refactor(hero): 统一击退位移逻辑到MoveSystem

将英雄后退的视图层位移操作迁移到MoveSystem统一处理,
通过knockbackVelocity组件属性实现平滑的击退位移衰减与边界钳制,
移除HeroViewComp中直接操作节点位置的代码,解耦视图与战斗逻辑。
This commit is contained in:
pan
2026-08-14 09:53:05 +08:00
parent df0dedba75
commit 1988ae5ef1
3 changed files with 30 additions and 22 deletions

View File

@@ -28,7 +28,7 @@ export class MoveComp extends ecs.Comp {
baseY: number = 0;
/** 出生序,用于同条件渲染排序稳定 */
spawnOrder: number = 0;
/** 击退速度(像素/秒),受击瞬间赋值,每帧指数衰减至 0 */
/** 击退速度(像素/秒),受击瞬间由 HeroAtkSystem 赋值MoveSystem 每帧指数衰减至 0 */
knockbackVelocity: number = 0;
reset() {
@@ -85,11 +85,25 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
return;
}
/** 所有移动都锁定在 baseY避免出现漂移 */
/** 所有移动都锁定在 baseY避免出现"漂移" */
if (view.node.position.y !== move.baseY) {
view.node.setPosition(view.node.position.x, move.baseY, 0);
}
/** 击退位移:每帧叠加 knockbackVelocity 并指数衰减,与推进解耦 */
if (Math.abs(move.knockbackVelocity) > 0.01) {
const newX = view.node.position.x + move.knockbackVelocity * this.dt;
const clampedX = this.clampByFacBoundary(newX, model.fac);
if (Math.abs(clampedX - view.node.position.x) > 0.01) {
view.node.setPosition(clampedX, view.node.position.y, 0);
}
// 时间常数 τ=0.1s0.1 秒衰减到约 37%0.3 秒衰减到约 5%,总位移 ≈ v0 * 0.0632
move.knockbackVelocity *= Math.exp(-10 * this.dt);
if (Math.abs(move.knockbackVelocity) < 0.01) {
move.knockbackVelocity = 0;
}
}
/** 准备阶段:双方原地待命,不推进不索敌 */
if (!smc.mission.in_fight) {
this.clearCombatTarget(model);