import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D, 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, 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"; /** 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(); } // 手动移除组件,确保 ecs 侧引用及时释放 this.remove(HeroViewComp); this.remove(HeroAttrsComp); super.destroy(); } /** * 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) { // 英雄始终朝右,表现缩放固定为正向 scale = 1 // 英雄等级在当前规则下上限为 3,避免超配表范围 if(hero_lv>3) hero_lv=3 // 英雄尺寸随等级做轻量放大,强化成长反馈 let size=1+0.1*hero_lv // 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)!; 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.type = hero.type; model.fac = FacSet.HERO; // 基础属性按等级倍率初始化 model.ap = hero.ap*model.lv; model.hp= model.hp_max = hero.hp*model.lv; model.speed = hero.speed; // 构建技能表并注入运行时冷却字段 ccd 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,且下限为 0 model.skills[skill.uuid] = { ...skill, lv: Math.max(0,skill.lv + hero_lv - 2), ccd: 0 }; } // 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,{uuid:uuid}) // 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(); // 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); hv.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(); } }) .start(); // 维护关卡内英雄数量统计 smc.vmdata.mission_data.hero_num++ } /** 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}`); } } }