重构英雄和怪物移动系统,引入技能距离缓存机制 在HeroAttrsComp中添加技能距离缓存管理 修改HeroSkillsComp以支持技能距离计算 更新移动系统使用技能距离判断攻击时机和停止位置 调整怪物配置统一使用水球技能
150 lines
5.2 KiB
TypeScript
150 lines
5.2 KiB
TypeScript
import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D} from "cc";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../common/SingletonModuleComp";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet, FacSet, IndexSet } from "../common/config/GameSet";
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import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
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import { GameEvent } from "../common/config/GameEvent";
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import { SkillSet } from "../common/config/SkillSet";
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import { time } from "console";
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import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
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import { HeroSkillsComp } from "./HeroSkills";
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import { HeroMoveComp } from "./HeroMove";
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/** 角色实体 */
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@ecs.register(`Hero`)
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export class Hero extends ecs.Entity {
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HeroModel!: HeroAttrsComp;
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HeroSkills!: HeroSkillsComp;
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View!: HeroViewComp;
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HeroMove!: HeroMoveComp;
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protected init() {
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this.addComponents<ecs.Comp>(
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HeroMoveComp,
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HeroAttrsComp,
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HeroSkillsComp,
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);
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}
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destroy(): void {
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this.remove(HeroViewComp);
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this.remove(HeroAttrsComp);
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this.remove(HeroSkillsComp);
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super.destroy();
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,fight_pos:number=1) {
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// console.log("英雄加载:",uuid,pos,scale,info)
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scale = 1
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// 查找空闲英雄槽位
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var path = "game/heros/"+HeroInfo[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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var scene = smc.map.MapView.scene;
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node.parent = scene.entityLayer!.node!
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const collider = node.getComponent(BoxCollider2D);
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if (collider) collider.enabled = false; // 先禁用
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node.setPosition(pos)
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// 🔥 设置初始 SiblingIndex - 英雄基础层级 + 位置偏移
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const initialSiblingIndex = IndexSet.HERO;
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node.setSiblingIndex(initialSiblingIndex);
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// console.log("hero load",pos)
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var hv = node.getComponent(HeroViewComp)!;
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const model = this.get(HeroAttrsComp);
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const skillsComp = this.get(HeroSkillsComp);
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let hero = HeroInfo[uuid]; // 共用英雄数据
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// 设置 View 层属性(表现相关)
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hv.scale = 1;
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hv.box_group = BoxSet.HERO;
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// 设置 Model 层属性(数据相关)
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model.hero_uuid = uuid;
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model.hero_name = hero.name;
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model.lv = hero.lv ? hero.lv : 1;
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model.type = hero.type;
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model.fac = FacSet.HERO;
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model.is_master = true;
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// ✅ 初始化技能数据(迁移到 HeroSkillsComp)
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skillsComp.initSkills(hero.skills, uuid, this);
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// 设置基础属性
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model.base_ap = hero.ap;
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model.base_map = hero.mp;
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model.base_def = hero.def;
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model.base_hp = hero.hp;
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model.base_mp = hero.mp;
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model.base_dis = hero.dis;
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model.base_speed = hero.speed;
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// 初始化属性数组
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model.Attrs = getAttrs();
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model.NeAttrs = getNeAttrs();
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model.hp = model.Attrs[Attrs.HP_MAX] = model.base_hp;
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model.mp = model.Attrs[Attrs.MP_MAX] = model.base_mp;
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model.Attrs[Attrs.DEF] = model.base_def;
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model.Attrs[Attrs.AP] = model.base_ap;
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model.Attrs[Attrs.MAP] = model.base_map;
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model.Attrs[Attrs.SPEED] = hero.speed;
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model.Attrs[Attrs.DIS] = hero.dis;
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// 初始化 buff/debuff 系统
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model.initAttrs();
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this.add(hv);
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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const move = this.get(HeroMoveComp);
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move.direction = 1; // 向右移动
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move.targetX = 0; // 右边界'
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if(HeroInfo[uuid].type==HType.remote){
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move.targetX = -100; // 右边界'
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}
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if(HeroInfo[uuid].type==HType.mage){
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move.targetX = -200; // 右边界'
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}
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smc.vmdata.mission_data.hero_num++
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}
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reset() {
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// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
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super.destroy();
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}
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}
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@ecs.register('HeroLifecycleSystem')
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export class HeroLifecycleSystem extends ecs.ComblockSystem
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implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
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filter() {
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return ecs.allOf(HeroMoveComp);
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}
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entityEnter(e: ecs.Entity): void {
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// 英雄实体创建时的特殊处理
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const heroAttrs = e.get(HeroAttrsComp);
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if (heroAttrs) {
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console.log(`英雄进入世界: ${heroAttrs.hero_name}`);
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} else {
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console.log(`英雄进入世界: 实体ID ${e.eid}`);
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}
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}
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entityRemove(e: ecs.Entity): void {
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// 英雄实体销毁时的清理工作
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const heroAttrs = e.get(HeroAttrsComp);
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if (heroAttrs) {
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console.log(`英雄离开世界: ${heroAttrs.hero_name}`);
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} else {
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console.log(`英雄离开世界: 实体ID ${e.eid}`);
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}
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}
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} |