- 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
141 lines
5.4 KiB
TypeScript
141 lines
5.4 KiB
TypeScript
import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D} from "cc";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../common/SingletonModuleComp";
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import { BoxSet, FacSet, IndexSet } from "../common/config/GameSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { BuffConf, SkillSet } from "../common/config/SkillSet";
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import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
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import { getMonAttr, MonType } from "../map/RogueConfig";
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import { HeroViewComp } from "./HeroViewComp";
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import { HeroSkillsComp } from "./HeroSkills";
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import { MonMoveComp } from "./MonMove";
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/** 角色实体 */
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@ecs.register(`Monster`)
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export class Monster extends ecs.Entity {
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HeroModel!: HeroAttrsComp;
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HeroSkills!: HeroSkillsComp;
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HeroView!: HeroViewComp;
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MonMove!: MonMoveComp;
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protected init() {
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this.addComponents<ecs.Comp>(
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MonMoveComp,
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HeroAttrsComp,
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HeroSkillsComp,
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);
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}
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destroy(): void {
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this.remove(HeroViewComp);
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this.remove(HeroAttrsComp);
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this.remove(HeroSkillsComp);
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super.destroy();
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}
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/** 加载角色 */
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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) {
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scale=-1
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let size=1
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var scene = smc.map.MapView.scene;
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var path = "game/heros/"+HeroInfo[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.parent = scene.entityLayer!.node!
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const collider = node.getComponent(BoxCollider2D);
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if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
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node.setScale(size*node.scale.x,size*node.scale.y);
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node.setPosition(pos)
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// 🔥 设置初始 SiblingIndex - 防止溢出
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const baseLane = lane === 0 ? IndexSet.MON1 : IndexSet.MON2;
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// 使用模运算防止索引溢出,确保在安全范围内循环
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const safeSpawnOrder = spawnOrder % 999; // 限制在999以内,避免溢出到其他层级
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const initialSiblingIndex = baseLane + safeSpawnOrder;
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node.setSiblingIndex(initialSiblingIndex);
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console.log("mon",node.getSiblingIndex());
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var view = node.getComponent(HeroViewComp)!;
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const model = this.get(HeroAttrsComp);
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const skillsComp = this.get(HeroSkillsComp);
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let hero = HeroInfo[uuid]; // 共用英雄数据
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// 设置 View 层属性(表现相关)
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view.scale = scale;
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view.box_group = BoxSet.MONSTER;
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// 设置 Model 层属性(数据相关)
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model.hero_uuid = uuid;
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model.hero_name = hero.name;
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model.lv = lv;
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model.type = hero.type;
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model.fac = FacSet.MON;
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model.is_boss = monType == MonType.BOSS;
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if(model.is_boss) node.setSiblingIndex(IndexSet.BOSS);
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if(!model.is_boss){
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model.is_kalami = true;
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}
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// 根据等级和类型获取怪物属性
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const {hp, mp, ap, map, def, mdef} = getMonAttr(lv, uuid, monType);
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// 初始化属性数组
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model.Attrs = getAttrs();
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model.hp = model.Attrs[Attrs.HP_MAX] = hp;
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model.mp = model.Attrs[Attrs.MP_MAX] = mp;
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model.Attrs[Attrs.DEF] = def;
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model.Attrs[Attrs.MDEF] = mdef;
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model.Attrs[Attrs.AP] = ap;
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model.Attrs[Attrs.MAP] = map;
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model.Attrs[Attrs.SPEED] = hero.speed;
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model.Attrs[Attrs.DIS] = hero.dis;
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// ✅ 初始化技能数据(迁移到 HeroSkillsComp)
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skillsComp.initSkills(hero.skills, uuid, this);
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this.add(view);
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oops.message.dispatchEvent("monster_load",this)
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// 初始化移动参数,包括线路和生成顺序
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const move = this.get(MonMoveComp);
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move.direction = -1; // 向左移动
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move.targetX = -800; // 左边界
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move.lane = lane; // 设置线路标识
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move.spawnOrder = spawnOrder; // 设置生成顺序
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smc.vmdata.mission_data.mon_num++
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}
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reset() {
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// 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
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super.destroy();
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}
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}
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@ecs.register('MonLifecycleSystem')
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export class MonLifecycleSystem extends ecs.ComblockSystem
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implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
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filter() {
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return ecs.allOf(MonMoveComp);
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}
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entityEnter(e: ecs.Entity): void {
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// 怪物实体创建时的特殊处理
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const heroAttrs = e.get(HeroAttrsComp);
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if (heroAttrs) {
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console.log(`怪物进入世界: ${heroAttrs.hero_name}`);
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} else {
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console.log(`怪物进入世界: 实体ID ${e.eid}`);
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}
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}
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entityRemove(e: ecs.Entity): void {
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// 怪物实体销毁时的清理工作
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const heroAttrs = e.get(HeroAttrsComp);
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if (heroAttrs) {
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console.log(`怪物离开世界: ${heroAttrs.hero_name}`);
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} else {
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console.log(`怪物离开世界: 实体ID ${e.eid}`);
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}
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}
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} |