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

@@ -17,6 +17,7 @@ import { mLogger } from "../common/Logger";
import { SkillTriggerHelper } from "./SkillTriggerHelper";
import { getMonsterGoldDrop } from "../map/RogueConfig";
import { MissionEconomy } from "../map/MissionEconomy";
import { MoveComp } from "./MoveComp";
/** 最终伤害数据接口
* 用于封装一次攻击计算的所有结果数据
@@ -194,6 +195,17 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
if (targetView) {
targetView.do_atked(damage, isCrit, damageEvent.s_uuid, knockbackExtra);
targetView.playEnd(skillConf.endAnm);
// 击退位移下沉到 MoveSystem直接写入 knockbackVelocity由 MoveSystem 每帧衰减并叠加位移
const moveComp = target.get(MoveComp);
if (moveComp) {
const dist = FightSet.BACK_RANG + knockbackExtra;
const isHero = TAttrsComp.fac === FacSet.HERO;
// 击退初速度0.1 秒时间常数衰减,总位移约等于 dist
const knockbackSpeed = dist * 16;
moveComp.knockbackVelocity = isHero ? -knockbackSpeed : knockbackSpeed;
}
if (isFrost) {
TAttrsComp.toFrost();
targetView.in_iced(FightSet.FROST_TIME);

View File

@@ -415,28 +415,10 @@ export class HeroViewComp extends CCComp {
this.showDamage(damage, isCrit);
}
private isBackingUp: boolean = false; // 🔥 添加后退状态标记
//后退
back(distance: number = 0) {
// 🔥 防止重复调用后退动画
if (this.isBackingUp) return;
this.isBackingUp = true; // 🔥 设置后退状态
// 基础击退距离 + 额外距离强化,双方阵营统一
const dist = FightSet.BACK_RANG + distance;
const isHero = this.model.fac == FacSet.HERO;
// 边界钳制HERO 不越过 BoxSet.LETF_ENDMON 不越过 BoxSet.RIGHT_END
const tx = isHero
? Math.max(BoxSet.LETF_END, this.node.position.x - dist)
: Math.min(BoxSet.RIGHT_END, this.node.position.x + dist);
tween(this.node)
.to(0.1, { position: v3(tx, this.node.position.y, 0) })
.call(() => {
this.isBackingUp = false; // 🔥 动画完成后重置状态
})
.start();
// 击退位移由 MoveSystem 统一处理,视图层只负责触发,不直接操作 position
// 具体击退速度由 HeroAtkSystem 在伤害结算后写入 MoveComp.knockbackVelocity
}
// 伤害计算和战斗逻辑已迁移到 HeroBattleSystem

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);