feat: 为英雄和怪物添加下落入场动画
- 在 MissionHeroComp 和 MissionMonComp 中定义下落高度常量 - 修改英雄和怪物的加载方法,接受目标落地高度参数 - 使用 Tween 实现平滑下落动画,下落距离越大持续时间越长 - 下落期间禁用移动和碰撞器,落地后恢复 - 为怪物添加随机下落高度偏移,减轻重叠感
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@@ -1,4 +1,4 @@
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import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D} from "cc";
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import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D, tween, Tween} 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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@@ -39,7 +39,7 @@ export class Hero extends ecs.Entity {
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001) {
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001, dropToY:number = pos.y) {
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scale = 1
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// 查找空闲英雄槽位
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let size=1
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@@ -95,7 +95,24 @@ export class Hero extends ecs.Entity {
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const move = this.get(MoveComp);
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move.direction = 1; // 向右移动
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move.targetX = resolveFormationTargetX(model.fac, model.type);
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move.baseY = pos.y;
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move.baseY = dropToY;
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move.moving = false;
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const dropDistance = Math.abs(pos.y - dropToY);
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const dropDuration = Math.max(0.18, Math.min(0.38, dropDistance / 1200));
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Tween.stopAllByTarget(node);
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tween(node)
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.to(dropDuration, { position: v3(pos.x, dropToY, 0) })
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.call(() => {
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if (!node || !node.isValid) return;
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node.setPosition(pos.x, dropToY, 0);
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move.moving = true;
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if (collider) {
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collider.enabled = true;
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collider.group = BoxSet.HERO;
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collider.apply();
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}
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})
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.start();
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smc.vmdata.mission_data.hero_num++
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}
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@@ -1,4 +1,4 @@
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import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D, NodePool} from "cc";
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import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D, NodePool, tween, Tween} 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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@@ -103,7 +103,7 @@ export class Monster extends ecs.Entity {
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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, is_boss:boolean=false) {
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001, is_boss:boolean=false, dropToY:number = pos.y) {
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scale=-1
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let size=1
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var scene = smc.map.MapView.scene;
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@@ -120,15 +120,7 @@ export class Monster extends ecs.Entity {
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var view = node.getComponent(HeroViewComp)!;
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const collider = node.getComponent(BoxCollider2D);
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if (collider) {
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// 先禁用,下一帧启用,确保物理系统能正确注册新激活的节点
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collider.enabled = false;
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view.scheduleOnce(() => {
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if (node && node.isValid) {
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collider.enabled = true;
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collider.group = BoxSet.MONSTER; // 确保碰撞组正确
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collider.apply(); // 强制应用更改(如果需要)
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}
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}, 0); // 0延迟等于下一帧执行
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collider.enabled = false;
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}
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node.setScale(size*node.scale.x,size*node.scale.y);
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@@ -170,7 +162,24 @@ export class Monster extends ecs.Entity {
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move.reset();
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move.direction = -1; // 向左移动
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move.targetX = Math.max(-320, Math.min(320, pos.x));
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move.baseY = pos.y;
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move.baseY = dropToY;
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move.moving = false;
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const dropDistance = Math.abs(pos.y - dropToY);
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const dropDuration = Math.max(0.18, Math.min(0.38, dropDistance / 1200));
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Tween.stopAllByTarget(node);
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tween(node)
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.to(dropDuration, { position: v3(pos.x, dropToY, 0) })
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.call(() => {
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if (!node || !node.isValid) return;
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node.setPosition(pos.x, dropToY, 0);
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move.moving = true;
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if (collider) {
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collider.enabled = true;
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collider.group = BoxSet.MONSTER;
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collider.apply();
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}
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})
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.start();
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smc.vmdata.mission_data.mon_num++
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}
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@@ -13,6 +13,7 @@ const { ccclass, property } = _decorator;
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@ccclass('MissionHeroCompComp')
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@ecs.register('MissionHeroComp', false)
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export class MissionHeroCompComp extends CCComp {
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private static readonly HERO_DROP_HEIGHT = 260
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timer:Timer=new Timer(2)
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Friend_is_dead:boolean=false
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current_hero_uuid:number=0
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@@ -59,8 +60,9 @@ export class MissionHeroCompComp extends CCComp {
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let hero_pos=0
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let hero = ecs.getEntity<Hero>(Hero);
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let scale = 1
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let pos:Vec3 = HeroPos[hero_pos].pos;
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hero.load(pos,scale,uuid);
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let landingPos:Vec3 = HeroPos[hero_pos].pos;
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let spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
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hero.load(spawnPos,scale,uuid,landingPos.y);
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}
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@@ -70,4 +72,4 @@ export class MissionHeroCompComp extends CCComp {
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reset() {
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// this.node.destroy();
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}
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}
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}
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@@ -17,6 +17,7 @@ const { ccclass, property } = _decorator;
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@ecs.register('MissionMonComp', false)
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export class MissionMonCompComp extends CCComp {
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private static readonly BOSS_RENDER_PRIORITY = 1000000;
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private static readonly MON_DROP_HEIGHT = 300;
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@property({ tooltip: "是否启用调试日志" })
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private debugMode: boolean = false;
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@@ -195,11 +196,13 @@ export class MissionMonCompComp extends CCComp {
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let mon = ecs.getEntity<Monster>(Monster);
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let scale = -1;
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// 按生成序号做横向错列,减轻重叠感
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let pos: Vec3 = v3(MonStart.START_X, BoxSet.GAME_LINE, 0);
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const landingY = BoxSet.GAME_LINE + (isBoss ? 6 : 0);
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const dropOffset = MissionMonCompComp.MON_DROP_HEIGHT + Math.floor(Math.random() * 40);
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let pos: Vec3 = v3(MonStart.START_X, landingY + dropOffset, 0);
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// 递增全局生成顺序,做溢出保护
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this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;
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mon.load(pos, scale, uuid, isBoss);
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mon.load(pos, scale, uuid, isBoss, landingY);
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const move = mon.get(MoveComp);
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if (move) {
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move.spawnOrder = isBoss
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