import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D} from "cc"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { smc } from "../common/SingletonModuleComp"; import { BoxSet, FacSet } from "../common/config/GameSet"; import { HeroInfo } from "../common/config/heroSet"; import { HeroAttrsComp } from "./HeroAttrsComp"; import { BuffConf, SkillSet } from "../common/config/SkillSet"; import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs"; import { getMonAttr, MonType } from "../map/RogueConfig"; import { HeroViewComp } from "./HeroViewComp"; import { HeroSkillsComp } from "./HeroSkills"; import { MonMoveComp } from "./MonMove"; /** 角色实体 */ @ecs.register(`Monster`) export class Monster extends ecs.Entity { HeroModel!: HeroAttrsComp; HeroSkills!: HeroSkillsComp; HeroView!: HeroViewComp; MonMove!: MonMoveComp; protected init() { this.addComponents( MonMoveComp, HeroAttrsComp, HeroSkillsComp, ); } destroy(): void { this.remove(HeroViewComp); this.remove(HeroAttrsComp); this.remove(HeroSkillsComp); super.destroy(); } /** 加载角色 */ load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,lv:number=1,monType:MonType=MonType.NORMAL, buffs: BuffConf[] = [],is_call=false, lane: number = 0, spawnOrder: number = 0) { scale=-1 var scene = smc.map.MapView.scene; var path = "game/heros/"+HeroInfo[uuid].path; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); node.parent = scene.entityLayer!.node! const collider = node.getComponent(BoxCollider2D); if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体 node.setPosition(pos) var view = node.getComponent(HeroViewComp)!; const model = this.get(HeroAttrsComp); const skillsComp = this.get(HeroSkillsComp); let hero = HeroInfo[uuid]; // 共用英雄数据 // 设置 View 层属性(表现相关) view.scale = scale; view.box_group = BoxSet.MONSTER; // 设置 Model 层属性(数据相关) model.hero_uuid = uuid; model.hero_name = hero.name; model.lv = lv; model.type = hero.type; model.fac = FacSet.MON; model.is_boss = monType == MonType.BOSS; if(!model.is_boss){ model.is_kalami = true; } // 根据等级和类型获取怪物属性 const {hp, mp, ap, map, def, mdef} = getMonAttr(lv, uuid, monType); // 初始化属性数组 model.Attrs = getAttrs(); model.hp = model.Attrs[Attrs.HP_MAX] = hp; model.mp = model.Attrs[Attrs.MP_MAX] = mp; model.Attrs[Attrs.DEF] = def; model.Attrs[Attrs.MDEF] = mdef; model.Attrs[Attrs.AP] = ap; model.Attrs[Attrs.MAP] = map; model.Attrs[Attrs.SPEED] = hero.speed; model.Attrs[Attrs.DIS] = hero.dis; // ✅ 初始化技能数据(迁移到 HeroSkillsComp) skillsComp.initSkills(hero.skills); this.add(view); oops.message.dispatchEvent("monster_load",this) // 初始化移动参数,包括线路和生成顺序 const move = this.get(MonMoveComp); move.direction = -1; // 向左移动 move.targetX = -800; // 左边界 move.lane = lane; // 设置线路标识 move.spawnOrder = spawnOrder; // 设置生成顺序 smc.vmdata.mission_data.mon_num++ } reset() { // 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放 super.destroy(); } } @ecs.register('MonLifecycleSystem') export class MonLifecycleSystem extends ecs.ComblockSystem implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem { filter() { return ecs.allOf(MonMoveComp); } entityEnter(e: ecs.Entity): void { // 怪物实体创建时的特殊处理 const heroAttrs = e.get(HeroAttrsComp); if (heroAttrs) { console.log(`怪物进入世界: ${heroAttrs.hero_name}`); } else { console.log(`怪物进入世界: 实体ID ${e.eid}`); } } entityRemove(e: ecs.Entity): void { // 怪物实体销毁时的清理工作 const heroAttrs = e.get(HeroAttrsComp); if (heroAttrs) { console.log(`怪物离开世界: ${heroAttrs.hero_name}`); } else { console.log(`怪物离开世界: 实体ID ${e.eid}`); } } }