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 { BoxSet, FacSet } from "../../config/BoxSet"; import { oops } from "db://oops-framework/core/Oops"; import { GameEvent } from "../../config/GameEvent"; import { FightSet } from "../../config/Mission"; @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.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 取消这个判断 // if(view.fac==1){ if(view.is_stop||view.is_dead||view.DEBUFF_STUN>0 ||view.DEBUFF_FROST>0) 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) { return; } // 计算移动量 const delta = ((view.speed-view.DEBUFF_SLOW)/3) * this.dt * move.direction; const newX = view.node.position.x + delta; view.status_change("move") // 限制移动范围 if (this.validatePosition(newX, move)) { view.node.setPosition(newX, view.node.position.y, 0); } } else{ view.status_change("idle") } this.checkEnemiesInBase(e) // 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)}`); } /** 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; } /**驾车敌人是否进入我放基地 */ private checkEnemiesInBase(entity: ecs.Entity) { const view = entity.get(HeroViewComp); if(view.fac==FacSet.MON){ if(view.atk_heart) return if(view.node.position.x <= FightSet.HEARTPOS){ oops.message.dispatchEvent(GameEvent.LifeChange,-1) view.atk_heart=true } } } /** 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y坐标从小到大排序(y坐标越小显示在上层) const sortedUnits = allUnits.sort((a, b) => { const posA = a.get(HeroViewComp).node.position.y; const posB = b.get(HeroViewComp).node.position.y; return posA - posB; // 修改排序顺序 }); // 设置渲染顺序,y坐标越小的显示在上层(索引越大) sortedUnits.forEach((unit, index) => { const view = unit.get(HeroViewComp); view.node.setSiblingIndex(sortedUnits.length - index - 1); }); } }