import { instantiate, Node, Prefab, Vec3, v3, resources, SpriteFrame, Sprite, SpriteAtlas, BoxCollider2D, RigidBody2D, tween, Tween } from "cc"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { smc } from "../common/SingletonModuleComp"; import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroViewComp } from "./HeroViewComp"; import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet"; import { HeroInfo, resolveFormationTargetX, resolveTriggerByLv, resolveFieldByLv, resolveSkillOverrides, calcGrowBonus, HeroDisVal, getHeroQualityCoef } from "../common/config/heroSet"; import { GameEvent } from "../common/config/GameEvent"; import { SkillTriggerType, HType } from "../common/config/heroSet"; import { SkillTriggerHelper } from "./SkillTriggerHelper"; import { Attrs } from "../common/config/HeroAttrs"; import { MoveComp } from "./MoveComp"; import { mLogger } from "../common/Logger"; import { FieldSkillType } from "../common/config/SkillSet"; import { applyTalentBonuses } from "../common/config/TalentSet"; /** 英雄实体:负责英雄节点创建、属性初始化、入场动画与销毁流程 */ @ecs.register(`Hero`) export class Hero extends ecs.Entity { /** 英雄数据组件引用 */ HeroModel!: HeroAttrsComp; /** 英雄表现组件引用 */ View!: HeroViewComp; /** 英雄移动组件引用 */ HeroMove!: MoveComp; /** 调试开关,开启后输出实体层级等调试信息 */ debugMode: boolean = false; /** 注册实体必需组件:移动 + 属性 */ protected init() { this.addComponents( MoveComp, HeroAttrsComp, ); } /** 销毁实体并释放视图节点,防止残留碰撞体与显示对象 */ destroy(): void { // 优先销毁节点,避免实体销毁后场景仍残留可见对象 const view = this.get(HeroViewComp); if (view && view.node && view.node.isValid) { view.node.destroy(); } const model = this.get(HeroAttrsComp); if (model && model.posIndex >= 0) { if (smc.mission.heroGrid[model.posIndex] === this.eid) { smc.mission.heroGrid[model.posIndex] = -1; } } // 手动移除组件,确保 ecs 侧引用及时释放 this.remove(HeroViewComp); this.remove(HeroAttrsComp); super.destroy(); } static removeByEid(eid: number): boolean { const targetEid = Math.floor(eid); if (!targetEid) return false; const entity = ecs.getEntityByEid(targetEid); if (!entity) return false; const model = entity.get(HeroAttrsComp); if (!model || model.fac !== FacSet.HERO) return false; entity.destroy(); return true; } /** * 加载并初始化英雄 * 1) 创建节点并挂到 HERO 层 * 2) 初始化表现与属性数据 * 3) 播放下落入场并在落地后启用碰撞与移动 */ load(pos: Vec3 = Vec3.ZERO, scale: number = 1, uuid: number = 1001, dropToY: number = pos.y, hero_lv: number = 1, rarity: number = 1, posIndex: number = -1) { // 英雄始终朝右,表现缩放固定为正向 scale = 1 // 英雄等级上限以配置为准,合成可升到 HERO_MAX_LV if (hero_lv > FightSet.HERO_MAX_LV) hero_lv = FightSet.HERO_MAX_LV // 英雄尺寸随等级做轻量放大,强化成长反馈 let size = 1 // 根据配置路径加载英雄预制体 var path = "game/heros/" + HeroInfo[uuid].path; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); var scene = smc.map.MapView.scene; // 统一挂到实体显示层 HERO 节点下 node.parent = scene.entityLayer!.node!.getChildByName("HERO")!; const collider = node.getComponent(BoxCollider2D); // 入场过程暂不参与碰撞,防止半空触发战斗逻辑 if (collider) collider.enabled = false; node.setScale(size * node.scale.x, size * node.scale.y); node.setPosition(pos) // 输出节点层级信息,便于排查遮挡与渲染顺序问题 mLogger.log(this.debugMode, "hero", node.getSiblingIndex()); var hv = node.getComponent(HeroViewComp)!; if (hero_lv == 3) { hv.playAllTime("plus") } if (hero_lv == 4) { hv.playAllTime("plus") } if (hero_lv == 5) { hv.playAllTime("plus") } if (hero_lv == 6) { hv.playAllTime("plus2") } // if(hero_lv == 9){hv.playAllTime("plus3")} // if(hero_lv == 9){hv.playAllTime("plus4")} // if(hero_lv == 9){hv.playAllTime("plus5")} const model = this.get(HeroAttrsComp); // 从配置中读取英雄静态数据 let hero = HeroInfo[uuid]; // 视图层参数:朝向与碰撞阵营 hv.scale = 1; hv.box_group = BoxSet.HERO; // 模型层参数:身份、阵营、等级、职业 model.hero_uuid = uuid; model.hero_name = hero.name; model.lv = hero_lv; model.rarity = rarity; model.base_rarity = hero.rarity ?? 