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, FightSet, IndexSet } from "../common/config/GameSet"; import { HeroInfo, HeroPos, resolveFormationTargetX } from "../common/config/heroSet"; import { GameEvent } from "../common/config/GameEvent"; import { Attrs} from "../common/config/HeroAttrs"; import { MoveComp } from "./MoveComp"; import { mLogger } from "../common/Logger"; /** 角色实体 */ @ecs.register(`Hero`) export class Hero extends ecs.Entity { HeroModel!: HeroAttrsComp; View!: HeroViewComp; HeroMove!: MoveComp; debugMode: boolean = false; // 是否启用调试模式 protected init() { this.addComponents( MoveComp, HeroAttrsComp, ); } destroy(): void { // 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); super.destroy(); } /** 加载角色 */ load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001) { 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 mLogger.log(this.debugMode,"hero",node.getSiblingIndex()); var hv = node.getComponent(HeroViewComp)!; const model = this.get(HeroAttrsComp); 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; // 只有主角才挂载天赋组件 // ✅ 初始化技能数据(迁移到 HeroSkillsComp) // 设置基础属性 model.ap = hero.ap; model.hp= model.hp_max = hero.hp; model.speed = hero.speed; model.a_cd_max=hero.as model.s_cd_max=hero.ss // 初始化技能信息数组 if(hero.skills[0]) model.atk_id=hero.skills[0] if(hero.skills[1]) { model.skill_id=hero.skills[1] } model.updateSkillDistanceCache(model.skill_id || model.atk_id); // 初始化 buff/debuff 系统 model.initAttrs(); model.back_chance=FightSet.BACK_CHANCE this.add(hv); oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid}) const move = this.get(MoveComp); move.direction = 1; // 向右移动 move.targetX = resolveFormationTargetX(model.fac, model.type); move.baseY = pos.y; 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(MoveComp); } 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}`); } } }