使用ecs系统进行重构

This commit is contained in:
walkpan
2025-01-31 21:50:59 +08:00
parent 6ea3e9504d
commit c5c01c6cf4
18 changed files with 491 additions and 44 deletions

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import { _decorator, Component, Node } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('BaseComp')
export class BaseComp extends Component {
start() {
}
update(deltaTime: number) {
}
}

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import { ecs } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
/** Module 模块 */
@ecs.register(`Module`)
export class Module extends ecs.Entity {
/** ---------- 数据层 ---------- */
// ModuleModel!: ModuleModelComp;
/** ---------- 业务层 ---------- */
// ModuleBll!: ModuleBllComp;
/** ---------- 视图层 ---------- */
// ModuleView!: ModuleViewComp;
/** 实始添加的数据层组件 */
protected init() {
// this.addComponents<ecs.Comp>();
}
/** 模块资源释放 */
destroy() {
// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
super.destroy();
}
}
/** Module 模块业务逻辑系统组件,如无业务逻辑处理可删除此对象 */
export class EcsModuleSystem extends ecs.System {
constructor() {
super();
// this.add(new ecs.ComblockSystem());
}
}

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@@ -21,19 +21,14 @@ export class Hero extends ecs.Entity {
HeroModel!: HeroModelComp;
// 视图层
HeroView!: HeroViewComp;
protected init() {
}
destroy(): void {
this.remove(HeroViewComp);
this.remove(MoveToComp);
super.destroy();
}
/** 加载角色 */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_call:boolean=false,lv:number=1) {
scale = 1
@@ -50,7 +45,6 @@ export class Hero extends ecs.Entity {
this.hero_init(uuid,node,scale,box_group,is_call,lv)
oops.message.dispatchEvent("hero_load",this)
}
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_call:boolean=false,lv:number=1){
var hv = node.getComponent(HeroViewComp)!;
// console.log("hero_init",buff)
@@ -81,50 +75,38 @@ export class Hero extends ecs.Entity {
let sklv=slv
if(sklv >= 5) sklv=5;
hv.sk1 = hero.sk1[sklv];
hv.sk2 = hero.sk2[sklv];
hv.sk3 = hero.sk3[sklv];
hv.akc = hero.akc[sklv];
hv.uac = hero.uac[sklv];
hv.crc = hero.crc[sklv];
hv.dgc = hero.dgc[sklv];
hv.akr = hero.akr[sklv];
hv.uar = hero.uar[sklv];
hv.crr = hero.crr[sklv];
hv.dgr = hero.dgr[sklv];
hv.rhp_max=hv.hp= hv.hp_max =(hero.hp+hero.hp_up*hv.lv)*(1+hero.shp_up/100*slv) ;
hv.sk1 = hero.sk1[sklv]
hv.sk2 = hero.sk2[sklv]
hv.sk3 = hero.sk3[sklv]
hv.akc = hero.akc[sklv]
hv.uac = hero.uac[sklv]
hv.crc = hero.crc[sklv]
hv.dgc = hero.dgc[sklv]
hv.akr = hero.akr[sklv]
hv.uar = hero.uar[sklv]
hv.crr = hero.crr[sklv]
hv.dgr = hero.dgr[sklv]
hv.rhp_max=hv.hp= hv.hp_max =(hero.hp+hero.hp_up*hv.lv)*(1+hero.shp_up/100*slv)
hv.ap = (hero.ap+hero.ap_up*hv.lv) *(1+hero.sap_up/100*slv);
hv.def= (hero.def+hero.def_up*hv.lv)*(1+hero.sdef_up/100*slv);
hv.cd = hero.a_cd
hv.crit = hero.crit; //暴击率
hv.crit = hero.crit //暴击率
hv.crit_add = hero.crit_add;//暴击伤害加成
hv.dodge = hero.dodge; //闪避率
hv.aexp=hero.aexp;
hv.uaexp=hero.uaexp;
hv.dodge = hero.dodge //闪避率
hv.aexp=hero.aexp
hv.uaexp=hero.uaexp
hv.cexp=hero.cexp
hv.doexp=hero.doexp
hv.dexp=hero.dexp;
hv.dexp=hero.dexp
this.add(hv);
}
set_ratio(uuid:number){
let ratio=1;
switch (HeroInfo[uuid].level) {
case 2:
ratio=1.05
break;
case 3:
ratio=1.1
break;
case 4:
ratio=1.15
break;
case 5:
ratio=1.2
break;
default:
ratio=1
}
return ratio;
}
}
/** Module 模块业务逻辑系统组件,如无业务逻辑处理可删除此对象 */
export class EcsModuleSystem extends ecs.System {
constructor() {
super();
// this.add(new ecs.ComblockSystem());
}
}

