Files
heros/assets/script/game/hero/Hero.ts
panw 1e0537b63d refactor(hero): 优化怪物生成位置计算并添加调试日志
- 使用 MonStart 配置计算怪物出生位置,替代硬编码的 MonSet
- 添加 console.log 调试英雄和怪物的 siblingIndex
- 根据 y 坐标动态判断线路,提高代码可读性和可维护性
2025-11-04 11:12:43 +08:00

152 lines
5.3 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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 { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { BoxSet, FacSet, IndexSet } from "../common/config/GameSet";
import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
import { GameEvent } from "../common/config/GameEvent";
import { SkillSet } from "../common/config/SkillSet";
import { time } from "console";
import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
import { HeroSkillsComp } from "./HeroSkills";
import { HeroMoveComp } from "./HeroMove";
/** 角色实体 */
@ecs.register(`Hero`)
export class Hero extends ecs.Entity {
HeroModel!: HeroAttrsComp;
HeroSkills!: HeroSkillsComp;
View!: HeroViewComp;
HeroMove!: HeroMoveComp;
protected init() {
this.addComponents<ecs.Comp>(
HeroMoveComp,
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,fight_pos:number=1) {
// console.log("英雄加载:",uuid,pos,scale,info)
scale = 1
// 查找空闲英雄槽位
let size=1
var path = "game/heros/"+HeroInfo[uuid].path;
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
var scene = smc.map.MapView.scene;
node.parent = scene.entityLayer!.node!
const collider = node.getComponent(BoxCollider2D);
if (collider) collider.enabled = false; // 先禁用
node.setScale(size*node.scale.x,size*node.scale.y);
node.setPosition(pos)
// 🔥 设置初始 SiblingIndex - 英雄基础层级 + 位置偏移
const initialSiblingIndex = IndexSet.HERO;
node.setSiblingIndex(initialSiblingIndex);
console.log("hero",node.getSiblingIndex());
// console.log("hero load",pos)
var hv = 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)
hv.scale = 1;
hv.box_group = BoxSet.HERO;
// 设置 Model 层属性(数据相关)
model.hero_uuid = uuid;
model.hero_name = hero.name;
model.lv = hero.lv ? hero.lv : 1;
model.type = hero.type;
model.fac = FacSet.HERO;
model.is_master = true;
// ✅ 初始化技能数据(迁移到 HeroSkillsComp
skillsComp.initSkills(hero.skills, uuid, this);
// 设置基础属性
model.base_ap = hero.ap;
model.base_map = hero.mp;
model.base_def = hero.def;
model.base_hp = hero.hp;
model.base_mp = hero.mp;
model.base_dis = hero.dis;
model.base_speed = hero.speed;
// 初始化属性数组
model.Attrs = getAttrs();
model.NeAttrs = getNeAttrs();
model.hp = model.Attrs[Attrs.HP_MAX] = model.base_hp;
model.mp = model.Attrs[Attrs.MP_MAX] = model.base_mp;
model.Attrs[Attrs.DEF] = model.base_def;
model.Attrs[Attrs.AP] = model.base_ap;
model.Attrs[Attrs.MAP] = model.base_map;
model.Attrs[Attrs.SPEED] = hero.speed;
model.Attrs[Attrs.DIS] = hero.dis;
// 初始化 buff/debuff 系统
model.initAttrs();
this.add(hv);
oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
const move = this.get(HeroMoveComp);
move.direction = 1; // 向右移动
move.targetX = 0; // 右边界'
if(HeroInfo[uuid].type==HType.remote){
move.targetX = -100; // 右边界'
}
if(HeroInfo[uuid].type==HType.mage){
move.targetX = -200; // 右边界'
}
smc.vmdata.mission_data.hero_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('HeroLifecycleSystem')
export class HeroLifecycleSystem extends ecs.ComblockSystem
implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
filter() {
return ecs.allOf(HeroMoveComp);
}
entityEnter(e: ecs.Entity): void {
// 英雄实体创建时的特殊处理
const heroAttrs = e.get(HeroAttrsComp);
if (heroAttrs) {
console.log(`英雄进入世界: ${heroAttrs.hero_name}`);
} else {
console.log(`英雄进入世界: 实体ID ${e.eid}`);
}
}
entityRemove(e: ecs.Entity): void {
// 英雄实体销毁时的清理工作
const heroAttrs = e.get(HeroAttrsComp);
if (heroAttrs) {
console.log(`英雄离开世界: ${heroAttrs.hero_name}`);
} else {
console.log(`英雄离开世界: 实体ID ${e.eid}`);
}
}
}