添加IndexSet枚举定义基础层级和增量 修改怪物生成逻辑以支持线路(lane)和生成顺序(spawnOrder) 重构MonMoveSystem中的渲染层级更新逻辑 优化HeroViewComp中血条显示逻辑 调整怪物位置配置以支持双线路布局
194 lines
7.0 KiB
TypeScript
194 lines
7.0 KiB
TypeScript
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroViewComp } from "./HeroViewComp";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { smc } from "../common/SingletonModuleComp";
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import { FacSet, IndexSet } from "../common/config/GameSet";
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import { Attrs } from "../common/config/HeroAttrs";
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/** 怪物移动组件 */
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@ecs.register('MonMove')
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export class MonMoveComp extends ecs.Comp {
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/** 移动方向:1向右,-1向左 */
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direction: number = 1;
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/** 目标x坐标 */
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targetX: number = 0;
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/** 是否处于移动状态 */
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moving: boolean = true;
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/** 线路标识:0=一线(y=120),1=二线(y=80) */
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lane: number = 0;
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/** 生成顺序:用于同线路内的层级排序,数值越大越晚生成,层级越前 */
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spawnOrder: number = 0;
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reset() {
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this.direction = 1;
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this.targetX = 0;
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this.moving = true;
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this.lane = 0;
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this.spawnOrder = 0;
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}
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}
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/** 怪物移动系统 - 专门处理怪物的移动逻辑 */
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@ecs.register('MonMoveSystem')
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export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(MonMoveComp, HeroViewComp, HeroAttrsComp);
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}
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update(e: ecs.Entity) {
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if (!smc.mission.play || smc.mission.pause) return;
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const move = e.get(MonMoveComp);
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const model = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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// 只处理怪物
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if (model.fac !== FacSet.MON) return;
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if (!move.moving) return;
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const shouldStop = this.checkEnemiesInFace(e);
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model.is_atking = this.checkEnemiesInRange(e, model.Attrs[Attrs.DIS]);
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// 更新渲染层级
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this.updateRenderOrder(e);
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if (!shouldStop) {
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if (model.is_stop || model.is_dead || model.isStun() || model.isFrost()) {
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view.status_change("idle");
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return;
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}
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// 新增墓地位置判断,如果已经在墓地则不再移动
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if (view.node.position.x === -1000 || view.node.position.x === 1000) {
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view.status_change("idle");
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return;
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}
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// 怪物简单移动逻辑:向目标方向移动
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const delta = (model.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
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const newX = view.node.position.x + delta;
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// 限制移动范围
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if (this.validatePosition(newX, move)) {
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view.status_change("move");
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view.node.setPosition(newX, view.node.position.y, 0);
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} else {
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// 当达到目标位置边界时也切换为idle状态
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view.status_change("idle");
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// 达到边界是永久停止,设置moving为false
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move.moving = false;
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}
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} else {
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view.status_change("idle");
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// 因为敌人在面前而暂时停止,不设置moving为false,保持检查状态
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}
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}
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/** 验证目标位置有效性 */
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private validatePosition(newX: number, move: MonMoveComp): boolean {
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// 我方不能超过右边界,敌方不能超过左边界
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return move.direction === 1 ?
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newX <= move.targetX :
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newX >= move.targetX;
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}
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/** 检测攻击范围内敌人 */
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private checkEnemiesInRange(entity: ecs.Entity, range: number): boolean {
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const currentView = entity.get(HeroViewComp);
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if (!currentView || !currentView.node) return false;
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const currentPos = currentView.node.position;
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const team = entity.get(HeroAttrsComp).fac;
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let found = false;
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ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
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const model = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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if (!view || !view.node) return false;
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const distance = Math.abs(currentPos.x - view.node.position.x);
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if (model.fac !== team && !model.is_dead) {
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if (distance <= range) {
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found = true;
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return true;
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}
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}
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});
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return found;
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}
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/** 检测面前是否有敌人 */
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private checkEnemiesInFace(entity: ecs.Entity): boolean {
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const currentView = entity.get(HeroViewComp);
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if (!currentView || !currentView.node) return false;
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const currentPos = currentView.node.position;
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const team = entity.get(HeroAttrsComp).fac;
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let found = false;
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ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
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const model = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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if (!view || !view.node) return false;
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const distance = Math.abs(currentPos.x - view.node.position.x);
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if (model.fac !== team && !model.is_dead) {
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if (distance <= 75) {
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found = true;
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return true;
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}
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}
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});
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return found;
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}
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/** 更新渲染层级 */
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private updateRenderOrder(entity: ecs.Entity) {
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// 直接调用全局更新方法,避免重复计算
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this.updateAllUnitsRenderOrder();
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}
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/** 更新所有单位的渲染层级 */
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private updateAllUnitsRenderOrder() {
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// 获取所有单位
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const allUnits = ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp));
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// 创建单位数组,包含层级信息
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const unitsWithOrder: Array<{
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entity: ecs.Entity,
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view: HeroViewComp,
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order: number
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}> = [];
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allUnits.forEach(e => {
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const model = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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if (!view || !view.node || !model) return;
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let order = 0;
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if (model.fac === FacSet.HERO) {
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// 英雄层级:基础层级 + y轴位置影响
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order = IndexSet.HERO + Math.floor(view.node.position.y);
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} else if (model.fac === FacSet.MON) {
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const move = e.get(MonMoveComp);
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if (move) {
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// 怪物层级:基于线路和生成顺序
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const baseLane = move.lane === 0 ? IndexSet.MON1 : IndexSet.MON2;
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order = baseLane + (move.spawnOrder * IndexSet.MON_INCREMENT);
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}
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}
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unitsWithOrder.push({
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entity: e,
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view: view,
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order: order
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});
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});
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// 按层级排序:order值小的在后面(siblingIndex小),order值大的在前面(siblingIndex大)
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unitsWithOrder.sort((a, b) => a.order - b.order);
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// 设置 siblingIndex
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unitsWithOrder.forEach((unit, index) => {
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unit.view.node.setSiblingIndex(index);
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});
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}
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} |