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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@@ -9,7 +9,6 @@ import { CardType, FightSet, CardKind } from "../common/config/GameSet";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { HeroMasterComp } from "../hero/HeroMasterComp";
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const { ccclass, property } = _decorator;
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@@ -252,16 +251,7 @@ export class MissionCardComp extends CCComp {
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*/
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fetchCards(level: number, forcedType?: CardType){
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// 获取主角已有的属性倾向 (已拥有的永久属性Buff)
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let preferredAttrs: number[] = [];
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// @ts-ignore
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const entities = ecs.query(ecs.allOf(HeroMasterComp));
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if (entities.length > 0) {
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const role = entities[0];
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const heroAttrs = role.get(HeroAttrsComp);
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if (heroAttrs && heroAttrs.BUFFS) {
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preferredAttrs = Object.keys(heroAttrs.BUFFS).map(Number);
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}
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}
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// 使用 CardSet 的 getCardOptions 获取卡牌
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// 这里我们要获取 4 张卡牌
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@@ -441,13 +431,10 @@ export class MissionCardComp extends CCComp {
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.to(0.1, { scale: new Vec3(1, 1, 1) })
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.delay(0.5)
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// .call(() => {
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// // 使用 HeroMasterComp 查找主角实体
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// // @ts-ignore
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// const entities = ecs.query(ecs.allOf(HeroMasterComp));
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// let role = entities.length > 0 ? entities[0] : null;
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// if (!role) {
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// mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] 未找到挂载 HeroMasterComp 的主角实体`);
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// } else {
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// mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] 成功定位主角实体: ${role.eid}`);
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// }
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