import { _decorator, UI, UITransform } from "cc"; import { ecs } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { CCComp } from "../../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { HeroViewComp } from "../../hero/HeroViewComp"; import { SkillCom } from "../SkillCom"; const { ccclass, property } = _decorator; /** 视图层对象 */ @ccclass('AtkComComp') @ecs.register('AtkCom', false) export class AtkComComp extends CCComp { /** 视图层逻辑代码分离演示 */ start() { // var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象 // this.on(ModuleEvent.Cmd, this.onHandler, this); } public atk(args:any){ let skill=this.node.getComponent(SkillCom) let dis=this.node.getComponent(UITransform).width/2 let targetsInRange: HeroViewComp[] = [] // 收集范围内所有敌方目标 ecs.query(ecs.allOf(HeroViewComp)).some(e => { const view = e.get(HeroViewComp); if(view.fac!=skill.fac) { const distance = Math.abs(skill.node.position.x - view.node.position.x); if(distance <= dis) { targetsInRange.push(view); } } }); // 根据配置的hit_num决定攻击模式 const hitNum = skill.skillConfig?.hit_num || 0; if(hitNum > 0) { // 限制目标数量:按距离排序,选择最近的N个目标 if(targetsInRange.length > 0) { // 按距离排序(从近到远) targetsInRange.sort((a, b) => { const distanceA = Math.abs(skill.node.position.x - a.node.position.x); const distanceB = Math.abs(skill.node.position.x - b.node.position.x); return distanceA - distanceB; }); // 限制目标数量 const maxTargets = Math.min(hitNum, targetsInRange.length); const selectedTargets = targetsInRange.slice(0, maxTargets); selectedTargets.forEach(target => { skill.single_damage(target, false); }); } } else { // 范围伤害:对所有范围内目标造成伤害 if(targetsInRange.length > 0) { targetsInRange.forEach(target => { skill.single_damage(target, false); }); } } } /** 全局消息逻辑处理 */ // private onHandler(event: string, args: any) { // switch (event) { // case ModuleEvent.Cmd: // break; // } // } /** 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() { this.node.destroy(); } }