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, IndexSet } from "../common/config/GameSet"; 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; /** 线路标识:0=一线(y=120),1=二线(y=80) */ lane: number = 0; /** 生成顺序:用于同线路内的层级排序,数值越大越晚生成,层级越前 */ spawnOrder: number = 0; reset() { this.direction = 1; this.targetX = 0; this.moving = true; this.lane = 0; this.spawnOrder = 0; } } /** 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) { // 直接调用全局更新方法,避免重复计算 this.updateAllUnitsRenderOrder(); } /** 更新所有单位的渲染层级 */ private updateAllUnitsRenderOrder() { // 获取所有单位 const allUnits = ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)); // 创建单位数组,包含层级信息 const unitsWithOrder: Array<{ entity: ecs.Entity, view: HeroViewComp, order: number }> = []; allUnits.forEach(e => { const model = e.get(HeroAttrsComp); const view = e.get(HeroViewComp); if (!view || !view.node || !model) return; let order = 0; if (model.fac === FacSet.HERO) { // 英雄层级:基础层级 + y轴位置影响 order = IndexSet.HERO + Math.floor(view.node.position.y); } else if (model.fac === FacSet.MON) { const move = e.get(MonMoveComp); if (move) { // 怪物层级:基于线路和生成顺序 const baseLane = move.lane === 0 ? IndexSet.MON1 : IndexSet.MON2; order = baseLane + (move.spawnOrder * IndexSet.MON_INCREMENT); } } unitsWithOrder.push({ entity: e, view: view, order: order }); }); // 按层级排序:order值小的在后面(siblingIndex小),order值大的在前面(siblingIndex大) unitsWithOrder.sort((a, b) => a.order - b.order); // 设置 siblingIndex unitsWithOrder.forEach((unit, index) => { unit.view.node.setSiblingIndex(index); }); } }