import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, UITransform, 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 { HeroViewComp } from "../hero/HeroViewComp"; import { BuffsList, DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet"; import { SDataCom } from "./SDataCom"; import { Attrs } from "../common/config/HeroAttrs"; import { HeroAttrsComp } from "../hero/HeroAttrsComp"; import { DamageQueueHelper } from "../hero/DamageQueueComp"; import { mLogger } from "../common/Logger"; const { ccclass, property } = _decorator; /** 视图层对象 */ @ccclass('SkillView') @ecs.register('SkillView', false) export class SkillView extends CCComp { /** 视图层逻辑代码分离演示 */ @property({ type: CCInteger }) atk_x: number = 0 @property({ type: CCInteger }) atk_y: number = 0 @property({ tooltip: "是否启用调试日志" }) private debugMode: boolean = true; anim:Animation=null; group:number=0; SConf:SkillConfig=null; sData:SDataCom=null; s_uuid:number=1001 private collider: Collider2D = null; // 缓存碰撞体引用 private attackFrameCount: number = 0; // 攻击帧计数器 private maxAttackFrames: number = 1; // 最大攻击帧数,可配置 // 已命中目标追踪,防止重复伤害 start() { this.init(); } init() { this.SConf = SkillSet[this.s_uuid] this.sData = this.ent.get(SDataCom) this.anim = this.node.getComponent(Animation) this.node.active = true; this.collider = this.getComponent(Collider2D); if(this.collider) { this.collider.group = this.group; this.collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); this.collider.enabled = true; // 确保复用时开启 } if(this.node.getComponent(Animation)){ let anim = this.node.getComponent(Animation); mLogger.log(this.debugMode, 'SkillView', "[SkillCom]:has anim",anim) anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this); // 对象池复用时,需要手动播放默认动画(因为 Play On Load 只在首次生效) if (anim.defaultClip) { anim.play(anim.defaultClip.name); } } this.attackFrameCount = 0; // 重置攻击帧计数 } onBeginContact (seCol: Collider2D, oCol: Collider2D) { // 安全获取双方信息用于日志 const casterName = this.sData.caster?.ent?.get(HeroAttrsComp)?.hero_name ?? '未知施法者'; const casterEid = this.sData.casterEid; const targetView = oCol.getComponent(HeroViewComp); const targetName = targetView?.ent?.get(HeroAttrsComp)?.hero_name ?? '非英雄对象'; const targetEid = targetView?.ent?.eid ?? '未知EID'; mLogger.log(this.debugMode, 'SkillView', `[skillView] 碰撞1 [${this.sData.caster.box_group}][${casterName}][${casterEid}]的[${seCol.group}]:[${this.SConf.name}][${this.ent.eid}]碰撞了 [${oCol.group}]:[ ${targetName}][${targetEid}]`); // 基本空值与同组过滤 if (!this.sData || !this.SConf) { mLogger.warn(this.debugMode, 'SkillView', '[SkillView] onBeginContact 缺少 sData 或 SConf,忽略此次碰撞'); return; } if (oCol.group === seCol.group) return; // 不是 HeroViewComp,直接忽略 if (!targetView) return; // 🔥 方案A:防御性检查 - 在获取model前强制检查ent是否存在 if (!targetView.ent) { mLogger.warn(this.debugMode, 'SkillView', '[SkillView] onBeginContact targetView.ent为空,实体已销毁,忽略此次碰撞'); return; } let model = targetView.ent.get(HeroAttrsComp); mLogger.log(this.debugMode, 'SkillView', `[skillView] 碰撞3`, oCol.group, seCol.group, model); if (!model) return; if (model.is_dead) return; if (this.sData.fac == model.fac) return; // 检查是否已经命中过这个目标(日志安全输出) this.apply_damage(targetView) } onAnimationFinished(){ if(this.SConf.EType==EType.animationEnd){ this.ent.destroy() } } // //动画帧事件 atk 触发 public atk(args:any){ this.attackFrameCount++; // 开启碰撞检测 if(this.collider) { this.collider.enabled = true; mLogger.log(this.debugMode, 'SkillView', `[SkillView] [${this.SConf?.name}] 第${this.attackFrameCount}次攻击帧开启碰撞检测`); } } //伤害应用 apply_damage(target:HeroViewComp,is_range:boolean=false){ if(target == null) return; // 安全检查:如果目标实体已不存在,直接返回 if (!target.ent) return; if (!this.SConf) return; // 检查技能是否应该销毁 const max_hit_count=this.SConf.hit + this.sData.Attrs[Attrs.puncture] if ( this.sData.hit_count >= max_hit_count ) { this.close_collider() return } // 对于非持续碰撞类型的技能,在造成伤害后立即关闭碰撞检测 // 这样可以避免同一帧内的重复伤害 if(this.SConf.EType !== EType.collision && this.collider) { this.collider.enabled = false; mLogger.log(this.debugMode, 'SkillView', `[SkillView] [${this.SConf.name}] 伤害后关闭碰撞检测`); } // 安全获取名称,防止实体销毁导致的空指针异常 const casterName = this.sData.caster?.ent?.get(HeroAttrsComp)?.hero_name ?? "未知施法者"; const targetName = target.ent.get(HeroAttrsComp)?.hero_name ?? "未知目标"; mLogger.log(this.debugMode, 'SkillView', `[skillView] 伤害 [${this.group}][${casterName}][${this.sData.casterEid}]的 [${this.SConf.name}]对 [${target.box_group}][ ${targetName}][${target.ent.eid}]`); // 使用伤害队列系统处理伤害 DamageQueueHelper.addDamageToEntity( target.ent, this.sData.Attrs, this.sData.casterEid, this.sData.s_uuid, this.sData.ext_dmg, this.sData.dmg_ratio, ); // 更新技能命中次数 this.sData.hit_count++ if ( (this.SConf.DTType != DTType.range) && (this.SConf.EType != EType.animationEnd) && (this.SConf.EType != EType.timeEnd) ) { // 修复:物理回调中不能直接销毁刚体,需延迟到下一帧 this.close_collider(); this.scheduleOnce(() => { if (this.ent) { this.ent.destroy(); } }, 0); } } close_collider(){ if (this.collider) { this.collider.enabled = false; } } /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */ reset() { // 清理碰撞体事件监听 if (this.collider) { this.collider.off(Contact2DType.BEGIN_CONTACT); } // 取消所有定时器 this.unscheduleAllCallbacks(); this.node.destroy(); } }