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, DBuff } from "../../config/SkillSet"; @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index,x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 }); } }