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'
});
});