feat: 实现战斗准备阶段英雄复活与入场动画
在准备阶段开始时,通过 PhasePrepareStart 事件触发英雄状态重置: - 死亡英雄复活并恢复满血,播放下落入场动画 - 英雄实体在死亡时移至墓地并禁用碰撞,避免战斗逻辑干扰 - 更新英雄数量UI以反映复活后的状态
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@@ -155,6 +155,28 @@ export class Hero extends ecs.Entity {
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move.moving = false;
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hv.as.idle();
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this.playDropAnim(pos, dropToY);
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}
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/**
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* 播放英雄入场(下落)动画
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* @param pos 初始位置(通常在空中)
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* @param dropToY 最终落地的 Y 坐标
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*/
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playDropAnim(pos: Vec3, dropToY: number) {
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const view = this.get(HeroViewComp);
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const node = view?.node;
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if (!node || !node.isValid) return;
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const model = this.get(HeroAttrsComp);
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const move = this.get(MoveComp);
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const collider = node.getComponent(BoxCollider2D);
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// 入场过程暂不参与碰撞,防止半空触发战斗逻辑
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if (collider) collider.enabled = false;
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move.moving = false;
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view.as.idle();
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// 依据下落距离自适应入场时长,保证手感稳定
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const dropDistance = Math.abs(pos.y - dropToY);
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const dropDuration = Math.max(0.18, Math.min(0.38, dropDistance / 1200));
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@@ -167,7 +189,7 @@ export class Hero extends ecs.Entity {
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if (!node || !node.isValid) return;
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// 落地后锁定最终位置,切换到落地完成状态
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node.setPosition(pos.x, dropToY, 0);
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hv.playEnd("down");
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view.playEnd("down");
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move.moving = true;
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// 落地后再启用碰撞,避免空中阶段触发伤害结算
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if (collider) {
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@@ -177,12 +199,12 @@ export class Hero extends ecs.Entity {
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}
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// 落地后触发 call 技能
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if (model.call && model.call.length > 0) {
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if (model && model.call && model.call.length > 0) {
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model.call.forEach(uuid => {
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oops.message.dispatchEvent(GameEvent.TriggerSkill, {
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s_uuid: uuid,
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heroAttrs: model,
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heroView: hv,
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heroView: view,
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triggerType: 'call'
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});
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});
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@@ -392,6 +392,7 @@ export class HeroViewComp extends CCComp {
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this.model.is_dead=false
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this.model.is_count_dead=false
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this.deadCD = 0;
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this.as.do_buff();
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this.status_change("idle");
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this.model.hp =this.model.hp_max*50/100;
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@@ -448,17 +449,24 @@ export class HeroViewComp extends CCComp {
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}
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if(this.model.fac === FacSet.HERO){
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// 将英雄移到玩家看不到的墓地
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this.node.setPosition(v3(-2000, -2000, 0));
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const collider = this.node.getComponent(Collider2D);
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if (collider) {
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collider.enabled = false;
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}
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// 隐藏UI
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this.top_node.active = false;
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} else {
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// 🔥 方案B:治理性措施 - 在销毁实体前先禁用碰撞体,从源头减少"尸体"参与碰撞
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const collider = this.node.getComponent(Collider2D);
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if (collider) {
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collider.enabled = false;
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}
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this.ent.destroy();
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}
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// 🔥 方案B:治理性措施 - 在销毁实体前先禁用碰撞体,从源头减少"尸体"参与碰撞
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const collider = this.getComponent(Collider2D);
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if (collider) {
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collider.enabled = false;
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}
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this.ent.destroy();
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}
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do_atked(damage:number,isCrit:boolean,s_uuid:number,isBack:boolean=false){
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// 受到攻击时更新最后更新时间
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@@ -264,7 +264,8 @@ export class MissionCardComp extends CCComp {
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this.on(GameEvent.MissionEnd, this.onMissionEnd, this);
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this.on(GameEvent.NewWave, this.onNewWave, this);
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this.on(GameEvent.FightStart, this.onFightStart, this);
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/** 全局消息事件 */
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this.on("PhasePrepareStart", this.onPhasePrepareStart, this);
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oops.message.on(GameEvent.CoinAdd, this.onCoinAdd, this);
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oops.message.on(GameEvent.MasterCalled, this.onMasterCalled, this);
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oops.message.on(GameEvent.HeroDead, this.onHeroDead, this);
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@@ -337,6 +338,10 @@ export class MissionCardComp extends CCComp {
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this.updatePoolLvUI();
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}
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private onPhasePrepareStart() {
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this.updateHeroNumUI(true, true);
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}
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/** 新一波:展开面板 → 刷新费用 UI → 重新抽卡分发 */
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private onNewWave() {
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this.isBattlePhase = false;
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@@ -342,6 +342,7 @@ export class MissionComp extends CCComp {
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smc.vmdata.mission_data.in_fight = false;
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smc.mission.stop_spawn_mon = true;