1; model.type = hero.type; model.grow_type = hero.grow_type; model.role = hero.role; model.fac = FacSet.HERO; // 攻击距离:配置优先;未配置按攻击定位取默认值(近战100 / 中程300 / 远程450) model.dis = hero.dis ?? HeroDisVal[hero.type as HType.Melee | HType.Mid | HType.Long]; model.posIndex = posIndex; if (posIndex >= 0) { smc.mission.heroGrid[posIndex] = this.eid; } // 复制触发技能配置(新结构:按 s_uuid 分组 + lv 数组) model.call = hero.call; model.dead = hero.dead; model.fstart = hero.fstart; model.atking = hero.atking; model.atked = hero.atked; model.field = hero.field; model.bonus = hero.bonus; // 基础属性:固定基础值 × 品质系数(相邻品质差 5%),成长由 grow_type 线性递增提供 // TODO: 局外升级机制落地后,此处基础值将与存档强化累加重算 const qualityCoef = getHeroQualityCoef(hero.rarity ?? 1); let base_ap = Math.round(hero.ap * qualityCoef); let base_hp = Math.round(hero.hp * qualityCoef); let base_def = Math.round(hero.def * qualityCoef); model.base_ap = base_ap; model.base_hp = base_hp; model.defense = base_def; // 英雄享受驻场百分比加成,怪物保持基础值 if (model.fac === FacSet.HERO) { model.ap = model.getRuntimeAp(base_ap); model.hp = model.hp_max = model.getRuntimeHp(base_hp); } else { model.ap = base_ap; model.hp = model.hp_max = base_hp; } model.speed = hero.speed ?? 200; // 闪避/命中:配置优先,缺省取全局默认值(百分点) model.dodge = hero.dodge ?? FightSet.DEFAULT_DODGE; model.accuracy = hero.accuracy ?? FightSet.DEFAULT_ACCURACY; // 构建技能表并注入运行时冷却字段 ccd;overrides 按英雄等级 resolve 分档(下游无感知) model.skills = {}; for (const key in hero.skills) { const skill = hero.skills[key]; if (!skill) continue; // 最终技能等级 = 初始技能等级 + 英雄等级增量,下限 0、上限封顶(无限升级下技能不涨过上限) model.skills[skill.uuid] = { ...skill, lv: Math.min(FightSet.HERO_SKILL_MAX_LV, Math.max(0, skill.lv + hero_lv - 2)), ccd: 0, overrides: resolveSkillOverrides(skill, hero_lv) }; } // 按当前英雄等级 resolve 触发技能/光环到运行时缓存,供 SkillTriggerHelper 消费 model.runtime_call = resolveTriggerByLv(model.call, hero_lv); model.runtime_dead = resolveTriggerByLv(model.dead, hero_lv); model.runtime_fstart = resolveTriggerByLv(model.fstart, hero_lv); model.runtime_fend = resolveTriggerByLv(model.fend, hero_lv); model.runtime_atking = resolveTriggerByLv(model.atking, hero_lv); model.runtime_atked = resolveTriggerByLv(model.atked, hero_lv); model.runtime_field = resolveFieldByLv(model.field, hero_lv); // 复活已纳入 dead 触发组,无需单独解析 revive // 应用额外属性加成(成长类型每级递增 + bonus 档位累加) // 成长增量:仅英雄生效(model.fac 已为 HERO),按 grow_type 递增曲线累计 const grow = calcGrowBonus(hero, hero_lv); model.hp += grow.hp; model.hp_max += grow.hp; model.ap += grow.ap; model.defense += grow.def; if (model.bonus) { // 百分比基数:基础×品质 + 成长快照(不含 bonus 自身,多档加法叠加不滚雪球) const snapHp = model.hp_max, snapAp = model.ap, snapDef = model.defense; let hpP = 0, apP = 0, defP = 0; for (const e of model.bonus) { if (e.lv > hero_lv) continue; const a = e.attrs; hpP += a.hp ?? 0; apP += a.ap ?? 0; defP += a.def ?? 0; // 概率类:固定百分点直接累加 model.critical += a.crt ?? 0; model.freeze_chance += a.frz ?? 0; model.stun_chance += a.stun ?? 