import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Tween, Color, BoxCollider2D, UITransform} 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 { mLogger } from "../common/Logger"; import { HeroSpine } from "./HeroSpine"; import { BoxSet, FacSet, FightSet } from "../common/config/GameSet"; import { smc } from "../common/SingletonModuleComp"; import { EAnmConf, SkillSet,} from "../common/config/SkillSet"; import { oops } from "db://oops-framework/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { TooltipTypes } from "../common/config/GameSet"; import { HeroAttrsComp } from "./HeroAttrsComp"; import { Tooltip } from "../skill/Tooltip"; import { timedCom } from "../skill/timedCom"; import { HeroInfo, HType } from "../common/config/heroSet"; import { Timer } from "db://oops-framework/core/common/timer/Timer"; const { ccclass, property } = _decorator; /** 角色显示组件 */ export interface BuffInfo { value: number; remainTime?: number; } @ccclass('HeroViewComp') // 定义Cocos Creator 组件 @ecs.register('HeroView', false) // 定义ECS 组件 export class HeroViewComp extends CCComp { @property({ tooltip: "是否启用调试日志" }) private debugMode: boolean = false; // 是否启用调试模式 // ==================== View 层属性(表现相关)==================== as: HeroSpine = null! status:String = "idle" scale: number = 1; // 显示方向 box_group:number = BoxSet.HERO; // 碰撞组 realDeadTime:number=2 deadCD:number=0 monDeadTime:number=0.5 // 血条显示相关 lastBarUpdateTime:number = 0; // 最后一次血条/蓝条/护盾更新时间 // ==================== UI 节点引用 ==================== private top_node: Node = null!; // ==================== 直接访问 HeroAttrsComp ==================== get model() { // 🔥 修复:添加安全检查,防止ent为null时的访问异常 if (!this.ent) { mLogger.warn(this.debugMode, 'HeroViewComp', "[HeroViewComp] ent is null, returning null for model"); return null; } return this.ent.get(HeroAttrsComp); } private damageQueue: Array<{ damage: number, isCrit: boolean, delay: number, anm:string, }> = []; private isProcessingDamage: boolean = false; private damageInterval: number = 0.01; // 伤害数字显示间隔 onLoad() { this.as = this.getComponent(HeroSpine); const collider = this.node.getComponent(BoxCollider2D); this.scheduleOnce(()=>{ if (collider) { collider.enabled = true; // 先禁 collider.group = this.box_group; // 设置为英雄组 } },0.1) // let anm = this.node.getChildByName("anm") // anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8); } /** 视图层逻辑代码分离演示 */ start () { this.init(); } /** 初始化/重置视图状态 */ init() { this.status = "idle"; this.deadCD = 0; this.lastBarUpdateTime = 0; this.as.idle() // 初始化 UI 节点 this.initUINodes(); /** 方向 */ this.node.setScale(this.scale*Math.abs(this.node.scale.x), 1*this.node.scale.y); // 确保 scale.x 为正后再乘方向 this.top_node.setScale(this.scale*this.top_node.scale.x,1*this.top_node.scale.y); /* 显示角色血*/ this.top_node.getChildByName("hp").active = true; this.top_node.getChildByName("mp").active = true this.top_node.getChildByName("shield").active = false; // 初始隐藏血条(有更新时才显示) this.top_node.active = false; // 🔥 重置血条 UI 显示状态 if (this.model) { this.hp_show(); } } /** 初始化 UI 节点引用 */ private initUINodes() { this.top_node = this.node.getChildByName("top"); // let hp_y = this.node.getComponent(UITransform).height+10; // this.top_node.setPosition(0, hp_y, 0); } /** * View 层每帧更新 * 注意:数据更新逻辑已移到 HeroAttrSystem,这里只负责显示 */ update(dt: number){ if(!smc.mission.play ) return; if(smc.mission.pause) return // 🔥 修复:添加安全检查,防止在实体销毁过程中访问null的model if(!this.ent) return; if (!this.model) return; if(this.model.is_dead){ this.deadCD+=dt if(this.deadCD>=this.realDeadTime){ this.deadCD=0 this.realDead() } return } ; // 处理血条显示计时(2秒无更新则隐藏) if (this.lastBarUpdateTime > 0) { const timeSinceLastUpdate = Date.now() / 1000 - this.lastBarUpdateTime; if (timeSinceLastUpdate >= 2) { this.top_node.active = false; this.lastBarUpdateTime = 0; } } // ✅ View 层职责:处理表现相关的逻辑 this.processDamageQueue(); // 伤害数字显示队列 // ✅ 按需更新 UI(脏标签模式)- 只在属性变化时更新 if (this.model.dirty_hp) { this.hp_show(); this.model.dirty_hp = false; } if (this.model.dirty_shield) { this.show_shield(this.model.shield, this.model.shield_max); this.model.dirty_shield = false; } } /** 显示护盾 */ private show_shield(shield: number = 0, shield_max: number = 0) { this.lastBarUpdateTime = Date.now() / 1000; if(!this.top_node.active) return let shield_progress = shield / shield_max; this.node.getChildByName("shielded").active = shield > 0; this.top_node.getChildByName("shield").active = shield > 0; this.top_node.getChildByName("shield").getComponent(ProgressBar).progress = shield_progress; this.scheduleOnce(() => { this.top_node.getChildByName("shield").getChildByName("pb").getComponent(ProgressBar).progress = shield_progress; }, 0.15); } /** 显示血量 */ private hp_show() { this.lastBarUpdateTime = Date.now() / 1000; // 不再基于血量是否满来决定显示状态,只更新进度条 let hp=this.model.hp; let hp_max=this.model.hp_max; // mLogger.log(this.debugMode, 'HeroViewComp', "hp_show",hp,hp_max) let targetProgress = hp / hp_max; let hpNode = this.top_node.getChildByName("hp"); let hpProgressBar = hpNode.getComponent(ProgressBar); let hpbProgressBar = hpNode.getChildByName("hpb").getComponent(ProgressBar); if (targetProgress < hpProgressBar.progress) { // 扣血:先扣血(hp),再跟(hpb) hpProgressBar.progress = targetProgress; this.scheduleOnce(() => { if(hpbProgressBar && hpbProgressBar.isValid) hpbProgressBar.progress = targetProgress; }, 0.15); } else { // 加血:先加底(hpb),再加血(hp) hpbProgressBar.progress = targetProgress; this.scheduleOnce(() => { if(hpProgressBar && hpProgressBar.isValid) hpProgressBar.progress = targetProgress; }, 0.15); } } /** 升级特效 */ private lv_up() { var path = "game/skill/buff/buff_lvup"; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); node.parent = this.node; } /** 攻击力提升特效 */ private ap_up() { var path = "game/skill/buff/buff_apup"; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); node.parent = this.node; } /** 显示 Buff 特效 */ private show_do_buff(name: string) { var path = "game/skill/buff/" + name; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); let pos = v3(this.node.position.x, this.node.position.y + 20, this.node.position.z); node.parent = this.node.parent; node.setPosition(pos); } /** 受击特效 */ private in_atked(anm: string = "atked", scale: number = 1) { this.as.do_atked() // var path = "game/skill/end/" + anm; // var prefab: Prefab = oops.res.get(path, Prefab)!; // var node = instantiate(prefab); // node.setScale(node.scale.x * scale, node.scale.y); // node.setPosition(this.node.position.x, this.node.position.y+50, this.node.position.z); // node.parent = this.node.parent; } /** 冰冻特效 */ private in_iced(t: number = 1, ap: number = 0) { var path = "game/skill/buff/buff_iced"; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); node.getComponent(timedCom).time = t; node.getComponent(timedCom).ap = ap; node.parent = this.node; } /** 眩晕特效 */ private in_yun(t: number = 1, ap: number = 0) { var path = "game/skill/buff/buff_yun"; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); let height = this.node.getComponent(UITransform).height; node.setPosition(v3(0, height)); node.getComponent(timedCom).time = t; node.getComponent(timedCom).ap = ap; node.parent = this.node; } /** 技能提示 */ private tooltip(type: number = 1, value: string = "", s_uuid: number = 1001, y: number = 50) { let pos = v3(0, 60); pos.y = pos.y + y; Tooltip.load(pos, type, value, s_uuid, this.node); } /** 血量提示(伤害数字) */ private hp_tip(type: number = 1, value: string = "", s_uuid: number = 1001, y: number = 0) { let x = this.node.position.x; // 获取怪物高度的一半,定位到中心点 let halfHeight = 0; const transform = this.node.getComponent(UITransform); if (transform) { halfHeight = transform.height / 2; } // 起点设为怪物中心位置 + 20偏移 let ny = this.node.position.y + halfHeight + 20; let pos = v3(x, ny, 0); Tooltip.load(pos, type, value, s_uuid, this.node.parent); } /** 护盾吸收提示 */ shield_tip(absorbed: number) { this.hp_tip(TooltipTypes.life, absorbed.toFixed(0)); } /** 治疗特效 */ private heathed() { var path = "game/skill/buff/heathed"; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); node.parent = this.node; } private deaded(){ var path = "game/skill/end/atked"; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); node.parent = this.node; } // 注意:BaseUp 逻辑已移到 HeroAttrSystem.update() // 注意:updateTemporaryBuffsDebuffs 逻辑已移到 HeroAttrSystem.update() get isActive() { return this.ent.has(HeroViewComp) && this.node?.isValid; } /** 状态切换(动画) */ status_change(type:string){ if(this.status === type) return; this.status = type; if(this.model.is_dead || this.model.is_reviving) return if(type === "idle"){ this.as.idle(); } else if(type === "move"){ this.as.move(); } } add_shield(shield:number){ // 护盾数据更新由 Model 层处理,这里只负责视图表现 if(this.model && this.model.shield>0) this.show_shield(this.model.shield, this.model.shield_max); } health(hp: number = 0) { // ✅ 仅显示特效和提示,不调用 hp_show() if(hp<=99) return; this.heathed(); this.hp_tip(TooltipTypes.health, hp.toFixed(0)); this.top_node.active = true; this.lastBarUpdateTime = Date.now() / 1000; } mp_add(mp: number = 0) { // ✅ 仅显示提示,不调用 mp_show() this.hp_tip(TooltipTypes.addmp, mp.toFixed(0)); this.top_node.active = true; this.lastBarUpdateTime = Date.now() / 1000; } alive(){ // 重置复活标记 - 必须最先重置,否则status_change会被拦截 this.model.is_reviving = false; this.model.is_dead=false this.model.is_count_dead=false this.as.do_buff(); this.status_change("idle"); this.model.hp =this.model.hp_max*50/100; this.top_node.active=false this.lastBarUpdateTime=0 // 恢复怪物行动 if (this.model.is_master) { smc.mission.stop_mon_action = false; mLogger.log(this.debugMode, 'HeroViewComp', "[HeroViewComp] Hero revived, resuming monster action"); } } /** * 调度复活逻辑 * @param delay 延迟时间(秒) */ scheduleRevive(delay: number) { this.scheduleOnce(() => { this.alive(); }, delay); } /** * 死亡视图表现 * 由 HeroAtkSystem 调用,只负责视觉效果和事件通知 */ do_dead(){ // 添加安全检查 if (!this.model) return; // 防止重复触发 if(this.model.is_count_dead) return; this.model.is_count_dead = true; // 防止重复触发,必须存在防止重复调用 this.top_node.active=false // 怪物使用0.5秒死亡时间,英雄使用realDeadTime if(this.model.fac === FacSet.MON){ this.realDeadTime = this.monDeadTime; } // 播放死亡特效 