- 新增Buff类型枚举BType,区分数值型与百分比型属性 - 定义AttrsType,映射每个属性的类型(数值或百分比) - 添加辅助方法isRatioAttr和getAttrType用于属性类型判断 - HeroViewComp中buff和debuff相关属性名称重新命名,区分持久型和临时型及属性类型 - 修改buff/debuff的加载、应用、更新逻辑,适配新的属性结构 - 新增HeroViewComp的isStun和isFrost方法判断状态 - BattleMoveSystem中使用新判断方法替代旧列表遍历 - 移除SkillCom中未使用的BuffAttr导入项,优化依赖关系
272 lines
12 KiB
TypeScript
272 lines
12 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 { FacSet } from "../../config/BoxSet";
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import { HType } from "../../config/heroSet";
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import { Attrs, DBuff } from "../../config/SkillSet";
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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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const shouldStop = this.checkEnemiesInFace(e);
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view.is_atking = this.checkEnemiesInRange(e, view.Attrs[Attrs.DIS]);
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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) { //在攻击范围内停止移动
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// if(view.fac==1){
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if(view.is_stop||view.is_dead||view.isStun()||view.isFrost()) {
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view.status_change("idle");
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return; //停止移动或者死亡不移动
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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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// 英雄阵营特殊逻辑:根据职业区分行为
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if (view.fac == FacSet.HERO) {
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const hasEnemies = this.checkEnemiesExist(e);
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const isWarrior = view.type === HType.warrior;
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// 战士职业:有敌人就向敌人前进
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if (isWarrior && hasEnemies) {
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const nearestEnemy = this.findNearestEnemy(e);
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if (nearestEnemy) {
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const enemyX = nearestEnemy.node.position.x;
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const currentX = view.node.position.x;
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// 根据敌人位置调整移动方向和朝向
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if (enemyX > currentX) {
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move.direction = 1; // 向右移动
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view.node.setScale(1, 1, 1); // 面向右侧
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view.node.getChildByName("top").setScale(1, 1, 1); // 面向右侧
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} else {
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move.direction = -1; // 向左移动
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view.node.setScale(-1, 1, 1); // 面向左侧
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view.node.getChildByName("top").setScale(-1, 1, 1); // 面向左侧
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}
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// 继续向敌人方向移动
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const delta = (view.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
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const newX = view.node.position.x + delta;
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// 对于战士,允许更自由的移动范围
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if (newX >= -420 && newX <= 420) { // 使用地图边界
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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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view.status_change("idle");
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}
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}
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return;
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}
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// 其他职业或战士无敌人时:回到预定点
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const currentX = view.node.position.x;
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let finalTargetX = move.targetX;
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// 检查预定点是否已被占用
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if (this.isPositionOccupied(finalTargetX, e)) {
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finalTargetX = move.targetX - 50; // 往前50的位置
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}
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// 如果不在目标位置,移动到目标位置
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if (Math.abs(currentX - finalTargetX) > 1) {
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// 确定移动方向
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const direction = currentX > finalTargetX ? -1 : 1;
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const delta = (view.Attrs[Attrs.SPEED]/3) * this.dt * direction;
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const newX = view.node.position.x + delta;
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// 设置朝向
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if (direction === 1) {
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view.node.setScale(1, 1, 1); // 面向右侧
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view.node.getChildByName("top").setScale(1, 1, 1); // 面向右侧
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} else {
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view.node.setScale(-1, 1, 1); // 面向左侧
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view.node.getChildByName("top").setScale(-1, 1, 1); // 面向左侧
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}
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// 确保不会超过目标位置
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if (direction === 1 && newX > finalTargetX) {
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view.node.setPosition(finalTargetX, view.node.position.y, 0);
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} else if (direction === -1 && newX < finalTargetX) {
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view.node.setPosition(finalTargetX, view.node.position.y, 0);
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} else {
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view.node.setPosition(newX, view.node.position.y, 0);
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}
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view.status_change("move");
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} else {
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view.status_change("idle");
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// 到达目标位置后,面向右侧(敌人方向)
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move.direction = 1;
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view.node.setScale(1, 1, 1); // 面向右侧
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view.node.getChildByName("top").setScale(1, 1, 1); // 面向右侧
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}
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return;
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}
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// 计算移动量
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const delta =(view.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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}
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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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// 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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/** 检查是否存在敌人 */
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private checkEnemiesExist(entity: ecs.Entity): boolean {
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const team = entity.get(HeroViewComp).fac;
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let hasEnemies = false;
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ecs.query(ecs.allOf(HeroViewComp)).some(e => {
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const view = e.get(HeroViewComp);
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if (view.fac !== team && !view.is_dead) {
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hasEnemies = true;
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return true;
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}
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});
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return hasEnemies;
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}
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/** 找到最近的敌人 */
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private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null {
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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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let nearestEnemy: HeroViewComp | null = null;
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let minDistance = Infinity;
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ecs.query(ecs.allOf(HeroViewComp)).forEach(e => {
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const view = e.get(HeroViewComp);
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if (view.fac !== team && !view.is_dead) {
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const distance = Math.abs(currentPos.x - view.node.position.x);
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if (distance < minDistance) {
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minDistance = distance;
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nearestEnemy = view;
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}
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}
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});
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return nearestEnemy;
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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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/** 检测是否在墓地 */
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private checkInGrave(entity: ecs.Entity): boolean {
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const view = entity.get(HeroViewComp);
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return view.node.position.x === -1000 || view.node.position.x === 1000;
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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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let found = false;
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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 (view.fac !== team) {
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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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private checkEnemiesInFace(entity: ecs.Entity): 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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let found = false;
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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 (view.fac !== team) {
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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 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))
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.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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.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 posA = a.get(HeroViewComp).node.position.x;
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const posB = b.get(HeroViewComp).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 view = unit.get(HeroViewComp);
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view.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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/** 检查指定位置是否已被占用 */
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private isPositionOccupied(targetX: number, currentEntity: ecs.Entity): boolean {
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const currentView = currentEntity.get(HeroViewComp);
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const occupationRange = 30; // 定义占用范围为30像素
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return ecs.query(ecs.allOf(HeroViewComp)).some(e => {
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if (e === currentEntity) return false; // 排除自己
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const view = e.get(HeroViewComp);
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if (view.fac !== currentView.fac) return false; // 只检查同阵营
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if (view.is_dead) return false; // 排除死亡单位
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const distance = Math.abs(view.node.position.x - targetX);
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return distance < occupationRange; // 如果距离小于占用范围,认为被占用
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});
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}
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}
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