Files
heros/assets/script/game/skills/SkillSystem.ts

143 lines
4.5 KiB
TypeScript

import { _decorator, Vec3, v3, tween } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { SkillCom } from "./SkillCom";
import { SkillSet, AnimType, endType } from "../common/config/SkillSet";
import { Animation, sp } from "cc";
/** 技能运动系统 */
@ecs.register('SkillSystem')
export class SkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(SkillCom);
}
update(entity: ecs.Entity) {
const skill = entity.get(SkillCom);
if (!skill || skill.is_destroy) return;
this.updateSkillMovement(skill);
this.checkDestroy(skill);
}
private updateSkillMovement(skill: SkillCom) {
switch(skill.animType) {
case AnimType.linear:
this.linearMove(skill);
break;
case AnimType.parabolic:
this.bezierMove(skill);
break;
case AnimType.fixed:
this.fixedMove(skill);
break;
default:
console.warn(`未知运动类型: ${skill.animType}`);
}
}
private checkDestroy(skill: SkillCom) {
let shouldDestroy = false;
switch(skill.endType) {
case endType.animationEnd:
// 同时检测普通动画和Spine动画
const anim = skill.node.getComponent(Animation);
const spine = skill.node.getComponentInChildren(sp.Skeleton);
if (anim) {
const state = anim.getState(skill.animName);
shouldDestroy = state?.isPlaying === false;
}
else if (spine) {
shouldDestroy = spine.animation === 'end';
}
break;
case endType.timeEnd:
skill.duration -= this.dt;
shouldDestroy = skill.duration <= 0;
break;
case endType.distanceEnd:
shouldDestroy = skill.targetPos &&
Vec3.distance(skill.node.position, skill.targetPos) < 10;
break;
}
if (shouldDestroy) {
skill.is_destroy = true;
skill.node.destroy();
}
}
private linearMove(skill: SkillCom) {
if (!skill.targetPos) return;
// 计算移动方向
const dir = skill.targetPos.clone().subtract(skill.node.position).normalize();
// 计算新位置
const newPos = skill.node.position.clone().add(
dir.multiplyScalar(skill.speed * this.dt)
);
// 更新位置和角度
skill.node.setPosition(newPos);
// 自动处理距离销毁
if (skill.endType === endType.distanceEnd) {
const remaining = Vec3.distance(newPos, skill.targetPos);
if (remaining < 10) {
skill.is_destroy = true;
}
}
}
private bezierMove(skill: SkillCom) {
if (!skill.targetPos) return;
// 计算控制点(拱顶位置)
const startPos = skill.startPos;
const endPos = skill.targetPos;
const controlHeight = Math.max(startPos.y, endPos.y) + 200;
const controlPos = v3(
(startPos.x + endPos.x) / 2,
controlHeight
);
// 计算当前进度
skill.duration += this.dt * skill.speed;
const t = skill.duration / skill.inTime;
// 使用二阶贝塞尔曲线公式计算位置
const newPos = this.twoBezier(t, startPos, controlPos, endPos);
skill.node.setPosition(newPos);
// 自动结束判断
if (t >= 1) {
skill.is_destroy = true;
}
}
private twoBezier(t: number, p1: Vec3, cp: Vec3, p2: Vec3): Vec3 {
const x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
const y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
return v3(x, y, 0);
}
private fixedMove(skill: SkillCom) {
// 仅处理时间结束逻辑
skill.duration += this.dt * skill.speed;
// 示例:在固定位置播放动画
if (skill.endType === endType.timeEnd && skill.duration >= skill.inTime) {
skill.is_destroy = true;
}
}
}