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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { _decorator, Node } from 'cc';
const { ccclass } = _decorator;
// 继承框架的ECComponent
// 基础属性组件
@ecs.register('HeroBase')
export class HeroBase extends ecs.Comp {
// 定义需要序列化的字段
static serializeFields = ['hp', 'attack', 'node'];
hp: number = 100;
attack: number = 10;
node: Node = null;
reset() {
this.hp = 100;
this.attack = 10;
this.node = null;
}
}
// 技能组件
@ecs.register('HeroSkill')
export class HeroSkill extends ecs.Comp {
static serializeFields = ['skillId'];
skillId: string = "";
cooldown: number = 0;
reset() {
this.skillId = "";
this.cooldown = 0;
}
}
// 状态组件
@ecs.register('HeroState')
export class HeroState extends ecs.Comp {
current: 'idle' | 'attack' | 'die' = 'idle';
previous: 'idle' | 'attack' | 'die' = 'idle';
reset() {
this.current = 'idle';
this.previous = 'idle';
}
}

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"importer": "typescript",
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"userData": {}
}

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@ecs.registerSystem()
export class HeroMoveSystem extends ecs.System {
filter(): ecs.IMatcher {
return ecs.allOf(HeroModelComp, HeroViewComp, MoveToComp);
}
update(entities: Hero[]) {
const deltaTime = oops.timer.delta;
entities.forEach(hero => {
// 每个英雄独立计算移动
const move = hero.get(MoveToComp);
const view = hero.get(HeroViewComp);
// 计算移动向量(单个英雄逻辑)
const dir = move.target.subtract(view.node.position).normalize();
const speed = view.speed * deltaTime;
// 更新位置(独立操作)
view.node.position = view.node.position.add(dir.multiplyScalar(speed));
});
}
}

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@ecs.registerSystem()
export class HeroTypeSystem extends ecs.System {
filter() {
return ecs.allOf(HeroTypeComp);
}
update(entities: Hero[]) {
entities.forEach(hero => {
const type = hero.get(HeroTypeComp).type;
switch(type) {
case HeroType.MELEE:
this.processMelee(hero);
break;
case HeroType.RANGED:
this.processRanged(hero);
break;
}
});
}
private processMelee(hero: Hero) {
// 近战英雄特有逻辑
}
private processRanged(hero: Hero) {
// 远程英雄特有逻辑
}
}

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@ecs.registerSystem()
export class DOTSystem extends ecs.System {
filter(): ecs.IMatcher {
return ecs.allOf(DOTComp);
}
update(entities: ecs.Entity[]) {
const delta = oops.timer.delta;
entities.forEach(hero => {
const dot = hero.get(DOTComp);
dot.duration -= delta;
// 每秒伤害
if (dot.accumulator >= 1) {
hero.get(HeroModelComp).hp -= dot.damagePerSec;
dot.accumulator -= 1;
}
dot.accumulator += delta;
// 效果结束
if (dot.duration <= 0) {
hero.remove(DOTComp);
}
});
}
}

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@ecs.registerSystem()
export class SkillCollisionSystem extends ecs.System {
filter(): ecs.IMatcher {
return ecs.allOf(SkillEffectComp, ColliderComp);
}
update(skills: ecs.Entity[]) {
skills.forEach(skill => {
const collider = skill.get(ColliderComp);
const collisionResult = skill.get(CollisionResultComp) || skill.add(CollisionResultComp);
// 检测碰撞(伪代码,实际使用物理引擎检测)
const hitHeroes = PhysicsSystem.overlap(collider.bounds, 'Hero');
// 转换为ECS实体
collisionResult.targets = hitHeroes.map(h => h.entity);
});
}
}

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// 技能效果组件
@ecs.register('SkillEffect')
export class SkillEffectComp extends ecs.Comp {
damage: number = 0; // 基础伤害
effectType: 'instant' | 'dot' = 'instant'; // 效果类型
duration: number = 0; // 持续时间DOT用
reset() {
this.damage = 0;
this.effectType = 'instant';
this.duration = 0;
}
}
// 碰撞结果组件
@ecs.register('CollisionResult')
export class CollisionResultComp extends ecs.Comp {
targets: ecs.Entity[] = []; // 碰撞到的英雄实体
reset() { this.targets = []; }
}

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@ecs.registerSystem()
export class SkillEffectSystem extends ecs.System {
filter(): ecs.IMatcher {
return ecs.allOf(SkillEffectComp, CollisionResultComp);
}
update(skills: ecs.Entity[]) {
skills.forEach(skill => {
const effect = skill.get(SkillEffectComp);
const targets = skill.get(CollisionResultComp).targets;
targets.forEach(hero => {
// 应用即时伤害
if (effect.effectType === 'instant') {
this.applyInstantDamage(hero, effect.damage);
}
// 应用持续效果
else if (effect.effectType === 'dot') {
this.applyDOT(hero, effect);
}
});
// 清除碰撞结果
skill.remove(CollisionResultComp);
});
}
private applyInstantDamage(hero: ecs.Entity, damage: number) {
const model = hero.get(HeroModelComp);
model.hp -= damage;
// 触发受击事件
oops.message.dispatch('HeroDamaged', {
hero,
damage,
currentHp: model.hp
});
}
private applyDOT(hero: ecs.Entity, effect: SkillEffectComp) {
// 添加持续伤害组件
hero.add(DOTComp, {
damagePerSec: effect.damage,
duration: effect.duration
});
}
}

