import { _decorator, Vec3, v3, tween } from "cc"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { SkillCom } from "./SkillCom"; import { SkillSet, AnimType, endType } from "../common/config/SkillSet"; import { Animation, sp } from "cc"; /** 技能运动系统 */ @ecs.register('SkillSystem') export class SkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { filter(): ecs.IMatcher { return ecs.allOf(SkillCom); } update(entity: ecs.Entity) { const skill = entity.get(SkillCom); if (!skill || skill.is_destroy) return; this.updateSkillMovement(skill); this.checkDestroy(skill); } private updateSkillMovement(skill: SkillCom) { switch(skill.animType) { case AnimType.linear: this.linearMove(skill); break; case AnimType.parabolic: this.bezierMove(skill); break; case AnimType.fixed: this.fixedMove(skill); break; default: console.warn(`未知运动类型: ${skill.animType}`); } } private checkDestroy(skill: SkillCom) { let shouldDestroy = false; switch(skill.endType) { case endType.animationEnd: // 同时检测普通动画和Spine动画 const anim = skill.node.getComponent(Animation); const spine = skill.node.getComponentInChildren(sp.Skeleton); if (anim) { const state = anim.getState(skill.animName); shouldDestroy = state?.isPlaying === false; } else if (spine) { shouldDestroy = spine.animation === 'end'; } break; case endType.timeEnd: skill.duration -= this.dt; shouldDestroy = skill.duration <= 0; break; case endType.distanceEnd: shouldDestroy = skill.targetPos && Vec3.distance(skill.node.position, skill.targetPos) < 10; break; } if (shouldDestroy) { skill.is_destroy = true; skill.node.destroy(); } } private linearMove(skill: SkillCom) { if (!skill.targetPos) return; // 计算移动方向 const dir = skill.targetPos.clone().subtract(skill.node.position).normalize(); // 计算新位置 const newPos = skill.node.position.clone().add( dir.multiplyScalar(skill.speed * this.dt) ); // 更新位置和角度 skill.node.setPosition(newPos); // 自动处理距离销毁 if (skill.endType === endType.distanceEnd) { const remaining = Vec3.distance(newPos, skill.targetPos); if (remaining < 10) { skill.is_destroy = true; } } } private bezierMove(skill: SkillCom) { if (!skill.targetPos) return; // 计算控制点(拱顶位置) const startPos = skill.startPos; const endPos = skill.targetPos; const controlHeight = Math.max(startPos.y, endPos.y) + 200; const controlPos = v3( (startPos.x + endPos.x) / 2, controlHeight ); // 计算当前进度 skill.duration += this.dt * skill.speed; const t = skill.duration / skill.inTime; // 使用二阶贝塞尔曲线公式计算位置 const newPos = this.twoBezier(t, startPos, controlPos, endPos); skill.node.setPosition(newPos); // 自动结束判断 if (t >= 1) { skill.is_destroy = true; } } private twoBezier(t: number, p1: Vec3, cp: Vec3, p2: Vec3): Vec3 { const x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x; const y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y; return v3(x, y, 0); } private fixedMove(skill: SkillCom) { // 仅处理时间结束逻辑 skill.duration += this.dt * skill.speed; // 示例:在固定位置播放动画 if (skill.endType === endType.timeEnd && skill.duration >= skill.inTime) { skill.is_destroy = true; } } }