refactor(map): 简化英雄出生位置计算逻辑
移除英雄出生时的横向间隔和占位检测机制,改为直接使用起始X坐标。这消除了不必要的循环和位置冲突检查,使出生逻辑更简洁高效。
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@@ -10,7 +10,6 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { FacSet } from "../common/config/GameSet";
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import { FacSet } from "../common/config/GameSet";
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import { oneCom } from "../skill/oncend";
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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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const { ccclass } = _decorator;
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/** 视图层对象 */
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/** 视图层对象 */
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@@ -19,14 +18,10 @@ const { ccclass } = _decorator;
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export class MissionHeroCompComp extends CCComp {
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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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/** 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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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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/** 近战起始出生 X */
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private static readonly HERO_SPAWN_START_MELEE_X = -280
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private static readonly HERO_SPAWN_START_MELEE_X = -280
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/** 远程(含中程)起始出生 X */
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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 = -280
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private static readonly HERO_SPAWN_START_RANGED_X = -280
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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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/** 预留计时器 */
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timer:Timer=new Timer(2)
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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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/** 预留状态:友方是否全部死亡 */
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@@ -109,16 +104,7 @@ export class MissionHeroCompComp extends CCComp {
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const hero_pos = 0;
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const hero_pos = 0;
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const baseY = HeroPos[hero_pos].pos.y;
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const baseY = HeroPos[hero_pos].pos.y;
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const startX = this.resolveSpawnStartX(uuid);
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const startX = this.resolveSpawnStartX(uuid);
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let candidateX = startX;
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return v3(startX, baseY, 0);
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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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}
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private resolveSpawnStartX(uuid: number): number {
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private resolveSpawnStartX(uuid: number): number {
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@@ -128,21 +114,6 @@ export class MissionHeroCompComp extends CCComp {
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: MissionHeroCompComp.HERO_SPAWN_START_RANGED_X;
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: MissionHeroCompComp.HERO_SPAWN_START_RANGED_X;
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}
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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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/** 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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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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const hero = this.addHero(uuid, hero_lv);
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