this.deaded(); this.as.dead(); } realDead(){ // 🔥 修复:添加model安全检查,防止实体销毁过程中的空指针异常 if (!this.model) { mLogger.warn(this.debugMode, 'HeroViewComp', "[HeroViewComp] realDead called but model is null, skipping"); return; } if(this.model.fac === FacSet.HERO){ // 英雄死亡:延迟触发死亡事件 // 🔥 只有主角死亡才触发游戏结束判定 if (this.model.is_master) return } // 🔥 方案B:治理性措施 - 在销毁实体前先禁用碰撞体,从源头减少"尸体"参与碰撞 const collider = this.getComponent(Collider2D); if (collider) { collider.enabled = false; } // 根据阵营触发不同事件 if(this.model.fac === FacSet.MON){ oops.message.dispatchEvent(GameEvent.MonDead, { uuid: this.model.hero_uuid, lv: this.model.lv, is_boss: this.model.is_boss, is_elite: this.model.is_big_boss, // 暂时映射 is_big_boss 为 elite,或者由 MissionComp 二次判断 position: this.node.position }); } this.ent.destroy(); } do_atked(damage:number,isCrit:boolean,s_uuid:number,isBack:boolean=false){ // 受到攻击时显示血条,并更新最后更新时间 this.top_node.active = true; this.lastBarUpdateTime = Date.now() / 1000; if (damage <= 0) return; // 视图层表现 let SConf=SkillSet[s_uuid] if (isBack) this.back() this.showDamage(damage, isCrit, SConf.DAnm); } private isBackingUp: boolean = false; // 🔥 添加后退状态标记 //后退 back(){ // 🔥 防止重复调用后退动画 if (this.isBackingUp) return; this.isBackingUp = true; // 🔥 设置后退状态 if(this.model.fac==FacSet.MON) { let tx=this.node.position.x+FightSet.BACK_RANG if(tx > 320) tx=320 tween(this.node) .to(0.1, { position:v3(tx,this.node.position.y,0)}) .call(() => { this.isBackingUp = false; // 🔥 动画完成后重置状态 }) .start() } // if(this.model.fac==FacSet.HERO) { // let tx=this.node.position.x-5 // if(tx < -320) tx=-320 // tween(this.node) // .to(0.1, { position:v3(tx,this.node.position.y,0)}) // .call(() => { // this.isBackingUp = false; // 🔥 动画完成后重置状态 // }) // .start() // } } // 伤害计算和战斗逻辑已迁移到 HeroBattleSystem playSkillEffect(skill_id:number) { let skill = SkillSet[skill_id] mLogger.log(this.debugMode, 'HeroViewComp', '[heroview] skill_id'+skill_id,skill) if (!skill) return; switch(skill.act){ case "max": this.as.max() break case "atk": this.as.atk() break case "buff": this.as.buff() break } } /** 显示伤害数字 */ showDamage(damage: number, isCrit: boolean,DAnm:number) { let anm=EAnmConf[DAnm].path // DAnm和EAnm共用设定数组 this.damageQueue.push({ damage, isCrit, delay: this.damageInterval, anm }); } /** 处理伤害队列 */ private processDamageQueue() { if (this.isProcessingDamage || this.damageQueue.length === 0) return; this.isProcessingDamage = true; const damageInfo = this.damageQueue.shift()!; this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit,damageInfo.anm); // 设置延时处理下一个伤 this.scheduleOnce(() => { this.isProcessingDamage = false; }, this.damageInterval); } /** 立即显示伤害效果 */ private showDamageImmediate(damage: number, isCrit: boolean, anm:string="atked") { if (!this.model) return; this.hp_show(); this.in_atked(anm, this.model.fac==FacSet.HERO?1:-1); if (isCrit) { this.hp_tip(TooltipTypes.crit, damage.toFixed(0)); } else { this.hp_tip(TooltipTypes.life, damage.toFixed(0)); } } reset() { // 清理残留的定时器和缓动 this.unscheduleAllCallbacks(); Tween.stopAllByTarget(this.node); // 清理碰撞器事件监听 const collider = this.getComponent(Collider2D); if (collider) { collider.off(Contact2DType.BEGIN_CONTACT); } this.deadCD=0 this.lastBarUpdateTime=0 // 清理伤害队列 this.damageQueue.length = 0; this.isProcessingDamage = false; // 节点生命周期由 Monster 对象池管理,此处不再销毁 // if (this.node && this.node.isValid) { // this.node.destroy(); // } } }