refactor(hero/map): 重命名MissionHeroCompComp为MissionHeroComp

修改所有引用该组件的文件,统一组件命名,包括导入语句、类定义、静态属性调用以及相关注释,未变更原有业务逻辑。
This commit is contained in:
panw
2026-05-21 14:46:48 +08:00
parent fc3f4d7375
commit bb47a7a318
4 changed files with 20 additions and 20 deletions

View File

@@ -46,7 +46,7 @@ interface MoveFacConfig {
retreatBackX: number;
}
import { MissionHeroCompComp } from "../map/MissionHeroComp";
import { MissionHeroComp } from "../map/MissionHeroComp";
@ecs.register('MoveSystem')
export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
@@ -253,7 +253,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
// 优先中前(1) -> 上前(0) -> 下前(2) -> 中后(4) -> 上后(3) -> 下后(5)
const slotPriority = [1, 0, 2, 4, 3, 5];
const posIndex = slotPriority[slotIndex % 6];
const pos = MissionHeroCompComp.HERO_POSITIONS[posIndex];
const pos = MissionHeroComp.HERO_POSITIONS[posIndex];
return { targetX: pos.x, targetY: pos.y };
}

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@@ -32,7 +32,7 @@ import { GameEvent } from "../common/config/GameEvent";
import { oops } from "db://oops-framework/core/Oops";
import { UIID } from "../common/config/GameUIConfig";
import { mLogger } from "../common/Logger";
import { MissionHeroCompComp } from "./MissionHeroComp";
import { MissionHeroComp } from "./MissionHeroComp";
import { MoveComp } from "../hero/MoveComp";
import { FacSet } from "../common/config/GameSet";
import { MissionEconomy } from "./MissionEconomy";
@@ -107,7 +107,7 @@ export class HInfoComp extends CCComp {
*/
refreshByNodeIndex() {
if (this.node_index < 1 || this.node_index > 6) return;
const targetPos = MissionHeroCompComp.HERO_POSITIONS[this.node_index - 1];
const targetPos = MissionHeroComp.HERO_POSITIONS[this.node_index - 1];
let foundModel: HeroAttrsComp | null = null;
let foundEid: number = 0;

View File

@@ -29,7 +29,7 @@
* - HInfoComp —— 英雄信息面板
* - CardSet 模块 —— 卡池配置、抽卡规则、特殊卡数据
* - HeroAttrsComp —— 英雄属性(合成校验 / 升级)
* - MissionHeroCompComp —— 获取合成规则needCount / maxLv
* - MissionHeroComp —— 获取合成规则needCount / maxLv
* - smc.vmdata.mission_data —— 局内数据coin / hero_num / hero_max_num
*/
import { mLogger } from "../common/Logger";
@@ -47,7 +47,7 @@ import { HeroInfo, HType } from "../common/config/heroSet";
import { HeroViewComp } from "../hero/HeroViewComp";
import { FacSet, FightSet } from "../common/config/GameSet";
import { MoveComp } from "../hero/MoveComp";
import { MissionHeroCompComp } from "./MissionHeroComp";
import { MissionHeroComp } from "./MissionHeroComp";
import { TalentType } from "../common/config/TalentSet";
import { MissionEconomy } from "./MissionEconomy";
@@ -479,15 +479,15 @@ export class MissionCardComp extends CCComp {
}
/**
* 从 MissionHeroCompComp 实时读取合成规则。
* 从 MissionHeroComp 实时读取合成规则。
* 通过 ECS 查询获取,避免硬编码与 MissionHeroComp 不一致。
* @returns { needCount: 合成所需数量, maxLv: 最大合成等级 }
*/
private getMergeRule(): { needCount: number, maxLv: number } {
let needCount = FightSet.MERGE_NEED ? FightSet.MERGE_NEED:2
let maxLv = Math.max(1, Math.floor(FightSet.MERGE_MAX ?? 3));
ecs.query(ecs.allOf(MissionHeroCompComp)).forEach((entity: ecs.Entity) => {
const comp = entity.get(MissionHeroCompComp);
ecs.query(ecs.allOf(MissionHeroComp)).forEach((entity: ecs.Entity) => {
const comp = entity.get(MissionHeroComp);
if (!comp) return;
needCount = comp.merge_need_count === 2 ? 2 : 3;
maxLv = Math.max(1, Math.floor(comp.merge_max_lv ?? 3));

