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

@@ -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);