- 删除废弃的SkillConComp组件及其meta文件 - 为HeroAtkSystem、HeroAttrSystem等系统添加@ecs.register装饰器 - 在生命周期系统中添加空安全检查 - 移除SkillConComp相关引用及调试日志 - 在移动系统中添加节点有效性检查
164 lines
6.1 KiB
TypeScript
164 lines
6.1 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 } from "../common/config/BoxSet";
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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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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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}
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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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const currentView = entity.get(HeroViewComp);
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const currentModel = entity.get(HeroAttrsComp);
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// 查找所有怪物单位
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const allUnits = ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp))
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.filter(e => {
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const otherModel = e.get(HeroAttrsComp);
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return otherModel.fac === currentModel.fac; // 按阵营分组
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})
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.map(e => e);
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// 按x坐标排序:x坐标越大(越前面)的显示在上层
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const sortedUnits = allUnits.sort((a, b) => {
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const viewA = a.get(HeroViewComp);
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const viewB = b.get(HeroViewComp);
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if (!viewA || !viewA.node || !viewB || !viewB.node) return 0;
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const posA = viewA.node.position.x;
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const posB = viewB.node.position.x;
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return posA - posB; // x坐标从小到大排序
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});
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// 设置渲染顺序:x坐标越大的显示在上层(index越大,层级越高)
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sortedUnits.forEach((unit, index) => {
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const model = unit.get(HeroViewComp);
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model.node.setSiblingIndex(index); // 直接使用index,x坐标大的index大,层级高
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});
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}
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} |