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
This commit is contained in:
panw
2026-04-22 17:05:34 +08:00
parent e230feab14
commit a65a26b0bc
5 changed files with 81 additions and 24 deletions

View File

@@ -155,6 +155,28 @@ export class Hero extends ecs.Entity {
move.moving = false;
hv.as.idle();
this.playDropAnim(pos, dropToY);
}
/**
* 播放英雄入场(下落)动画
* @param pos 初始位置(通常在空中)
* @param dropToY 最终落地的 Y 坐标
*/
playDropAnim(pos: Vec3, dropToY: number) {
const view = this.get(HeroViewComp);
const node = view?.node;
if (!node || !node.isValid) return;
const model = this.get(HeroAttrsComp);
const move = this.get(MoveComp);
const collider = node.getComponent(BoxCollider2D);
// 入场过程暂不参与碰撞,防止半空触发战斗逻辑
if (collider) collider.enabled = false;
move.moving = false;
view.as.idle();
// 依据下落距离自适应入场时长,保证手感稳定
const dropDistance = Math.abs(pos.y - dropToY);
const dropDuration = Math.max(0.18, Math.min(0.38, dropDistance / 1200));
@@ -167,7 +189,7 @@ export class Hero extends ecs.Entity {
if (!node || !node.isValid) return;
// 落地后锁定最终位置,切换到落地完成状态
node.setPosition(pos.x, dropToY, 0);
hv.playEnd("down");
view.playEnd("down");
move.moving = true;
// 落地后再启用碰撞,避免空中阶段触发伤害结算
if (collider) {
@@ -177,12 +199,12 @@ export class Hero extends ecs.Entity {
}
// 落地后触发 call 技能
if (model.call && model.call.length > 0) {
if (model && model.call && model.call.length > 0) {
model.call.forEach(uuid => {
oops.message.dispatchEvent(GameEvent.TriggerSkill, {
s_uuid: uuid,
heroAttrs: model,
heroView: hv,
heroView: view,
triggerType: 'call'
});
});

View File

@@ -392,6 +392,7 @@ export class HeroViewComp extends CCComp {
this.model.is_dead=false
this.model.is_count_dead=false
this.deadCD = 0;
this.as.do_buff();
this.status_change("idle");
this.model.hp =this.model.hp_max*50/100;
@@ -448,17 +449,24 @@ export class HeroViewComp extends CCComp {
}
if(this.model.fac === FacSet.HERO){
// 将英雄移到玩家看不到的墓地
this.node.setPosition(v3(-2000, -2000, 0));
const collider = this.node.getComponent(Collider2D);
if (collider) {
collider.enabled = false;
}
// 隐藏UI
this.top_node.active = false;
} else {
// 🔥 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
const collider = this.node.getComponent(Collider2D);
if (collider) {
collider.enabled = false;
}
this.ent.destroy();
}
// 🔥 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
const collider = this.getComponent(Collider2D);
if (collider) {
collider.enabled = false;
}
this.ent.destroy();
}
do_atked(damage:number,isCrit:boolean,s_uuid:number,isBack:boolean=false){
// 受到攻击时更新最后更新时间

View File

@@ -264,7 +264,8 @@ export class MissionCardComp extends CCComp {
this.on(GameEvent.MissionEnd, this.onMissionEnd, this);
this.on(GameEvent.NewWave, this.onNewWave, this);
this.on(GameEvent.FightStart, this.onFightStart, this);
/** 全局消息事件 */
this.on("PhasePrepareStart", this.onPhasePrepareStart, this);
oops.message.on(GameEvent.CoinAdd, this.onCoinAdd, this);
oops.message.on(GameEvent.MasterCalled, this.onMasterCalled, this);
oops.message.on(GameEvent.HeroDead, this.onHeroDead, this);
@@ -337,6 +338,10 @@ export class MissionCardComp extends CCComp {
this.updatePoolLvUI();
}
private onPhasePrepareStart() {
this.updateHeroNumUI(true, true);
}
/** 新一波:展开面板 → 刷新费用 UI → 重新抽卡分发 */
private onNewWave() {
this.isBattlePhase = false;

View File

@@ -342,6 +342,7 @@ export class MissionComp extends CCComp {
smc.vmdata.mission_data.in_fight = false;
smc.mission.stop_spawn_mon = true;
// 不隐藏开始按钮,点击事件在 onStartFightBtnClick 内部做了阶段拦截
oops.message.dispatchEvent("PhasePrepareStart");
break;
case MissionPhase.Prepare:

