diff --git a/assets/script/game/map/MissionHeroComp.ts b/assets/script/game/map/MissionHeroComp.ts index fa580f52..e3505bb5 100644 --- a/assets/script/game/map/MissionHeroComp.ts +++ b/assets/script/game/map/MissionHeroComp.ts @@ -16,25 +16,39 @@ const { ccclass } = _decorator; @ccclass('MissionHeroCompComp') @ecs.register('MissionHeroComp', false) export class MissionHeroCompComp extends CCComp { + /** 英雄出生时的掉落高度,用于表现从空中落地 */ private static readonly HERO_DROP_HEIGHT = 260 + /** 预留计时器 */ timer:Timer=new Timer(2) + /** 预留状态:友方是否全部死亡 */ Friend_is_dead:boolean=false + /** 当前处理的英雄 uuid */ current_hero_uuid:number=0 + /** 当前英雄数量缓存 */ current_hero_num:number=-1 + /** 合成规则:2 合 1 或 3 合 1 */ merge_need_count:number=2 + /** 允许合成的最高等级 */ merge_max_lv:number=3 + /** 是否正在执行一次合成流程 */ is_merging:boolean=false + /** 是否正在消费召唤队列,防止并发处理 */ is_processing_queue:boolean=false + /** 召唤请求队列,保证召唤与合成串行 */ summon_queue:{ uuid: number; hero_lv: number }[]=[] + /** 预留英雄列表 */ heros:any=[] onLoad(){ + /** 节点事件监听 */ this.on(GameEvent.FightReady,this.fight_ready,this) this.on(GameEvent.Zhaohuan,this.zhao_huan,this) this.on(GameEvent.MissionEnd,this.clear_heros,this) + /** 全局消息监听 */ oops.message.on(GameEvent.CallHero,this.call_hero,this) } onDestroy(){ + /** 清理监听,避免节点销毁后仍响应消息 */ oops.message.off(GameEvent.CallHero,this.call_hero,this) oops.message.off(GameEvent.FightReady,this.fight_ready,this) oops.message.off(GameEvent.Zhaohuan,this.zhao_huan,this) @@ -44,12 +58,14 @@ export class MissionHeroCompComp extends CCComp { start() { // this.test_call() } + /** 关卡结束时,清理全部存活英雄 */ clear_heros(){ const heroes = this.getAliveHeroes(); for (let i = 0; i < heroes.length; i++) { heroes[i].destroy(); } } + /** 战斗准备阶段重置出战英雄计数 */ fight_ready(){ smc.vmdata.mission_data.hero_num=0 } @@ -57,17 +73,19 @@ export class MissionHeroCompComp extends CCComp { // } + /** 预留:召唤事件扩展入口 */ private zhao_huan(event: string, args: any){ } + /** 召唤请求入口:归一化参数并进入串行队列 */ private async call_hero(event: string, args: any){ const uuid = Number(args?.uuid ?? 1001); const hero_lv = Math.max(1, Number(args?.hero_lv ?? 1)); this.summon_queue.push({ uuid, hero_lv }); this.processSummonQueue(); } - /** 添加英雄 */ + /** 添加英雄:固定出生点上方生成,再落至落点 */ private addHero(uuid:number=1001,hero_lv:number=1) { console.log("addHero uuid:",uuid) let hero_pos=0 @@ -79,6 +97,7 @@ export class MissionHeroCompComp extends CCComp { return hero; } + /** 添加合成后的新英雄,并覆盖为聚合后的属性 */ private addMergedHero(uuid:number, hero_lv:number, ap:number, hp_max:number): number { const hero = this.addHero(uuid, hero_lv); const model = hero.get(HeroAttrsComp); @@ -90,6 +109,7 @@ export class MissionHeroCompComp extends CCComp { return model.lv; } + /** 获取当前全部存活友方英雄 */ private getAliveHeroes(): Hero[] { const heroes: Hero[] = []; ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => { @@ -102,6 +122,7 @@ export class MissionHeroCompComp extends CCComp { return heroes; } + /** 挑选可参与本次合成的英雄组 */ private pickMergeHeroes(aliveHeroes: Hero[], uuid: number, hero_lv: number, needCount: number = 3): Hero[] { const mergeHeroes: Hero[] = []; for (let i = 0; i < aliveHeroes.length; i++) { @@ -115,6 +136,7 @@ export class MissionHeroCompComp extends CCComp { return mergeHeroes; } + /** 统计满足同 uuid、同等级的可合成英雄数量 */ private countMergeHeroes(aliveHeroes: Hero[], uuid: number, hero_lv: number): number { let count = 0; for (let i = 0; i < aliveHeroes.length; i++) { @@ -127,14 +149,17 @@ export class MissionHeroCompComp extends CCComp { return count; } + /** 读取当前合成需要数量,仅支持 2 或 3 */ private getMergeNeedCount(): number { return this.merge_need_count === 2 ? 2 : 3; } + /** 判断该等级是否还能继续向上合成 */ private canMergeLevel(hero_lv: number): boolean { return hero_lv < Math.max(1, this.merge_max_lv); } + /** 串行消费召唤队列,避免同帧并发触发多次合成导致状态错乱 */ private async processSummonQueue() { if (this.is_processing_queue) return; this.is_processing_queue = true; @@ -149,6 +174,7 @@ export class MissionHeroCompComp extends CCComp { } } + /** 处理单次召唤:先生成,再检测是否触发合成,再尝试链式合成 */ private async handleSingleSummon(uuid: number, hero_lv: number) { this.addHero(uuid, hero_lv); if (!this.canMergeLevel(hero_lv)) return; @@ -165,6 +191,7 @@ export class MissionHeroCompComp extends CCComp { } } + /** 将一组合成素材向出生点汇聚并销毁,全部完成后返回 */ private mergeDestroyAtBirth(mergeHeroes: Hero[], spawnPos: Vec3): Promise { return new Promise((resolve) => { let doneCount = 0; @@ -185,6 +212,7 @@ export class MissionHeroCompComp extends CCComp { }); } + /** 播放合成爆点特效,使用 oneCom 控制特效生命周期 */ private playMergeBoomFx(worldPos: Vec3): Promise { return new Promise((resolve) => { const scene = smc.map?.MapView?.scene; @@ -210,6 +238,7 @@ export class MissionHeroCompComp extends CCComp { }); } + /** 执行一次完整合成:聚合属性、销毁素材、播放特效、生成高一级英雄 */ private async mergeGroupHeroes(mergeHeroes: Hero[], uuid: number, hero_lv: number): Promise { let sumAp = 0; let sumHpMax = 0; @@ -227,6 +256,7 @@ export class MissionHeroCompComp extends CCComp { return this.addMergedHero(uuid, Math.min(this.merge_max_lv, hero_lv + 1), sumAp, sumHpMax); } + /** 链式合成:当前等级合成完成后,继续尝试更高等级,直到条件不满足 */ private async tryChainMerge(uuid: number, startLv: number) { let checkLv = Math.max(1, startLv); const needCount = this.getMergeNeedCount(); @@ -252,7 +282,7 @@ export class MissionHeroCompComp extends CCComp { - /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */ + /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件时触发,用于自定义释放逻辑 */ reset() { // this.node.destroy(); }