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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@@ -8,14 +8,14 @@ import { HeroAttrsComp } from "./HeroAttrsComp";
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import { BuffConf, SkillSet } from "../common/config/SkillSet";
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import { getMonAttr, MonType } from "../map/RogueConfig";
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import { HeroViewComp } from "./HeroViewComp";
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import { MonMoveComp } from "./MonMove";
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import { MoveComp } from "./MoveComp";
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import { mLogger } from "../common/Logger";
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/** 角色实体 */
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@ecs.register(`Monster`)
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export class Monster extends ecs.Entity {
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HeroModel!: HeroAttrsComp;
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HeroView!: HeroViewComp;
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MonMove!: MonMoveComp;
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MonMove!: MoveComp;
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private debugMode: boolean = false; // 是否启用调试模式
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// 多键对象池:Map<prefabPath, NodePool>
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@@ -40,7 +40,7 @@ export class Monster extends ecs.Entity {
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protected init() {
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this.addComponents<ecs.Comp>(
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MonMoveComp,
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MoveComp,
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HeroAttrsComp,
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);
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}
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@@ -135,10 +135,11 @@ export class Monster extends ecs.Entity {
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oops.message.dispatchEvent("monster_load",this)
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// 初始化移动参数,包括线路和生成顺序
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const move = this.get(MonMoveComp);
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const move = this.get(MoveComp);
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move.reset();
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move.direction = -1; // 向左移动
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move.targetX = -800; // 左边界
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move.targetX = Math.max(-320, Math.min(320, pos.x));
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move.baseY = pos.y;
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move.lane = lane; // 设置线路标识
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move.spawnOrder = spawnOrder; // 设置生成顺序
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smc.vmdata.mission_data.mon_num++
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@@ -157,7 +158,7 @@ export class MonLifecycleSystem extends ecs.ComblockSystem
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debugMode: boolean = false; // 是否启用调试模式
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filter() {
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return ecs.allOf(MonMoveComp);
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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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