View File

@@ -25,7 +25,7 @@
* - FightSet —— 战斗常量MERGE_NEED / MERGE_MAX
* - oneCom —— 一次性特效组件(控制爆点特效生命周期)
*/
import { _decorator, instantiate, Prefab, v3, Vec3 } from "cc";
import { _decorator, instantiate, Prefab, v3, Vec3, BoxCollider2D } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { Hero } from "../hero/Hero";
@@ -35,8 +35,9 @@ import { GameEvent } from "../common/config/GameEvent";
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, FightSet } from "../common/config/GameSet";
import { FacSet, FightSet, BoxSet } from "../common/config/GameSet";
import { oneCom } from "../skill/oncend";
import { HeroViewComp } from "../hero/HeroViewComp";
const { ccclass } = _decorator;
/**
@@ -89,11 +90,13 @@ export class MissionHeroCompComp extends CCComp {
this.on(GameEvent.MissionEnd,this.clear_heros,this)
// 注册全局消息
oops.message.on(GameEvent.CallHero,this.call_hero,this)
oops.message.on("PhasePrepareStart",this.fight_ready,this)
}
onDestroy(){
// 清理全部监听
oops.message.off(GameEvent.CallHero,this.call_hero,this)
oops.message.off("PhasePrepareStart",this.fight_ready,this)
oops.message.off(GameEvent.FightReady,this.fight_ready,this)
oops.message.off(GameEvent.Zhaohuan,this.zhao_huan,this)
oops.message.off(GameEvent.MissionEnd,this.clear_heros,this)
@@ -104,17 +107,36 @@ export class MissionHeroCompComp extends CCComp {
// ======================== 事件处理 ========================
/** 关卡结束时清理全部存活英雄 ECS 实体 */
/** 关卡结束时清理全部英雄 ECS 实体 */
clear_heros(){
const heroes = this.getAliveHeroes();
const heroes = this.getAllHeroes();
for (let i = 0; i < heroes.length; i++) {
heroes[i].destroy();
}
}
/** 战斗准备阶段:重置出战英雄计数 */
/** 战斗准备阶段:重置出战英雄计数,恢复满血重新登场 */
fight_ready(){
smc.vmdata.mission_data.hero_num=0
const heroes = this.getAllHeroes();
smc.vmdata.mission_data.hero_num = heroes.length;
for (let i = 0; i < heroes.length; i++) {
const hero = heroes[i];
const model = hero.get(HeroAttrsComp);
const view = hero.get(HeroViewComp);
if (model && view) {
if (model.is_dead) {
view.alive();
const landingPos = this.resolveHeroLandingPos(model.hero_uuid);
// 不再直接设置位置,而是播放下落入场动画
// 计算出出生点(空中)
const spawnPos: Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
view.node.setPosition(spawnPos);
hero.playDropAnim(spawnPos, landingPos.y);
}
model.hp = model.hp_max;
model.dirty_hp = true;
}
}
}
/** 预留:召唤事件扩展入口 */
@@ -219,14 +241,13 @@ export class MissionHeroCompComp extends CCComp {
// ======================== 英雄查询 ========================
/** 获取当前全部存活友方英雄 ECS 实体列表 */
private getAliveHeroes(): Hero[] {
/** 获取当前全部友方英雄 ECS 实体列表(包括存活和墓地) */
private getAllHeroes(): Hero[] {
const heroes: Hero[] = [];
ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
const model = entity.get(HeroAttrsComp);
if (!model) return;
if (model.fac !== FacSet.HERO) return;
if (model.is_dead) return;
heroes.push(entity as Hero);
});
return heroes;
@@ -321,7 +342,7 @@ export class MissionHeroCompComp extends CCComp {
this.addHero(uuid, hero_lv, pool_lv);
if (!this.canMergeLevel(hero_lv)) return;
const needCount = this.getMergeNeedCount();
const aliveHeroes = this.getAliveHeroes();
const aliveHeroes = this.getAllHeroes();
const mergeHeroes = this.pickMergeHeroes(aliveHeroes, uuid, hero_lv, needCount);
if (mergeHeroes.length !== needCount) return;
this.is_merging = true;
@@ -442,7 +463,7 @@ export class MissionHeroCompComp extends CCComp {
if (!this.canMergeLevel(checkLv)) {
break;
}
const aliveHeroes = this.getAliveHeroes();
const aliveHeroes = this.getAllHeroes();
const sameCount = this.countMergeHeroes(aliveHeroes, uuid, checkLv);
if (sameCount < needCount) {
break;