refactor(skill): 重构技能盒子管理为ECS实体架构
新增SBox ECS实体,统一管理技能盒子的创建、挂载与销毁 重构MissSkillsComp,改用SBox实体替代直接实例化技能节点 更新SkillBoxComp,新增实体引用以通过ECS生命周期销毁节点 临时调整SCastSystem的索敌范围为全屏级,方便测试
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@@ -25,6 +25,7 @@ import { _decorator, Node, Prefab, instantiate, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { SkillBoxComp } from "./SkillBoxComp";
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import { SBox } from "./SBox";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { smc } from "../common/SingletonModuleComp";
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@@ -164,9 +165,6 @@ export class MissSkillsComp extends CCComp {
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* @param card_lv 技能卡等级
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*/
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addSkill(uuid: number, card_lv: number) {
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// 技能节点的父容器
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var parent = smc.map.MapView.scene.entityLayer!.node!.getChildByName("SKILL")!;
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if (!this.skill_box) {
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mLogger.error(this.debugMode, "MissSkillsComp", "skill_box prefab not set");
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return;
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@@ -179,17 +177,13 @@ export class MissSkillsComp extends CCComp {
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return;
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}
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// 实例化并放入槽位
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const node = instantiate(this.skill_box);
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node.parent = parent;
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node.setPosition(new Vec3(this.slots[emptyIndex].x, this.slots[emptyIndex].y, 0));
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// 使用 ECS 实体创建技能节点
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let sbox = ecs.getEntity<SBox>(SBox);
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let pos = new Vec3(this.slots[emptyIndex].x, this.slots[emptyIndex].y, 0);
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let node = sbox.load(uuid, card_lv, pos, this.skill_box);
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this.slots[emptyIndex].used = true;
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this.slots[emptyIndex].node = node;
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// 初始化技能效果组件
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const comp = node.getComponent(SkillBoxComp) || node.addComponent(SkillBoxComp);
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comp.init(uuid, card_lv);
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}
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/** ECS 组件移除时销毁节点 */
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52
assets/script/game/map/SBox.ts
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52
assets/script/game/map/SBox.ts
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@@ -0,0 +1,52 @@
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import { instantiate, Prefab, Vec3, Node } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../common/SingletonModuleComp";
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import { SkillBoxComp } from "./SkillBoxComp";
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/** SBox 实体:负责技能卡效果节点创建、初始化与销毁流程 */
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@ecs.register(`SBox`)
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export class SBox extends ecs.Entity {
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/** 技能盒子视图和逻辑组件引用 */
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SkillBox!: SkillBoxComp;
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protected init() {
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// 如果有纯逻辑数据组件可以在这里 addComponents
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}
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/** 销毁实体并释放视图节点,防止残留 */
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destroy(): void {
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const view = this.get(SkillBoxComp);
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if (view && view.node && view.node.isValid) {
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view.node.destroy();
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}
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this.remove(SkillBoxComp);
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super.destroy();
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}
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/**
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* 加载并初始化技能盒子
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* 1) 创建节点并挂到 SKILL 层
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* 2) 初始化表现与属性数据
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*/
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load(uuid: number, card_lv: number, pos: Vec3, prefab: Prefab): Node {
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let node = instantiate(prefab);
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let scene = smc.map.MapView.scene;
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// 统一挂到实体显示层 SKILL 节点下
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let parent = scene.entityLayer!.node!.getChildByName("SKILL");
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if (parent) {
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node.parent = parent;
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}
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node.setPosition(pos);
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// 获取并注册组件
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let sboxComp = node.getComponent(SkillBoxComp) || node.addComponent(SkillBoxComp);
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this.add(sboxComp);
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// 初始化业务逻辑
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sboxComp.init(uuid, card_lv);
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return node;
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}
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}
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9
assets/script/game/map/SBox.ts.meta
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9
assets/script/game/map/SBox.ts.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "10240197-8f36-4350-88cb-e3eae9567f12",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -143,7 +143,11 @@ export class SkillBoxComp extends CCComp {
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if (this.keep_waves === 0 && this.current_trigger_times >= this.trigger_times) {
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// 次数已满且不跨波次维持 → 延迟 1 秒后销毁(保留短暂视觉反馈)
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this.scheduleOnce(() => {
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if (this.node && this.node.isValid) this.node.destroy();
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if (this.ent) {
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(this.ent as ecs.Entity).destroy();
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} else if (this.node && this.node.isValid) {
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this.node.destroy();
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}
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}, 1.0);
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}
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}
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@@ -212,7 +216,11 @@ export class SkillBoxComp extends CCComp {
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if (this.keep_waves > 0) {
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this.keep_waves--;
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if (this.keep_waves <= 0) {
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if (this.node && this.node.isValid) this.node.destroy();
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if (this.ent) {
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(this.ent as ecs.Entity).destroy();
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} else if (this.node && this.node.isValid) {
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this.node.destroy();
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}
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return;
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}
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}
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@@ -230,7 +238,11 @@ export class SkillBoxComp extends CCComp {
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// 默认逻辑:不跨波次维持
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if (!this.is_instant) {
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if (this.current_trigger_times >= this.trigger_times) {
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if (this.node && this.node.isValid) this.node.destroy();
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if (this.ent) {
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(this.ent as ecs.Entity).destroy();
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} else if (this.node && this.node.isValid) {
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this.node.destroy();
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}
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}
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}
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}
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@@ -238,7 +250,11 @@ export class SkillBoxComp extends CCComp {
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/** 任务结束:强制销毁 */
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private onMissionEnd() {
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this.node.destroy();
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if (this.ent) {
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(this.ent as ecs.Entity).destroy();
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} else if (this.node && this.node.isValid) {
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this.node.destroy();
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}
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}
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// ======================== 帧更新 ========================
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@@ -264,7 +280,11 @@ export class SkillBoxComp extends CCComp {
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// 次数用完且不跨波次维持 → 延迟销毁
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if (this.keep_waves === 0 && this.current_trigger_times >= this.trigger_times) {
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this.scheduleOnce(() => {
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if (this.node && this.node.isValid) this.node.destroy();
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if (this.ent) {
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(this.ent as ecs.Entity).destroy();
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} else if (this.node && this.node.isValid) {
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this.node.destroy();
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}
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}, 0.5);
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}
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}
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@@ -295,6 +315,8 @@ export class SkillBoxComp extends CCComp {
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/** ECS 组件移除时销毁节点 */
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reset() {
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this.node.destroy();
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if (this.node && this.node.isValid) {
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this.node.destroy();
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}
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}
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}
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