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// 不隐藏开始按钮,点击事件在 onStartFightBtnClick 内部做了阶段拦截
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oops.message.dispatchEvent("PhasePrepareStart");
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break;
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case MissionPhase.Prepare:
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@@ -25,7 +25,7 @@
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* - FightSet —— 战斗常量(MERGE_NEED / MERGE_MAX)
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* - oneCom —— 一次性特效组件(控制爆点特效生命周期)
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*/
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import { _decorator, instantiate, Prefab, v3, Vec3 } from "cc";
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import { _decorator, instantiate, Prefab, v3, Vec3, BoxCollider2D } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { Hero } from "../hero/Hero";
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@@ -35,8 +35,9 @@ import { GameEvent } from "../common/config/GameEvent";
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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, FightSet } from "../common/config/GameSet";
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import { FacSet, FightSet, BoxSet } 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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/**
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@@ -89,11 +90,13 @@ export class MissionHeroCompComp extends CCComp {
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this.on(GameEvent.MissionEnd,this.clear_heros,this)
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// 注册全局消息
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oops.message.on(GameEvent.CallHero,this.call_hero,this)
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oops.message.on("PhasePrepareStart",this.fight_ready,this)
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}
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onDestroy(){
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// 清理全部监听
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oops.message.off(GameEvent.CallHero,this.call_hero,this)
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oops.message.off("PhasePrepareStart",this.fight_ready,this)
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oops.message.off(GameEvent.FightReady,this.fight_ready,this)
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oops.message.off(GameEvent.Zhaohuan,this.zhao_huan,this)
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oops.message.off(GameEvent.MissionEnd,this.clear_heros,this)
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@@ -104,17 +107,36 @@ export class MissionHeroCompComp extends CCComp {
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// ======================== 事件处理 ========================
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/** 关卡结束时清理全部存活英雄 ECS 实体 */
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/** 关卡结束时清理全部英雄 ECS 实体 */
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clear_heros(){
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const heroes = this.getAliveHeroes();
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const heroes = this.getAllHeroes();
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for (let i = 0; i < heroes.length; i++) {
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heroes[i].destroy();
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}
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}
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/** 战斗准备阶段:重置出战英雄计数 */
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/** 战斗准备阶段:重置出战英雄计数,恢复满血重新登场 */
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fight_ready(){
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smc.vmdata.mission_data.hero_num=0
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const heroes = this.getAllHeroes();
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smc.vmdata.mission_data.hero_num = heroes.length;
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for (let i = 0; i < heroes.length; i++) {
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const hero = heroes[i];
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const model = hero.get(HeroAttrsComp);
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const view = hero.get(HeroViewComp);
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if (model && view) {
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if (model.is_dead) {
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view.alive();
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const landingPos = this.resolveHeroLandingPos(model.hero_uuid);
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// 不再直接设置位置,而是播放下落入场动画
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// 计算出出生点(空中)
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const spawnPos: Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
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view.node.setPosition(spawnPos);
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hero.playDropAnim(spawnPos, landingPos.y);
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}
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model.hp = model.hp_max;
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model.dirty_hp = true;
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}
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}
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}
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/** 预留:召唤事件扩展入口 */
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@@ -219,14 +241,13 @@ export class MissionHeroCompComp extends CCComp {
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// ======================== 英雄查询 ========================
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/** 获取当前全部存活友方英雄 ECS 实体列表 */
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private getAliveHeroes(): Hero[] {
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/** 获取当前全部友方英雄 ECS 实体列表(包括存活和墓地) */
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private getAllHeroes(): Hero[] {
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const heroes: Hero[] = [];
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ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
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const model = entity.get(HeroAttrsComp);
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if (!model) return;
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if (model.fac !== FacSet.HERO) return;
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if (model.is_dead) return;
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heroes.push(entity as Hero);
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});
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return heroes;
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@@ -321,7 +342,7 @@ export class MissionHeroCompComp extends CCComp {
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this.addHero(uuid, hero_lv, pool_lv);
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if (!this.canMergeLevel(hero_lv)) return;
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const needCount = this.getMergeNeedCount();
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const aliveHeroes = this.getAliveHeroes();
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const aliveHeroes = this.getAllHeroes();
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const mergeHeroes = this.pickMergeHeroes(aliveHeroes, uuid, hero_lv, needCount);
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if (mergeHeroes.length !== needCount) return;
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this.is_merging = true;
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@@ -442,7 +463,7 @@ export class MissionHeroCompComp extends CCComp {
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if (!this.canMergeLevel(checkLv)) {
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break;
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}
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const aliveHeroes = this.getAliveHeroes();
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const aliveHeroes = this.getAllHeroes();
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const sameCount = this.countMergeHeroes(aliveHeroes, uuid, checkLv);
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if (sameCount < needCount) {
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break;
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