167 lines
6.2 KiB
TypeScript
167 lines
6.2 KiB
TypeScript
import { HeroViewComp } from "../../../hero/HeroViewComp";
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import { BattleMoveComp } from "./BattleMoveComp";
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import { ecs } from "../../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../../SingletonModuleComp";
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import { BoxSet } from "../../config/BoxSet";
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@ecs.register('BattleMoveSystem')
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export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(BattleMoveComp, HeroViewComp);
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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(BattleMoveComp);
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const view = e.get(HeroViewComp);
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if (!move.moving) return;
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// 检测攻击范围内是否有敌人
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// 检测友方碰撞和敌方攻击范围
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// const alliesStop = this.checkAlliesInProximity(e);
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const enemiesStop = this.checkEnemiesInRange(e, view.dis);
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const shouldStop = enemiesStop;
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view.is_atking = shouldStop;
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// 更新渲染层级
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this.updateRenderOrder(e);
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// 同步状态
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if (!shouldStop&&view.fac==1) {
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if(view.is_stop||view.is_dead) return //停止移动或者死亡不移动
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// 计算移动量
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const delta = (view.speed/3) * this.dt * move.direction;
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const newX = view.node.position.x + delta;
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view.status_change("move")
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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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return;
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}
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// 限制移动范围
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if (this.validatePosition(newX, move)) {
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view.node.setPosition(newX, view.node.position.y, 0);
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}
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}
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else{
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view.status_change("idle")
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}
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// console.log(`[${view.hero_name}] 类型:${view.type} 是否停止:${shouldStop} 方向:${move.direction} 位置:${view.node.position.x.toFixed(1)}`);
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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: BattleMoveComp): 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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/** 检测友方单位碰撞 */
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private checkAlliesInProximity(entity: ecs.Entity): boolean {
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const current = entity.get(HeroViewComp);
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const currentPos = current.node.position;
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const SAFE_DISTANCE = 30; // 安全距离
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// 查找同阵营同类型的所有友军(包括当前单位)
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const allAllies = ecs.query(ecs.allOf(HeroViewComp)).filter(e => {
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const other = e.get(HeroViewComp);
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return (e === entity || (
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other.fac === current.fac &&
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other.type === current.type
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));
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});
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// 按uuid从小到大排序
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const sortedAllies = allAllies.sort((a, b) => {
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return a.get(HeroViewComp).hero_uuid - b.get(HeroViewComp).hero_uuid;
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});
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// 找到当前单位在排序中的位置
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const currentIndex = sortedAllies.findIndex(e => e === entity);
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// 设置渲染顺序
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if (current.is_boss) {
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// boss显示在最上层
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current.node.setSiblingIndex(999);
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} else {
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// 非boss单位,uuid越小的显示在下层(索引越小)
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current.node.setSiblingIndex(currentIndex);
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}
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// 如果是uuid最小的单位,直接移动
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if (currentIndex === 0) {
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current.is_stop_temp = false;
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return false;
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}
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// 获取前一个单位(uuid比当前小的最近单位)
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// const prevUnit = sortedAllies[currentIndex - 1];
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// const prevView = prevUnit.get(HeroViewComp);
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// const distToPrev = Math.abs(currentPos.x - prevView.node.position.x);
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// 如果与前一个单位距离小于安全距离,则停止
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// if (distToPrev < SAFE_DISTANCE) {
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// current.is_stop_temp = true;
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// return true;
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// }
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// 如果与前一个单位距离大于安全距离,则移动
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current.is_stop_temp = false;
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return false;
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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 currentPos = entity.get(HeroViewComp).node.position;
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const team = entity.get(HeroViewComp).fac;
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const view = entity.get(HeroViewComp);
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// const isMelee = view.type === 0;
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const isMelee = false;
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return ecs.query(ecs.allOf(HeroViewComp)).some(e => {
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const view = e.get(HeroViewComp);
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const distance = Math.abs(currentPos.x - view.node.position.x);
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if (isMelee) {
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// 近战需要满足:在攻击范围内且距离<=75才停止
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const inAttackRange = distance <= range;
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const closeEnough = distance <= 75; // 近战停止距离
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return view.fac !== team && inAttackRange && closeEnough;
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}
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else {
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// 远程/辅助:在攻击范围内即停止
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return view.fac !== team && distance <= range;
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}
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});
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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 current = entity.get(HeroViewComp);
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// 查找所有单位
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const allUnits = ecs.query(ecs.allOf(HeroViewComp)).filter(e => {
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const other = e.get(HeroViewComp);
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return other.fac === current.fac; // 按阵营分组
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});
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// 按y坐标从大到小排序(y坐标越小显示在上层)
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const sortedUnits = allUnits.sort((a, b) => {
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const posA = a.get(HeroViewComp).node.position.y;
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const posB = b.get(HeroViewComp).node.position.y;
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return posB - posA; // 修改排序顺序
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});
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// 设置渲染顺序
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// 根据y坐标设置层级,y坐标越小的显示在上层
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const index = sortedUnits.findIndex(e => e === entity);
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current.node.setSiblingIndex(index);
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}
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}
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