View File

@@ -43,14 +43,14 @@ import { MoveComp } from "../hero/MoveComp";
const { ccclass } = _decorator;
/**
* MissionHeroCompComp —— 英雄召唤与合成管理器
* MissionHeroComp —— 英雄召唤与合成管理器
*
* 管理英雄的召唤请求队列、出生动画和合成系统。
* 合成支持 2 合 1 或 3 合 1且可链式合成至上限等级。
*/
@ccclass('MissionHeroCompComp')
@ccclass('MissionHeroComp')
@ecs.register('MissionHeroComp', false)
export class MissionHeroCompComp extends CCComp {
export class MissionHeroComp extends CCComp {
// ======================== 常量 ========================
/** 硬编码的6个英雄占位点 */
@@ -135,7 +135,7 @@ export class MissionHeroCompComp extends CCComp {
const landingPos = this.pickPositionForHero([hero.eid]);
// 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);
const spawnPos: Vec3 = v3(landingPos.x, landingPos.y + MissionHeroComp.HERO_DROP_HEIGHT, 0);
view.node.setPosition(spawnPos);
hero.playDropAnim(spawnPos, landingPos.y);
}
@@ -181,8 +181,8 @@ export class MissionHeroCompComp extends CCComp {
for (const h of heroes) {
const move = h.get(MoveComp); // MoveComp 记录了英雄当前的目标位置
if (move) {
for (let i = 0; i < MissionHeroCompComp.HERO_POSITIONS.length; i++) {
const pos = MissionHeroCompComp.HERO_POSITIONS[i];
for (let i = 0; i < MissionHeroComp.HERO_POSITIONS.length; i++) {
const pos = MissionHeroComp.HERO_POSITIONS[i];
if (Math.abs(move.targetX - pos.x) < 2 && Math.abs(move.baseY - pos.y) < 2) {
occupied.add(i);
break;
@@ -195,12 +195,12 @@ export class MissionHeroCompComp extends CCComp {
const slotPriority = [1, 0, 2, 4, 3, 5];
for (const idx of slotPriority) {
if (!occupied.has(idx)) {
return MissionHeroCompComp.HERO_POSITIONS[idx];
return MissionHeroComp.HERO_POSITIONS[idx];
}
}
// 溢出:默认中前
return MissionHeroCompComp.HERO_POSITIONS[1];
return MissionHeroComp.HERO_POSITIONS[1];
}
/**
@@ -218,7 +218,7 @@ export class MissionHeroCompComp extends CCComp {
let hero = ecs.getEntity<Hero>(Hero);
let scale = 1
const landingPos = this.pickPositionForHero();
let spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
let spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroComp.HERO_DROP_HEIGHT, 0);
hero.load(spawnPos,scale,uuid,landingPos.y,hero_lv,pool_lv);
// 召唤完成后,派发事件以更新英雄面板
@@ -252,7 +252,7 @@ export class MissionHeroCompComp extends CCComp {
let scale = 1
const landingPos = targetPos || this.pickPositionForHero();
let spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
let spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroComp.HERO_DROP_HEIGHT, 0);
hero.load(spawnPos,scale,uuid,landingPos.y,hero_lv,pool_lv);
// 召唤完成后,派发事件以更新英雄面板
@@ -501,7 +501,7 @@ export class MissionHeroCompComp extends CCComp {
// 计算目标出生点(提前排除素材英雄所占的位置)
const landingPos = this.pickPositionForHero(mergeEids);
const spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
const spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroComp.HERO_DROP_HEIGHT, 0);
// 汇聚 → 特效 → 生成
await this.mergeDestroyAtBirth(mergeHeroes, spawnPos);