import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D} 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, IndexSet } from "../common/config/GameSet"; import { HeroInfo, HeroPos, HType } from "../common/config/heroSet"; import { GameEvent } from "../common/config/GameEvent"; import { SkillSet } from "../common/config/SkillSet"; import { time } from "console"; import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs"; import { HeroSkillsComp } from "./HeroSkills"; import { HeroMoveComp } from "./HeroMove"; import { TalComp } from "./TalComp"; import { mLogger } from "../common/Logger"; import { HeroMasterComp } from "./HeroMasterComp"; /** 角色实体 */ @ecs.register(`Hero`) export class Hero extends ecs.Entity { HeroModel!: HeroAttrsComp; HeroSkills!: HeroSkillsComp; View!: HeroViewComp; HeroMove!: HeroMoveComp; TalComp!: TalComp; protected init() { this.addComponents( HeroMoveComp, HeroAttrsComp, HeroSkillsComp, ); } destroy(): void { // 如果是主角,清理全局引用 if (smc.role === this) { console.log(`[Hero] 主角销毁,清除 smc.role`); smc.role = null; } // 销毁节点,防止视觉残留 const view = this.get(HeroViewComp); if (view && view.node && view.node.isValid) { view.node.destroy(); } this.remove(HeroViewComp); this.remove(HeroAttrsComp); this.remove(HeroSkillsComp); this.remove(TalComp); super.destroy(); } /** 加载角色 */ load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,fight_pos:number=1,is_master:boolean=false,is_friend:boolean=false) { // console.log("英雄加载:",uuid,pos,scale,info) scale = 1 // 查找空闲英雄槽位 let size=1 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; node.parent = scene.entityLayer!.node!.getChildByName("HERO")!; const collider = node.getComponent(BoxCollider2D); if (collider) collider.enabled = false; // 先禁用 node.setScale(size*node.scale.x,size*node.scale.y); node.setPosition(pos) // 🔥 设置初始 SiblingIndex - 英雄基础层级 + 位置偏移 console.log("hero",node.getSiblingIndex()); // console.log("hero load",pos) var hv = node.getComponent(HeroViewComp)!; const model = this.get(HeroAttrsComp); const skillsComp = this.get(HeroSkillsComp); let hero = HeroInfo[uuid]; // 共用英雄数据 // 设置 View 层属性(表现相关) hv.scale = 1; hv.box_group = BoxSet.HERO; // 设置 Model 层属性(数据相关) model.hero_uuid = uuid; model.hero_name = hero.name; model.lv = hero.lv ? hero.lv : 1; model.type = hero.type; model.fac = FacSet.HERO; model.is_master = is_master; model.is_friend = is_friend model.rangeType = hero.rangeType; // 只有主角才挂载天赋组件 if (is_master) { smc.role = this; // 记录主角实体引用 console.log(`[Hero] 主角创建,设置 smc.role, uuid=${uuid}`); this.add(TalComp); this.add(HeroMasterComp) const talComp = this.get(TalComp); if (talComp) { talComp.init(uuid); } } // ✅ 初始化技能数据(迁移到 HeroSkillsComp) skillsComp.initSkills(hero.skills, uuid); // 设置基础属性 model.base_ap = hero.ap; model.base_def = hero.def; model.base_hp = hero.hp; model.base_mp = hero.mp; model.base_speed = hero.speed; // 初始化属性数组 model.Attrs = getAttrs(); // 属性 model.NeAttrs = getNeAttrs(); //负面属性 model.hp = model.Attrs[Attrs.HP_MAX] = model.base_hp; model.mp = model.Attrs[Attrs.MP_MAX] = model.base_mp; model.Attrs[Attrs.DEF] = model.base_def; model.Attrs[Attrs.AP] = model.base_ap; model.Attrs[Attrs.SPEED] = hero.speed; // 初始化 buff/debuff 系统 model.initAttrs(); model.Attrs[Attrs.REVIVE_COUNT]=1 model.Attrs[Attrs.BACK_CHANCE]=20 model.Attrs[Attrs.CON_RES]=10 this.add(hv); oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid}) const move = this.get(HeroMoveComp); move.direction = 1; // 向右移动 move.targetX = 0; // 右边界' if(HeroInfo[uuid].type==HType.remote){ move.targetX = -100; // 右边界' } if(HeroInfo[uuid].type==HType.mage){ move.targetX = -200; // 右边界' } smc.vmdata.mission_data.hero_num++ } reset() { // 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(); } } @ecs.register('HeroLifecycleSystem') export class HeroLifecycleSystem extends ecs.ComblockSystem implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem { filter() { return ecs.allOf(HeroMoveComp); } entityEnter(e: ecs.Entity): void { // 英雄实体创建时的特殊处理 const heroAttrs = e.get(HeroAttrsComp); if (heroAttrs) { mLogger.log(heroAttrs.debugMode, 'HeroLifecycle', `英雄进入世界: ${heroAttrs.hero_name}`); } else { mLogger.log(true, 'HeroLifecycle', `英雄进入世界: 实体ID ${e.eid}`); } } entityRemove(e: ecs.Entity): void { // 英雄实体销毁时的清理工作 const heroAttrs = e.get(HeroAttrsComp); if (heroAttrs) { mLogger.log(heroAttrs.debugMode, 'HeroLifecycle', `英雄离开世界: ${heroAttrs.hero_name}`); } else { mLogger.log(true, 'HeroLifecycle', `英雄离开世界: 实体ID ${e.eid}`); } } }