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。
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@@ -5,11 +5,12 @@ import { Hero } from "../hero/Hero";
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import { smc } from "../common/SingletonModuleComp";
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroPos } from "../common/config/heroSet";
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import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { FacSet } from "../common/config/GameSet";
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import { oneCom } from "../skill/oncend";
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import { HeroViewComp } from "../hero/HeroViewComp";
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const { ccclass } = _decorator;
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/** 视图层对象 */
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@@ -18,6 +19,14 @@ const { ccclass } = _decorator;
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export class MissionHeroCompComp extends CCComp {
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/** 英雄出生时的掉落高度,用于表现从空中落地 */
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private static readonly HERO_DROP_HEIGHT = 260
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/** 出生点横向间隔 */
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private static readonly HERO_SPAWN_STEP_X = -60
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/** 近战起始出生 X */
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private static readonly HERO_SPAWN_START_MELEE_X = -50
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/** 远程(含中程)起始出生 X */
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private static readonly HERO_SPAWN_START_RANGED_X = -150
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/** 占位判断容差 */
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private static readonly HERO_SPAWN_OCCUPY_EPSILON_X = 10
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/** 预留计时器 */
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timer:Timer=new Timer(2)
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/** 预留状态:友方是否全部死亡 */
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@@ -88,15 +97,52 @@ export class MissionHeroCompComp extends CCComp {
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/** 添加英雄:固定出生点上方生成,再落至落点 */
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private addHero(uuid:number=1001,hero_lv:number=1) {
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console.log("addHero uuid:",uuid)
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let hero_pos=0
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let hero = ecs.getEntity<Hero>(Hero);
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let scale = 1
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let landingPos:Vec3 = HeroPos[hero_pos].pos;
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const landingPos = this.resolveHeroLandingPos(uuid);
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let spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
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hero.load(spawnPos,scale,uuid,landingPos.y,hero_lv);
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return hero;
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}
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private resolveHeroLandingPos(uuid: number): Vec3 {
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const hero_pos = 0;
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const baseY = HeroPos[hero_pos].pos.y;
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const startX = this.resolveSpawnStartX(uuid);
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let candidateX = startX;
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let guard = 0;
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while (guard < 50) {
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if (!this.isSpawnXOccupied(candidateX, baseY)) {
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break;
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}
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candidateX += MissionHeroCompComp.HERO_SPAWN_STEP_X;
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guard += 1;
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}
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return v3(candidateX, baseY, 0);
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}
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private resolveSpawnStartX(uuid: number): number {
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const heroType = HeroInfo[uuid]?.type;
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return heroType === HType.Melee
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? MissionHeroCompComp.HERO_SPAWN_START_MELEE_X
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: MissionHeroCompComp.HERO_SPAWN_START_RANGED_X;
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}
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private isSpawnXOccupied(targetX: number, baseY: number): boolean {
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const aliveHeroes = this.getAliveHeroes();
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for (let i = 0; i < aliveHeroes.length; i++) {
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const view = aliveHeroes[i].get(HeroViewComp);
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const node = view?.node;
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if (!node || !node.isValid) continue;
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const pos = node.getPosition();
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if (Math.abs(pos.y - baseY) > 80) continue;
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if (Math.abs(pos.x - targetX) <= MissionHeroCompComp.HERO_SPAWN_OCCUPY_EPSILON_X) {
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return true;
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}
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}
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return false;
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}
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/** 添加合成后的新英雄,并覆盖为聚合后的属性 */
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private addMergedHero(uuid:number, hero_lv:number, ap:number, hp_max:number): number {
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const hero = this.addHero(uuid, hero_lv);
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@@ -248,8 +294,7 @@ export class MissionHeroCompComp extends CCComp {
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sumAp += model.ap;
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sumHpMax += model.hp_max;
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}
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let hero_pos = 0;
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const landingPos:Vec3 = HeroPos[hero_pos].pos;
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const landingPos = this.resolveHeroLandingPos(uuid);
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const spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
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await this.mergeDestroyAtBirth(mergeHeroes, spawnPos);
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await this.playMergeBoomFx(spawnPos);
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