150
settings/README.md Normal file
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# 基于马斯洛需求理论的IAA小游戏设计指南
## 设计理论映射
### 需求层次对应游戏机制
1. **生理需求** → 即时反馈机制(基础操作快感)
2. **安全需求** → 稳定预期系统(进度保存/每日奖励)
3. **社交需求** → 轻量化社交功能(排行榜/分享)
4. **尊重需求** → 成就认可体系(徽章/称号)
5. **自我实现** → 成长系统(角色培养/技能树)
![马斯洛需求层次与游戏机制对应关系示意图]
## 分层实现策略
### 1. 生理需求层 - 即时反馈系统
```typescript
/** 短平快爽感循环设计 */
class GameCore {
// 每10秒设置一个小高潮点
createQuickRewardCycle() {
setInterval(() => {
this.spawnPowerUp(); // 生成强化道具
this.playJuicyEffect(); // 播放炸裂特效
this.vibrateDevice(200); // 设备震动反馈
}, 10000);
}
}
```
### 2. 安全需求层 - 稳定预期系统
```typescript
/** 七日循环奖励机制 */
class DailyReward {
private streakDays: number = 0;
checkLogin() {
if (!this.isClaimedToday()) {
this.streakDays = (this.streakDays + 1) % 7;
this.giveReward(this.streakDays);
// 第七日大奖设计
if (this.streakDays === 0) {
this.giveSpecialPrize();
this.showFireworksAnimation();
}
}
}
}
```
### 3. 社交需求层 - 异步互动系统
```typescript
/** 动态排行榜实现 */
class SocialSystem {
updateLeaderboard(score: number) {
// 三轴对比系统
const comparisonData = {
top10: this.getTopPlayers(10),
nearby: this.getNearestPlayers(score),
friends: this.getFriendScores()
};
this.displayLeaderboard(comparisonData);
// 破纪录特效
if (score > this.bestScore) {
this.playRecordBreakEffect();
this.saveLocalRecord(score);
}
}
}
```
### 4. 尊重需求层 - 成就系统
```typescript
/** 阶梯式成就解锁 */
class AchievementSystem {
unlockAchievement(id: string) {
if (!this.isUnlocked(id)) {
// 成就解锁三要素
this.showUnlockAnimation(id);
this.triggerSocialNotification();
this.awardExclusiveSkin(id);
}
}
/** 进度追踪设计 */
trackProgress(metric: string, target: number) {
const progress = this.getProgress(metric);
this.showProgressBar(metric, progress, target);
}
}
```
### 5. 自我实现层 - 成长系统
```typescript
/** 非线性成长曲线 */
class ProgressionSystem {
private xp: number = 0;
/** 经验值增益算法 */
addExperience(value: number) {
const multiplier = 1 + this.getPrestigeLevel() * 0.2;
this.xp += value * multiplier;
// 动态难度调整
const needXP = 100 * Math.pow(1.5, this.level) * this.difficultyFactor;
if (this.xp >= needXP) {
this.levelUp();
this.unlockBranchingAbility();
}
}
}
```
## 增强粘性设计
### 可变奖励机制
```typescript
/** 多级奖励池设计 */
class LootSystem {
generateReward() {
const rewardTiers = [
{ pool: ["coin", "gem"], weight: 80 },
{ pool: ["energy", "ticket"], weight: 15 },
{ pool: ["legendarySkin"], weight: 5 }
];
return this.selectFromWeightedPool(rewardTiers);
}
}
```
### 峰终体验设计
```typescript
/** 单局体验优化 */
class RoundManager {
endGameSession() {
// 终局三要素
this.playHighlightReplay();
this.showProgressComparison();
this.presentContinueOptions();
// 广告接入点
if (this.checkAdOpportunity()) {
this.showRewardedAdButton();
}
}
}
```
## 关键平衡要素
1. **时长控制**:单局时长 ≤3分钟通过动态难度调整实现
2. **广告融合**:在成就时刻(新纪录/升级时)提供奖励视频选项
3. **内容更新**每次版本更新保留10%新内容供探索
4. **难度曲线**:波浪形难度设计(紧张→放松→紧张的循环)
## 系统协同效应
- 🎮 **即时反馈** → 满足本能快感(生理层)
- 📅 **每日目标** → 建立稳定预期(安全层)
- 🏆 **社交对比** → 激发竞争欲望(社交/尊重层)
- 🌱 **成长体系** → 实现自我价值(自我实现层)
最终形成「高频短时+长线目标」的双层吸引力模型,通过神经可塑性原理培养玩家习惯,提升长期留存。