refactor: 合并英雄与怪物移动组件为通用 MoveComp
重构移动系统,将 HeroMoveComp 和 MonMoveComp 合并为通用的 MoveComp 组件,统一移动逻辑。 - 移除 HeroMasterComp 相关代码,简化实体查询 - 统一战斗范围计算和阵型回归逻辑 - 调整移动边界和撤退范围配置 - 优化敌人查找算法,提高性能
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@@ -8,20 +8,19 @@ import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet";
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import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
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import { GameEvent } from "../common/config/GameEvent";
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import { Attrs} from "../common/config/HeroAttrs";
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import { HeroMoveComp } from "./HeroMove";
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import { MoveComp } from "./MoveComp";
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import { mLogger } from "../common/Logger";
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import { HeroMasterComp } from "./HeroMasterComp";
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/** 角色实体 */
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@ecs.register(`Hero`)
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export class Hero extends ecs.Entity {
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HeroModel!: HeroAttrsComp;
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View!: HeroViewComp;
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HeroMove!: HeroMoveComp;
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HeroMove!: MoveComp;
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debugMode: boolean = false; // 是否启用调试模式
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protected init() {
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this.addComponents<ecs.Comp>(
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HeroMoveComp,
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MoveComp,
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HeroAttrsComp,
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);
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}
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@@ -35,7 +34,6 @@ export class Hero extends ecs.Entity {
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this.remove(HeroViewComp);
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this.remove(HeroAttrsComp);
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this.remove(HeroMasterComp)
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super.destroy();
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}
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@@ -98,9 +96,10 @@ export class Hero extends ecs.Entity {
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model.back_chance=FightSet.BACK_CHANCE
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this.add(hv);
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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const move = this.get(HeroMoveComp);
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const move = this.get(MoveComp);
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move.direction = 1; // 向右移动
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move.targetX = 0; // 右边界'
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move.baseY = pos.y;
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if(HeroInfo[uuid].type==HType.remote){
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move.targetX = -100; // 右边界'
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}
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@@ -122,7 +121,7 @@ export class HeroLifecycleSystem extends ecs.ComblockSystem
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implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
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filter() {
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return ecs.allOf(HeroMoveComp);
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return ecs.allOf(MoveComp);
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}
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entityEnter(e: ecs.Entity): void {
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