import { _decorator, instantiate, Prefab, v3, Vec3 } from "cc"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { Hero } from "../hero/Hero"; import { smc } from "../common/SingletonModuleComp"; import { Timer } from "db://oops-framework/core/common/timer/Timer"; import { GameEvent } from "../common/config/GameEvent"; import { HeroPos } from "../common/config/heroSet"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { HeroAttrsComp } from "../hero/HeroAttrsComp"; import { FacSet } from "../common/config/GameSet"; import { oneCom } from "../skill/oncend"; const { ccclass } = _decorator; /** 视图层对象 */ @ccclass('MissionHeroCompComp') @ecs.register('MissionHeroComp', false) export class MissionHeroCompComp extends CCComp { /** 英雄出生时的掉落高度,用于表现从空中落地 */ private static readonly HERO_DROP_HEIGHT = 260 /** 预留计时器 */ timer:Timer=new Timer(2) /** 预留状态:友方是否全部死亡 */ Friend_is_dead:boolean=false /** 当前处理的英雄 uuid */ current_hero_uuid:number=0 /** 当前英雄数量缓存 */ current_hero_num:number=-1 /** 合成规则:2 合 1 或 3 合 1 */ merge_need_count:number=2 /** 允许合成的最高等级 */ merge_max_lv:number=3 /** 是否正在执行一次合成流程 */ is_merging:boolean=false /** 是否正在消费召唤队列,防止并发处理 */ is_processing_queue:boolean=false /** 召唤请求队列,保证召唤与合成串行 */ summon_queue:{ uuid: number; hero_lv: number }[]=[] /** 预留英雄列表 */ heros:any=[] onLoad(){ /** 节点事件监听 */ this.on(GameEvent.FightReady,this.fight_ready,this) this.on(GameEvent.Zhaohuan,this.zhao_huan,this) this.on(GameEvent.MissionEnd,this.clear_heros,this) /** 全局消息监听 */ oops.message.on(GameEvent.CallHero,this.call_hero,this) } onDestroy(){ /** 清理监听,避免节点销毁后仍响应消息 */ oops.message.off(GameEvent.CallHero,this.call_hero,this) oops.message.off(GameEvent.FightReady,this.fight_ready,this) oops.message.off(GameEvent.Zhaohuan,this.zhao_huan,this) oops.message.off(GameEvent.MissionEnd,this.clear_heros,this) } start() { // this.test_call() } /** 关卡结束时,清理全部存活英雄 */ clear_heros(){ const heroes = this.getAliveHeroes(); for (let i = 0; i < heroes.length; i++) { heroes[i].destroy(); } } /** 战斗准备阶段重置出战英雄计数 */ fight_ready(){ smc.vmdata.mission_data.hero_num=0 } // protected update(dt: number): void { // } /** 预留:召唤事件扩展入口 */ private zhao_huan(event: string, args: any){ } /** 召唤请求入口:归一化参数并进入串行队列 */ private async call_hero(event: string, args: any){ const uuid = Number(args?.uuid ?? 1001); const hero_lv = Math.max(1, Number(args?.hero_lv ?? 1)); this.summon_queue.push({ uuid, hero_lv }); this.processSummonQueue(); } /** 添加英雄:固定出生点上方生成,再落至落点 */ private addHero(uuid:number=1001,hero_lv:number=1) { console.log("addHero uuid:",uuid) let hero_pos=0 let hero = ecs.getEntity(Hero); let scale = 1 let landingPos:Vec3 = HeroPos[hero_pos].pos; let spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0); hero.load(spawnPos,scale,uuid,landingPos.y,hero_lv); return hero; } /** 添加合成后的新英雄,并覆盖为聚合后的属性 */ private addMergedHero(uuid:number, hero_lv:number, ap:number, hp_max:number): number { const hero = this.addHero(uuid, hero_lv); const model = hero.get(HeroAttrsComp); if (!model) return hero_lv; model.ap = Math.max(0, ap); model.hp_max = Math.max(1, hp_max); model.hp = model.hp_max; model.dirty_hp = true; return model.lv; } /** 获取当前全部存活友方英雄 */ private getAliveHeroes(): Hero[] { const heroes: Hero[] = []; ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => { const model = entity.get(HeroAttrsComp); if (!model) return; if (model.fac !== FacSet.HERO) return; if (model.is_dead) return; heroes.push(entity as Hero); }); return heroes; } /** 挑选可参与本次合成的英雄组 */ private pickMergeHeroes(aliveHeroes: Hero[], uuid: number, hero_lv: number, needCount: number = 3): Hero[] { const mergeHeroes: Hero[] = []; for (let i = 0; i < aliveHeroes.length; i++) { const model = aliveHeroes[i].get(HeroAttrsComp); if (!model) continue; if (model.hero_uuid !== uuid) continue; if (model.lv !