feat(map): 实现英雄出生点动态分配避免重叠

新增英雄出生位置动态分配逻辑,根据英雄类型(近战/远程)设置不同的起始X坐标,并检查已有英雄位置避免重叠。当目标位置被占用时,自动横向偏移寻找可用位置,确保英雄出生时不会相互遮挡。
This commit is contained in:
panw
2026-03-30 19:26:31 +08:00
parent 3d97da8271
commit 5dec8202cd

View File

@@ -5,11 +5,12 @@ import { Hero } from "../hero/Hero";
import { smc } from "../common/SingletonModuleComp";
import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { GameEvent } from "../common/config/GameEvent";
import { HeroPos } from "../common/config/heroSet";
import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { FacSet } from "../common/config/GameSet";
import { oneCom } from "../skill/oncend";
import { HeroViewComp } from "../hero/HeroViewComp";
const { ccclass } = _decorator;
/** 视图层对象 */
@@ -18,6 +19,14 @@ const { ccclass } = _decorator;
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
/** 出生点横向间隔 */
private static readonly HERO_SPAWN_STEP_X = -60
/** 近战起始出生 X */
private static readonly HERO_SPAWN_START_MELEE_X = -50
/** 远程(含中程)起始出生 X */
private static readonly HERO_SPAWN_START_RANGED_X = -150
/** 占位判断容差 */
private static readonly HERO_SPAWN_OCCUPY_EPSILON_X = 10
/** 预留计时器 */
timer:Timer=new Timer(2)
/** 预留状态:友方是否全部死亡 */
@@ -88,15 +97,52 @@ export class MissionHeroCompComp extends CCComp {
/** 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
let hero = ecs.getEntity<Hero>(Hero);
let scale = 1
let landingPos:Vec3 = HeroPos[hero_pos].pos;
const landingPos = this.resolveHeroLandingPos(uuid);
let spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
hero.load(spawnPos,scale,uuid,landingPos.y,hero_lv);
return hero;
}
private resolveHeroLandingPos(uuid: number): Vec3 {
const hero_pos = 0;
const baseY = HeroPos[hero_pos].pos.y;
const startX = this.resolveSpawnStartX(uuid);
let candidateX = startX;
let guard = 0;
while (guard < 50) {
if (!this.isSpawnXOccupied(candidateX, baseY)) {
break;
}
candidateX += MissionHeroCompComp.HERO_SPAWN_STEP_X;
guard += 1;
}
return v3(candidateX, baseY, 0);
}
private resolveSpawnStartX(uuid: number): number {
const heroType = HeroInfo[uuid]?.type;
return heroType === HType.Melee
? MissionHeroCompComp.HERO_SPAWN_START_MELEE_X
: MissionHeroCompComp.HERO_SPAWN_START_RANGED_X;
}
private isSpawnXOccupied(targetX: number, baseY: number): boolean {
const aliveHeroes = this.getAliveHeroes();
for (let i = 0; i < aliveHeroes.length; i++) {
const view = aliveHeroes[i].get(HeroViewComp);
const node = view?.node;
if (!node || !node.isValid) continue;
const pos = node.getPosition();
if (Math.abs(pos.y - baseY) > 80) continue;
if (Math.abs(pos.x - targetX) <= MissionHeroCompComp.HERO_SPAWN_OCCUPY_EPSILON_X) {
return true;
}
}
return false;
}
/** 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);
@@ -248,8 +294,7 @@ export class MissionHeroCompComp extends CCComp {
sumAp += model.ap;
sumHpMax += model.hp_max;
}
let hero_pos = 0;
const landingPos:Vec3 = HeroPos[hero_pos].pos;
const landingPos = this.resolveHeroLandingPos(uuid);
const spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
await this.mergeDestroyAtBirth(mergeHeroes, spawnPos);
await this.playMergeBoomFx(spawnPos);