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
This commit is contained in:
52
assets/script/game/map/SBox.ts
Normal file
52
assets/script/game/map/SBox.ts
Normal file
@@ -0,0 +1,52 @@
|
||||
import { instantiate, Prefab, Vec3, Node } from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { SkillBoxComp } from "./SkillBoxComp";
|
||||
|
||||
/** SBox 实体:负责技能卡效果节点创建、初始化与销毁流程 */
|
||||
@ecs.register(`SBox`)
|
||||
export class SBox extends ecs.Entity {
|
||||
/** 技能盒子视图和逻辑组件引用 */
|
||||
SkillBox!: SkillBoxComp;
|
||||
|
||||
protected init() {
|
||||
// 如果有纯逻辑数据组件可以在这里 addComponents
|
||||
}
|
||||
|
||||
/** 销毁实体并释放视图节点,防止残留 */
|
||||
destroy(): void {
|
||||
const view = this.get(SkillBoxComp);
|
||||
if (view && view.node && view.node.isValid) {
|
||||
view.node.destroy();
|
||||
}
|
||||
|
||||
this.remove(SkillBoxComp);
|
||||
super.destroy();
|
||||
}
|
||||
|
||||
/**
|
||||
* 加载并初始化技能盒子
|
||||
* 1) 创建节点并挂到 SKILL 层
|
||||
* 2) 初始化表现与属性数据
|
||||
*/
|
||||
load(uuid: number, card_lv: number, pos: Vec3, prefab: Prefab): Node {
|
||||
let node = instantiate(prefab);
|
||||
let scene = smc.map.MapView.scene;
|
||||
|
||||
// 统一挂到实体显示层 SKILL 节点下
|
||||
let parent = scene.entityLayer!.node!.getChildByName("SKILL");
|
||||
if (parent) {
|
||||
node.parent = parent;
|
||||
}
|
||||
node.setPosition(pos);
|
||||
|
||||
// 获取并注册组件
|
||||
let sboxComp = node.getComponent(SkillBoxComp) || node.addComponent(SkillBoxComp);
|
||||
this.add(sboxComp);
|
||||
|
||||
// 初始化业务逻辑
|
||||
sboxComp.init(uuid, card_lv);
|
||||
|
||||
return node;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user