Files
heros/assets/script/game/hero/Mon.ts
walkpan 2a309a14d0 feat(渲染): 实现基于线路和生成顺序的层级管理系统
添加IndexSet枚举定义基础层级和增量
修改怪物生成逻辑以支持线路(lane)和生成顺序(spawnOrder)
重构MonMoveSystem中的渲染层级更新逻辑
优化HeroViewComp中血条显示逻辑
调整怪物位置配置以支持双线路布局
2025-11-03 06:38:06 +08:00

132 lines
4.8 KiB
TypeScript
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import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D} from "cc";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { smc } from "../common/SingletonModuleComp";
import { BoxSet, FacSet } from "../common/config/GameSet";
import { HeroInfo } from "../common/config/heroSet";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { BuffConf, SkillSet } from "../common/config/SkillSet";
import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
import { getMonAttr, MonType } from "../map/RogueConfig";
import { HeroViewComp } from "./HeroViewComp";
import { HeroSkillsComp } from "./HeroSkills";
import { MonMoveComp } from "./MonMove";
/** 角色实体 */
@ecs.register(`Monster`)
export class Monster extends ecs.Entity {
HeroModel!: HeroAttrsComp;
HeroSkills!: HeroSkillsComp;
HeroView!: HeroViewComp;
MonMove!: MonMoveComp;
protected init() {
this.addComponents<ecs.Comp>(
MonMoveComp,
HeroAttrsComp,
HeroSkillsComp,
);
}
destroy(): void {
this.remove(HeroViewComp);
this.remove(HeroAttrsComp);
this.remove(HeroSkillsComp);
super.destroy();
}
/** 加载角色 */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,lv:number=1,monType:MonType=MonType.NORMAL, buffs: BuffConf[] = [],is_call=false, lane: number = 0, spawnOrder: number = 0) {
scale=-1
var scene = smc.map.MapView.scene;
var path = "game/heros/"+HeroInfo[uuid].path;
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.parent = scene.entityLayer!.node!
const collider = node.getComponent(BoxCollider2D);
if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
node.setPosition(pos)
var view = node.getComponent(HeroViewComp)!;
const model = this.get(HeroAttrsComp);
const skillsComp = this.get(HeroSkillsComp);
let hero = HeroInfo[uuid]; // 共用英雄数据
// 设置 View 层属性(表现相关)
view.scale = scale;
view.box_group = BoxSet.MONSTER;
// 设置 Model 层属性(数据相关)
model.hero_uuid = uuid;
model.hero_name = hero.name;
model.lv = lv;
model.type = hero.type;
model.fac = FacSet.MON;
model.is_boss = monType == MonType.BOSS;
if(!model.is_boss){
model.is_kalami = true;
}
// 根据等级和类型获取怪物属性
const {hp, mp, ap, map, def, mdef} = getMonAttr(lv, uuid, monType);
// 初始化属性数组
model.Attrs = getAttrs();
model.hp = model.Attrs[Attrs.HP_MAX] = hp;
model.mp = model.Attrs[Attrs.MP_MAX] = mp;
model.Attrs[Attrs.DEF] = def;
model.Attrs[Attrs.MDEF] = mdef;
model.Attrs[Attrs.AP] = ap;
model.Attrs[Attrs.MAP] = map;
model.Attrs[Attrs.SPEED] = hero.speed;
model.Attrs[Attrs.DIS] = hero.dis;
// ✅ 初始化技能数据(迁移到 HeroSkillsComp
skillsComp.initSkills(hero.skills);
this.add(view);
oops.message.dispatchEvent("monster_load",this)
// 初始化移动参数,包括线路和生成顺序
const move = this.get(MonMoveComp);
move.direction = -1; // 向左移动
move.targetX = -800; // 左边界
move.lane = lane; // 设置线路标识
move.spawnOrder = spawnOrder; // 设置生成顺序
smc.vmdata.mission_data.mon_num++
}
reset() {
// 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
super.destroy();
}
}
@ecs.register('MonLifecycleSystem')
export class MonLifecycleSystem extends ecs.ComblockSystem
implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
filter() {
return ecs.allOf(MonMoveComp);
}
entityEnter(e: ecs.Entity): void {
// 怪物实体创建时的特殊处理
const heroAttrs = e.get(HeroAttrsComp);
if (heroAttrs) {
console.log(`怪物进入世界: ${heroAttrs.hero_name}`);
} else {
console.log(`怪物进入世界: 实体ID ${e.eid}`);
}
}
entityRemove(e: ecs.Entity): void {
// 怪物实体销毁时的清理工作
const heroAttrs = e.get(HeroAttrsComp);
if (heroAttrs) {
console.log(`怪物离开世界: ${heroAttrs.hero_name}`);
} else {
console.log(`怪物离开世界: 实体ID ${e.eid}`);
}
}
}