diff --git a/assets/resources/game/map/Backgrounds/mp.plist b/assets/resources/game/map/Backgrounds/mp.plist index 1241428e..e3177a3e 100644 --- a/assets/resources/game/map/Backgrounds/mp.plist +++ b/assets/resources/game/map/Backgrounds/mp.plist @@ -8,6 +8,8 @@ aliases + anchor + {0.5,0.5} spriteOffset {0,0} spriteSize @@ -15,14 +17,16 @@ spriteSourceSize {240,135} textureRect - {{351,1},{240,135}} + {{483,728},{240,135}} textureRotated - + 47_PixelSky_layer02.png aliases + anchor + {0.5,0.5} spriteOffset {0,35} spriteSize @@ -30,14 +34,16 @@ spriteSourceSize {240,135} textureRect - {{361,601},{240,65}} + {{483,865},{240,65}} textureRotated - + 47_PixelSky_layer03.png aliases + anchor + {0.5,0.5} spriteOffset {0,7} spriteSize @@ -45,14 +51,16 @@ spriteSourceSize {240,135} textureRect - {{115,789},{238,61}} + {{863,509},{238,61}} textureRotated - + 48_PixelSky_layer01.png aliases + anchor + {0.5,0.5} spriteOffset {0,0} spriteSize @@ -60,7 +68,7 @@ spriteSourceSize {240,135} textureRect - {{351,243},{240,135}} + {{725,728},{240,135}} textureRotated @@ -68,6 +76,8 @@ aliases + anchor + {0.5,0.5} spriteOffset {0,-23} spriteSize @@ -75,14 +85,16 @@ spriteSourceSize {240,135} textureRect - {{115,547},{240,89}} + {{477,932},{240,89}} textureRotated - + 48_PixelSky_layer03.png aliases + anchor + {0.5,0.5} spriteOffset {0,45} spriteSize @@ -90,14 +102,186 @@ spriteSourceSize {240,135} textureRect - {{428,601},{240,45}} + {{477,1023},{240,45}} + textureRotated + + + Env 1 Back.png + + aliases + + anchor + {0.5,0.5} + spriteOffset + {0,0} + spriteSize + {372,576} + spriteSourceSize + {372,576} + textureRect + {{1,1},{372,576}} + textureRotated + + + Env 1 Cloud 1.png + + aliases + + anchor + {0.5,0.5} + spriteOffset + {0,0} + spriteSize + {63,23} + spriteSourceSize + {63,23} + textureRect + {{452,1050},{63,23}} textureRotated + Env 1 Cloud 2.png + + aliases + + anchor + {0.5,0.5} + spriteOffset + {0,0} + spriteSize + {111,50} + spriteSourceSize + {111,50} + textureRect + 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textureRotated - + TX Village Props-158.png aliases + anchor + {0.5,0.5} spriteOffset {0,0} spriteSize @@ -225,14 +425,16 @@ spriteSourceSize {5,9} textureRect - {{361,986},{5,9}} + {{361,914},{5,9}} textureRotated - + TX Village Props-162.png aliases + anchor + {0.5,0.5} spriteOffset {0,0} spriteSize @@ -240,14 +442,16 @@ spriteSourceSize {9,10} textureRect - {{476,485},{9,10}} + {{374,1102},{9,10}} textureRotated - + TX Village Props-169.png aliases + anchor + {0.5,0.5} spriteOffset {0,0} spriteSize @@ -255,7 +459,7 @@ spriteSourceSize {12,14} textureRect - {{458,902},{12,14}} + {{921,382},{12,14}} textureRotated @@ -263,6 +467,8 @@ aliases + anchor + {0.5,0.5} spriteOffset {0,0} spriteSize @@ -270,7 +476,7 @@ spriteSourceSize {8,8} textureRect - {{227,583},{8,8}} + {{525,1084},{8,8}} textureRotated @@ -278,6 +484,8 @@ aliases + anchor + {0.5,0.5} spriteOffset {0,0} spriteSize @@ -285,7 +493,7 @@ spriteSourceSize {7,6} textureRect - {{355,843},{7,6}} + {{361,905},{7,6}} 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"__id__": 173 + "__id__": 253 }, "_customMaterial": null, "_srcBlendFactor": 2, @@ -4014,11 +5732,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 138 + "__id__": 218 }, "_enabled": true, "__prefab": { - "__id__": 176 + "__id__": 256 }, "_contentSize": { "__type__": "cc.Size", @@ -4042,11 +5760,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 138 + "__id__": 218 }, "_enabled": true, "__prefab": { - "__id__": 178 + "__id__": 258 }, "light": { "__uuid__": "319c7eb8-9826-48b6-81e4-82559dbf82a8", @@ -4081,7 +5799,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 181 + "__id__": 261 }, "_contentSize": { "__type__": "cc.Size", @@ -4122,7 +5840,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 184 + "__id__": 264 }, "_contentSize": { "__type__": "cc.Size", @@ -4150,7 +5868,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 186 + "__id__": 266 }, "camera": { "__id__": 3 @@ -4159,16 +5877,16 @@ "__id__": 7 }, "mapLayer": { - "__id__": 79 + "__id__": 159 }, "floorLayer": { - "__id__": 84 + "__id__": 164 }, "entityLayer": { - "__id__": 135 + "__id__": 215 }, "SkillLayer": { - "__id__": 177 + "__id__": 257 }, "isFollowPlayer": true, "_id": "" @@ -4187,7 +5905,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 188 + "__id__": 268 }, "_id": "" }, @@ -4218,7 +5936,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 191 + "__id__": 271 }, "_contentSize": { "__type__": "cc.Size", @@ -4246,7 +5964,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 193 + "__id__": 273 }, "_cameraComponent": { "__id__": 3 @@ -4268,7 +5986,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 195 + "__id__": 275 }, "_alignFlags": 45, "_target": null, diff --git a/assets/script/game/common/ecs/position/BattleMoveSystem.ts b/assets/script/game/common/ecs/position/BattleMoveSystem.ts index cc07ae3c..e21d4d09 100644 --- a/assets/script/game/common/ecs/position/BattleMoveSystem.ts +++ b/assets/script/game/common/ecs/position/BattleMoveSystem.ts @@ -6,6 +6,7 @@ import { FacSet } from "../../config/BoxSet"; import { oops } from "db://oops-framework/core/Oops"; import { GameEvent } from "../../config/GameEvent"; import { FightSet } from "../../config/Mission"; +import { HType } from "../../config/heroSet"; @ecs.register('BattleMoveSystem') export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { @@ -40,14 +41,13 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU return; } - // 英雄阵营特殊逻辑:检查是否有敌人存在 + // 英雄阵营特殊逻辑:根据职业区分行为 if (view.fac == FacSet.HERO) { const hasEnemies = this.checkEnemiesExist(e); - const inAttackRange = view.is_atking; + const isWarrior = view.type === HType.warrior; - // 如果有敌人,继续前进 - if (hasEnemies) { - // 找到最近的敌人,调整移动方向 + // 战士职业:有敌人就向敌人前进 + if (isWarrior && hasEnemies) { const nearestEnemy = this.findNearestEnemy(e); if (nearestEnemy) { const enemyX = nearestEnemy.node.position.x; @@ -66,7 +66,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU const delta = ((view.speed-view.DEBUFF_SLOW)/3) * this.dt * move.direction; const newX = view.node.position.x + delta; - // 对于英雄,允许更自由的移动范围 + // 对于战士,允许更自由的移动范围 if (newX >= -420 && newX <= 420) { // 使用地图边界 view.status_change("move"); view.node.setPosition(newX, view.node.position.y, 0); @@ -78,43 +78,46 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU return; } - // 如果没有敌人,回到targetX - if (!hasEnemies) { - const currentX = view.node.position.x; - const targetX = move.targetX; - - // 如果不在目标位置,移动到目标位置 - if (Math.abs(currentX - targetX) > 1) { - // 确定移动方向:如果当前位置在目标位置右侧,向左移动;否则向右移动 - const direction = currentX > targetX ? -1 : 1; - const delta = ((view.speed-view.DEBUFF_SLOW)/3) * this.dt * direction; - const newX = view.node.position.x + delta; - - // 设置朝向 - if (direction === 1) { - view.node.setScale(1, 1, 1); // 面向右侧 - } else { - view.node.setScale(-1, 1, 1); // 面向左侧 - } - - // 确保不会超过目标位置 - if (direction === 1 && newX > targetX) { - view.node.setPosition(targetX, view.node.position.y, 0); - } else if (direction === -1 && newX < targetX) { - view.node.setPosition(targetX, view.node.position.y, 0); - } else { - view.node.setPosition(newX, view.node.position.y, 0); - } - view.status_change("move"); - } else { - view.status_change("idle"); - // 回到targetX后,面向右侧 - move.direction = 1; - view.node.setScale(1, 1, 1); // 面向右侧 - } - this.checkEnemiesInBase(e); - return; + // 其他职业或战士无敌人时:回到预定点 + const currentX = view.node.position.x; + let finalTargetX = move.targetX; + + // 检查预定点是否已被占用 + if (this.isPositionOccupied(finalTargetX, e)) { + finalTargetX = move.targetX - 50; // 往前50的位置 } + + // 如果不在目标位置,移动到目标位置 + if (Math.abs(currentX - finalTargetX) > 1) { + // 确定移动方向 + const direction = currentX > finalTargetX ? -1 : 1; + const delta = ((view.speed-view.DEBUFF_SLOW)/3) * this.dt * direction; + const newX = view.node.position.x + delta; + + // 设置朝向 + if (direction === 1) { + view.node.setScale(1, 1, 1); // 面向右侧 + } else { + view.node.setScale(-1, 1, 1); // 面向左侧 + } + + // 确保不会超过目标位置 + if (direction === 1 && newX > finalTargetX) { + view.node.setPosition(finalTargetX, view.node.position.y, 0); + } else if (direction === -1 && newX < finalTargetX) { + view.node.setPosition(finalTargetX, view.node.position.y, 0); + } else { + view.node.setPosition(newX, view.node.position.y, 0); + } + view.status_change("move"); + } else { + view.status_change("idle"); + // 到达目标位置后,面向右侧(敌人方向) + move.direction = 1; + view.node.setScale(1, 1, 1); // 面向右侧 + } + this.checkEnemiesInBase(e); + return; } // 计算移动量 @@ -249,17 +252,34 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU }) .map(e => e); - // 按y坐标从小到大排序(y坐标越小显示在上层) + // 按x坐标排序:x坐标越大(越前面)的显示在上层 const sortedUnits = allUnits.sort((a, b) => { - const posA = a.get(HeroViewComp).node.position.y; - const posB = b.get(HeroViewComp).node.position.y; - return posA - posB; // 修改排序顺序 + const posA = a.get(HeroViewComp).node.position.x; + const posB = b.get(HeroViewComp).node.position.x; + return posA - posB; // x坐标从小到大排序 }); - // 设置渲染顺序,y坐标越小的显示在上层(索引越大) + // 设置渲染顺序:x坐标越大的显示在上层(index越大,层级越高) sortedUnits.forEach((unit, index) => { const view = unit.get(HeroViewComp); - view.node.setSiblingIndex(sortedUnits.length - index - 1); + view.node.setSiblingIndex(index); // 直接使用index,x坐标大的index大,层级高 + }); + } + + /** 检查指定位置是否已被占用 */ + private isPositionOccupied(targetX: number, currentEntity: ecs.Entity): boolean { + const currentView = currentEntity.get(HeroViewComp); + const occupationRange = 30; // 定义占用范围为30像素 + + return ecs.query(ecs.allOf(HeroViewComp)).some(e => { + if (e === currentEntity) return false; // 排除自己 + + const view = e.get(HeroViewComp); + if (view.fac !== currentView.fac) return false; // 只检查同阵营 + if (view.is_dead) return false; // 排除死亡单位 + + const distance = Math.abs(view.node.position.x - targetX); + return distance < occupationRange; // 如果距离小于占用范围,认为被占用 }); } } diff --git a/assets/script/game/hero/SkillConComp.ts b/assets/script/game/hero/SkillConComp.ts index b733bbc1..a9705087 100644 --- a/assets/script/game/hero/SkillConComp.ts +++ b/assets/script/game/hero/SkillConComp.ts @@ -1,6 +1,6 @@ import { _decorator, Component, Node, v3, Vec3 } from 'cc'; import { HeroViewComp } from './HeroViewComp'; -import { SkillSet, TGroup, TType } from '../common/config/SkillSet'; +import { DTType, SkillSet, SType, TGroup, TType } from '../common/config/SkillSet'; import { Skill } from '../skills/Skill'; import { ecs } from 'db://oops-framework/libs/ecs/ECS'; import { oops } from 'db://oops-framework/core/Oops'; @@ -52,8 +52,10 @@ export class SkillConComp extends CCComp { this.HeroView.vmHero.cd += dt } if(this.HeroView.vmHero.cd > this.HeroView.vmHero.cd_max){ + let sc=SkillSet[this.HeroView.skills[1]] if(!sc) return + if(sc.SType==SType.damage&&!this.HeroView.is_atking) return this.castSkill(sc,false,0) this.HeroView.vmHero.cd = 0 } diff --git a/assets/script/game/skills/Skill.ts b/assets/script/game/skills/Skill.ts index 3646a249..cc85808a 100644 --- a/assets/script/game/skills/Skill.ts +++ b/assets/script/game/skills/Skill.ts @@ -1,6 +1,7 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { BoxSet, FacSet } from "../common/config/BoxSet"; +import { HType } from "../common/config/heroSet"; import { SkillSet } from "../common/config/SkillSet"; import { smc } from "../common/SingletonModuleComp"; import { HeroViewComp } from "../hero/HeroViewComp"; @@ -57,6 +58,12 @@ export class Skill extends ecs.Entity { node.setPosition(startPos); if(caster.fac==FacSet.MON){ node.scale=v3(node.scale.x*-1,1,1) + }else{ + if(caster.type==HType.warrior){ + if(caster.node.scale.x<0){ + node.scale=v3(node.scale.x*-1,node.scale.y,1) + } + } } node.angle+=angle // 添加技能组件