feat(skill): 改进贝塞尔曲线弹道运动实现
- 为技能配置添加贝塞尔曲线参数控制:起始高度、中间高度和弧度系数 - 重构贝塞尔曲线控制点计算逻辑,移除冗余的水平投影计算 - 优化控制点生成算法,考虑距离、弧度系数和最小峰值高度 - 增加速度安全检查和最小时间限制,避免除零和异常情况 - 将多个射击技能从直线运动改为贝塞尔曲线运动,提供更自然的弹道效果
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@@ -104,19 +104,17 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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break;
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case RType.bezier:
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const bezierStartPos = v3(
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moveComp.startPos.x + moveComp.atk_x,
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moveComp.startPos.y + moveComp.atk_y,
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moveComp.startPos.x,
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moveComp.startPos.y + moveComp.bezierStartHeight,
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moveComp.startPos.z
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);
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const bezierTargetPos = v3(
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moveComp.targetPos.x + moveComp.atk_x,
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moveComp.targetPos.y + moveComp.atk_y,
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moveComp.targetPos.x,
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moveComp.targetPos.y + moveComp.bezierStartHeight,
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moveComp.targetPos.z
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);
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const horizonY = bezierStartPos.y;
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const finalX = this.resolveBezierFinalXByHorizon(bezierStartPos, bezierTargetPos, horizonY);
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moveComp.startPos.set(bezierStartPos);
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moveComp.targetPos.set(finalX, horizonY, bezierTargetPos.z);
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moveComp.targetPos.set(bezierTargetPos);
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node.setPosition(bezierStartPos);
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break;
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default:
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@@ -134,15 +132,6 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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}
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}
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private resolveBezierFinalXByHorizon(startPos: Vec3, targetPos: Vec3, horizonY: number): number {
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const deltaY = targetPos.y - startPos.y;
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if (Math.abs(deltaY) < 0.0001) {
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return targetPos.x;
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}
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const t = (horizonY - startPos.y) / deltaY;
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return startPos.x + (targetPos.x - startPos.x) * t;
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}
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update(entity: ecs.Entity): void {
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if(!smc.mission.play ) return;
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if(smc.mission.pause) return
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