== hero_lv) continue; mergeHeroes.push(aliveHeroes[i]); if (mergeHeroes.length === needCount) break; } return mergeHeroes; } /** 统计满足同 uuid、同等级的可合成英雄数量 */ private countMergeHeroes(aliveHeroes: Hero[], uuid: number, hero_lv: number): number { let count = 0; for (let i = 0; i < aliveHeroes.length; i++) { const model = aliveHeroes[i].get(HeroAttrsComp); if (!model) continue; if (model.hero_uuid !== uuid) continue; if (model.lv !== hero_lv) continue; count += 1; } return count; } /** 读取当前合成需要数量,仅支持 2 或 3 */ private getMergeNeedCount(): number { return this.merge_need_count === 2 ? 2 : 3; } /** 判断该等级是否还能继续向上合成 */ private canMergeLevel(hero_lv: number): boolean { return hero_lv < Math.max(1, this.merge_max_lv); } /** 串行消费召唤队列,避免同帧并发触发多次合成导致状态错乱 */ private async processSummonQueue() { if (this.is_processing_queue) return; this.is_processing_queue = true; try { while (this.summon_queue.length > 0) { const payload = this.summon_queue.shift(); if (!payload) continue; await this.handleSingleSummon(payload.uuid, payload.hero_lv); } } finally { this.is_processing_queue = false; } } /** 处理单次召唤:先生成,再检测是否触发合成,再尝试链式合成 */ private async handleSingleSummon(uuid: number, hero_lv: number) { this.addHero(uuid, hero_lv); if (!this.canMergeLevel(hero_lv)) return; const needCount = this.getMergeNeedCount(); const aliveHeroes = this.getAliveHeroes(); const mergeHeroes = this.pickMergeHeroes(aliveHeroes, uuid, hero_lv, needCount); if (mergeHeroes.length !== needCount) return; this.is_merging = true; try { const mergedLv = await this.mergeGroupHeroes(mergeHeroes, uuid, hero_lv); await this.tryChainMerge(uuid, mergedLv); } finally { this.is_merging = false; } } /** 将一组合成素材向出生点汇聚并销毁,全部完成后返回 */ private mergeDestroyAtBirth(mergeHeroes: Hero[], spawnPos: Vec3): Promise { return new Promise((resolve) => { let doneCount = 0; const total = mergeHeroes.length; if (total <= 0) { resolve(); return; } const onDone = () => { doneCount += 1; if (doneCount >= total) { resolve(); } }; for (let i = 0; i < mergeHeroes.length; i++) { mergeHeroes[i].mergeToBirthAndDestroy(spawnPos, onDone); } }); } /** 播放合成爆点特效,使用 oneCom 控制特效生命周期 */ private playMergeBoomFx(worldPos: Vec3): Promise { return new Promise((resolve) => { const scene = smc.map?.MapView?.scene; const layer = scene?.entityLayer?.node; if (!layer || !layer.isValid) { resolve(); return; } const prefab: Prefab = oops.res.get("game/skill/end/dead", Prefab)!; if (!prefab) { resolve(); return; } const fx = instantiate(prefab); if (!fx || !fx.isValid) { resolve(); return; } fx.parent = layer; fx.setPosition(worldPos); fx.getComponent(oneCom) || fx.addComponent(oneCom); this.scheduleOnce(() => resolve(), 0.4); }); } /** 执行一次完整合成:聚合属性、销毁素材、播放特效、生成高一级英雄 */ private async mergeGroupHeroes(mergeHeroes: Hero[], uuid: number, hero_lv: number): Promise { let sumAp = 0; let sumHpMax = 0; for (let i = 0; i < mergeHeroes.length; i++) { const model = mergeHeroes[i].get(HeroAttrsComp); if (!model) continue; sumAp += model.ap; sumHpMax += model.hp_max; } let hero_pos = 0; const landingPos:Vec3 = HeroPos[hero_pos].pos; const spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0); await this.mergeDestroyAtBirth(mergeHeroes, spawnPos); await this.playMergeBoomFx(spawnPos); return this.addMergedHero(uuid, Math.min(this.merge_max_lv, hero_lv + 1), sumAp, sumHpMax); } /** 链式合成:当前等级合成完成后,继续尝试更高等级,直到条件不满足 */ private async tryChainMerge(uuid: number, startLv: number) { let checkLv = Math.max(1, startLv); const needCount = this.getMergeNeedCount(); let guard = 0; while (guard < 20) { guard += 1; if (!this.canMergeLevel(checkLv)) { break; } const aliveHeroes = this.getAliveHeroes(); const sameCount = this.countMergeHeroes(aliveHeroes, uuid, checkLv); if (sameCount < needCount) { break; } const mergeHeroes = this.pickMergeHeroes(aliveHeroes, uuid, checkLv, needCount); if (mergeHeroes.length < needCount) { break; } checkLv = await this.mergeGroupHeroes(mergeHeroes, uuid, checkLv); } } /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件时触发,用于自定义释放逻辑 */ reset() { // this.node.destroy(); } }