0; model.paralyze_chance += a.para ?? 0; } const hpAdd = Math.round(snapHp * hpP / 100); model.hp += hpAdd; model.hp_max += hpAdd; model.ap += Math.round(snapAp * apP / 100); model.defense += Math.round(snapDef * defP / 100); } // lv12 职业专项已移除:单项属性强化统一由 bonus 配置(如 attrs: { ap: 50 })按等级注入 // 天赋加成层:全局天赋(一阶基础/三阶超强全局)全局生效,职业天赋(二阶专精/三阶超强职业)按 role 过滤(仅英雄生效,怪物跳过) // Why: 放在成长/bonus 之后、光环乘区之后,以基础快照为基数叠加,避免与乘区叠加成乘法膨胀 if (model.fac === FacSet.HERO) { applyTalentBonuses(model, smc.getTalentLevels(), model.role); } // 缓存技能射程等派生数据,减少战斗帧内重复计算 model.updateSkillDistanceCache(); // 初始化属性系统(buff/debuff 等动态属性容器) model.initAttrs(); // 将视图组件注册到实体,打通逻辑与表现 this.add(hv); hv.init(); // 广播主角召唤事件,触发外部系统监听逻辑 oops.message.dispatchEvent(GameEvent.MasterCalled, { eid: this.eid, uuid, hero_lv, model }) // 初始化移动组件:方向、目标 X、站位基准 Y const move = this.get(MoveComp); move.direction = 1; move.targetX = resolveFormationTargetX(model.fac, model.type); move.baseY = dropToY; move.moving = false; hv.as.idle(); this.playDropAnim(pos, dropToY); } /** * 播放英雄入场(下落)动画 * @param pos 初始位置(通常在空中) * @param dropToY 最终落地的 Y 坐标 */ playDropAnim(pos: Vec3, dropToY: number) { const view = this.get(HeroViewComp); const node = view?.node; if (!node || !node.isValid) return; const model = this.get(HeroAttrsComp); const move = this.get(MoveComp); const collider = node.getComponent(BoxCollider2D); // 入场过程暂不参与碰撞,防止半空触发战斗逻辑 if (collider) collider.enabled = false; move.moving = false; view.as.idle(); // 依据下落距离自适应入场时长,保证手感稳定 const dropDistance = Math.abs(pos.y - dropToY); const dropDuration = Math.max(0.18, Math.min(0.38, dropDistance / 1200)); // 停止旧动画后执行下落 tween,避免复用节点时动画叠加 Tween.stopAllByTarget(node); tween(node) .to(dropDuration, { position: v3(pos.x, dropToY, 0) }) .call(() => { if (!node || !node.isValid) return; // 落地后锁定最终位置,切换到落地完成状态 node.setPosition(pos.x, dropToY, 0); view.playEnd("down"); move.moving = true; // 落地后再启用碰撞,避免空中阶段触发伤害结算 if (collider) { collider.enabled = true; collider.group = BoxSet.HERO; collider.apply(); } // 落地后触发 call 技能 SkillTriggerHelper.trigger(SkillTriggerType.Call, model, view); }) .start(); } /** 重置入口:复用 destroy 的释放流程 */ reset() { super.destroy(); } } /** 统一生命周期系统:按 fac 区分英雄与怪物并输出日志 */ @ecs.register('BattleEntityLifecycleSystem') export class BattleEntityLifecycleSystem extends ecs.ComblockSystem implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem { /** 仅处理拥有 MoveComp 的实体 */ filter() { return ecs.allOf(MoveComp); } /** 基于阵营生成日志名称 */ private resolveLabel(heroAttrs: HeroAttrsComp | null) { if (!heroAttrs) return "未知"; if (heroAttrs.fac === FacSet.HERO) return "英雄"; if (heroAttrs.fac === FacSet.MON) return "怪物"; return "未知"; } /** 实体进入世界时记录日志 */ entityEnter(e: ecs.Entity): void { const heroAttrs = e.get(HeroAttrsComp); const label = this.resolveLabel(heroAttrs); if (heroAttrs) { mLogger.log(heroAttrs.debugMode, 'BattleEntityLifecycle', `${label}进入世界: ${heroAttrs.hero_name}`); } else { mLogger.log(true, 'BattleEntityLifecycle', `${label}进入世界: 实体ID ${e.eid}`); } } /** 实体离开世界时记录日志 */ entityRemove(e: ecs.Entity): void { const heroAttrs = e.get(HeroAttrsComp); const label = this.resolveLabel(heroAttrs); if (heroAttrs) { mLogger.log(heroAttrs.debugMode, 'BattleEntityLifecycle', `${label}离开世界: ${heroAttrs.hero_name}`); } else { mLogger.log(true, 'BattleEntityLifecycle', `${label}离开世界: 实体ID ${e.eid}`); } } }