclass, property } = _decorator;
@@ -29,16 +25,19 @@ export class SkillView extends CCComp {
SConf:SkillConfig=null;
sData:SDataCom=null;
s_uuid:number=1001
private collider: Collider2D = null; // 缓存碰撞体引用
private attackFrameCount: number = 0; // 攻击帧计数器
private maxAttackFrames: number = 1; // 最大攻击帧数,可配置
// 已命中目标追踪,防止重复伤害
start() {
this.SConf = SkillSet[this.s_uuid]
this.sData=this.ent.get(SDataCom)
this.anim=this.node.getComponent(Animation)
this.node.active = true;
let collider = this.getComponent(Collider2D);
if(collider) {
collider.group = this.group;
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
this.collider = this.getComponent(Collider2D);
if(this.collider) {
this.collider.group = this.group;
this.collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
if(this.node.getComponent(Animation)){
let anim = this.node.getComponent(Animation);
@@ -78,7 +77,15 @@ export class SkillView extends CCComp {
}
}
// //动画帧事件 atk 触发
// public atk(args:any){
public atk(args:any){
this.attackFrameCount++;
// 开启碰撞检测
if(this.collider) {
this.collider.enabled = true;
console.log(`[SkillView] [${this.SConf?.name}] 第${this.attackFrameCount}次攻击帧开启碰撞检测`);
}
// let dis=this.node.getComponent(UITransform).width/2
// let enemys:any=[]
// if( this.sData.fac==FacSet.HERO){
@@ -123,12 +130,18 @@ export class SkillView extends CCComp {
// });
// }
// }
// }
}
//伤害应用
apply_damage(target:HeroViewComp,is_range:boolean=false){
if(target == null) return;
if (!this.SConf) return;
// 对于非持续碰撞类型的技能,在造成伤害后立即关闭碰撞检测
// 这样可以避免同一帧内的重复伤害
if(this.SConf.EType !== EType.collision && this.collider) {
this.collider.enabled = false;
console.log(`[SkillView] [${this.SConf.name}] 伤害后关闭碰撞检测`);
}
// console.log(`[skillView] 伤害 [${this.group}][${this.sData.caster.ent.get(HeroAttrsComp).hero_name}][${this.sData.caster.ent.eid}]的 [${this.SConf.name}]对 [${target.box_group}][ ${target.ent.get(HeroAttrsComp).hero_name}][${target.ent.eid}]`);
// if(this.sData.hit_count > this.SConf.hit_num) return 不能超出 最大伤害数量
// 使用伤害队列系统处理伤害
@@ -152,10 +165,12 @@ export class SkillView extends CCComp {
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
const collider = this.getComponent(Collider2D);
if (collider) {
collider.off(Contact2DType.BEGIN_CONTACT);
// 清理碰撞体事件监听
if (this.collider) {
this.collider.off(Contact2DType.BEGIN_CONTACT);
}
// 取消所有定时器
this.unscheduleAllCallbacks();
this.node.destroy();
}
}