77 lines
3.0 KiB
TypeScript
77 lines
3.0 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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@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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const shouldStop = this.checkEnemiesInRange(e, view.dis);
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view.is_atking = shouldStop;
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// 同步攻击状态
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if (!shouldStop) {
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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 * 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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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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}
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