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 } from "../common/config/GameSet"; import { HType } from "../common/config/heroSet"; import { Attrs } from "../common/config/HeroAttrs"; /** 英雄移动组件 */ @ecs.register('HeroMove') export class HeroMoveComp 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; /** 当前朝向缓存:避免频繁setScale */ currentFacing: number = 1; reset() { this.direction = 1; this.targetX = 0; this.moving = true; this.currentFacing = 1; } } /** 英雄移动系统 - 专门处理英雄的移动逻辑 */ @ecs.register('HeroMoveSystem') export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { filter(): ecs.IMatcher { return ecs.allOf(HeroMoveComp, HeroViewComp, HeroAttrsComp); } update(e: ecs.Entity) { if (!smc.mission.play || smc.mission.pause) return; const move = e.get(HeroMoveComp); const model = e.get(HeroAttrsComp); const view = e.get(HeroViewComp); // 只处理英雄 if (model.fac !== FacSet.HERO) 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; } // 英雄阵营特殊逻辑:根据职业区分行为 const hasEnemies = this.checkEnemiesExist(e); const isWarrior = model.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 this.setFacing(view, move, 1); // 🔥 使用优化的转向方法 } else { move.direction = -1; // 向左移动 this.setFacing(view, move, -1); // 🔥 使用优化的转向方法 } // 继续向敌人方向移动 const delta = (model.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 = (model.Attrs[Attrs.SPEED]/3) * this.dt * direction; const newX = view.node.position.x + delta; // 🔥 使用优化的转向方法 this.setFacing(view, move, direction); // 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; this.setFacing(view, move, 1); // 🔥 使用优化的转向方法 } } 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 } } /** * 🔥 优化的转向方法:只在真正需要改变朝向时才调用setScale * 避免频繁的setScale调用导致碰撞器重新计算 */ private setFacing(view: HeroViewComp, move: HeroMoveComp, newFacing: number) { // 只有当朝向真正改变时才更新 if (move.currentFacing !== newFacing) { move.currentFacing = newFacing; view.node.setScale(newFacing, 1, 1); // 安全获取top节点 const topNode = view.node.getChildByName("top"); if (topNode) { topNode.setScale(newFacing, 1, 1); } } } /** 检查是否存在敌人 */ private checkEnemiesExist(entity: ecs.Entity): boolean { const team = entity.get(HeroAttrsComp).fac; let hasEnemies = false; ecs.query(ecs.allOf(HeroAttrsComp)).some(e => { const model = e.get(HeroAttrsComp); if (model.fac !== team && !model.is_dead) { hasEnemies = true; return true; } }); return hasEnemies; } /** 找到最近的敌人 */ private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null { const currentView = entity.get(HeroViewComp); if (!currentView || !currentView.node) return null; const currentPos = currentView.node.position; const team = entity.get(HeroAttrsComp).fac; let nearestEnemyView: HeroViewComp | null = null; let minDistance = Infinity; ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(e => { const model = e.get(HeroAttrsComp); const view = e.get(HeroViewComp); if (model.fac !== team && !model.is_dead && view && view.node) { const distance = Math.abs(currentPos.x - view.node.position.x); if (distance < minDistance) { minDistance = distance; nearestEnemyView = view; } } }); return nearestEnemyView; } /** 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) { const currentView = entity.get(HeroViewComp); const currentModel = entity.get(HeroAttrsComp); // 查找所有英雄单位 const allUnits = ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)) .filter(e => { const otherModel = e.get(HeroAttrsComp); return otherModel.fac === currentModel.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 viewA = a.get(HeroViewComp); const viewB = b.get(HeroViewComp); if (!viewA || !viewA.node || !viewB || !viewB.node) return 0; const posA = viewA.node.position.x; const posB = viewB.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 model = unit.get(HeroViewComp); model.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 currentModel = currentEntity.get(HeroAttrsComp); const occupationRange = 30; // 定义占用范围为30像素 return ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => { if (e === currentEntity) return false; // 排除自己 const model = e.get(HeroAttrsComp); const view = e.get(HeroViewComp); if (model.fac !== currentModel.fac) return false; // 只检查同阵营 if (model.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 }); } }