import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { HeroViewComp } from "./HeroViewComp"; import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroSkillsComp } from "./HeroSkills"; import { smc } from "../common/SingletonModuleComp"; import { FacSet, IndexSet } from "../common/config/GameSet"; import { Attrs } from "../common/config/HeroAttrs"; /** 怪物移动组件 */ @ecs.register('MonMove') export class MonMoveComp extends ecs.Comp { /** 移动方向:1向右,-1向左 */ direction: number = 1; /** 目标x坐标 */ targetX: number = 0; /** 是否处于移动状态 */ moving: boolean = true; /** 线路标识:0=一线(y=120),1=二线(y=80) */ lane: number = 0; /** 生成顺序:用于同线路内的层级排序,数值越大越晚生成,层级越前 */ spawnOrder: number = 0; /** 目标y坐标 */ targetY: number = 0; reset() { this.direction = 1; this.targetX = 0; this.moving = true; this.lane = 0; this.spawnOrder = 0; this.targetY = 0; } } /** 怪物移动系统 - 专门处理怪物的移动逻辑 */ @ecs.register('MonMoveSystem') export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { filter(): ecs.IMatcher { return ecs.allOf(MonMoveComp, HeroViewComp, HeroAttrsComp, HeroSkillsComp); } update(e: ecs.Entity) { if (!smc.mission.play || smc.mission.pause) return; const move = e.get(MonMoveComp); const model = e.get(HeroAttrsComp); const view = e.get(HeroViewComp); // 只处理怪物 if (model.fac !== FacSet.MON) return; if (!move.moving) return; const shouldStopInFace = this.checkEnemiesInFace(e); const shouldStopAtMinRange = this.shouldStopAtMinSkillRange(e); const shouldStop = shouldStopInFace || shouldStopAtMinRange; model.is_atking = this.checkEnemiesInSkillRange(e); // 🔥 移除渲染层级更新:各线路固定,后召唤的天然层级更高,无需动态调整 if (!shouldStop) { if (model.is_stop || model.is_dead || model.isStun() || model.isFrost()) { view.status_change("idle"); return; } // 检查是否需要y轴靠近 this.checkAndSetTargetY(e); // 怪物移动逻辑:同时向目标x和y方向移动 const deltaX = (model.Attrs[Attrs.SPEED]/3) * this.dt * move.direction; const newX = view.node.position.x + deltaX; let newY = view.node.position.y; if (move.targetY !== 0) { const deltaY = (model.Attrs[Attrs.SPEED]/3) * this.dt * Math.sign(move.targetY - newY); newY = newY + deltaY; if (Math.abs(newY - move.targetY) < Math.abs(deltaY)) { newY = move.targetY; move.targetY = 0; } } // 限制移动范围 if (this.validatePosition(newX, move)) { view.status_change("move"); view.node.setPosition(newX, newY, 0); } else { view.status_change("idle"); move.moving = false; } } else { view.status_change("idle"); } } /** 验证目标位置有效性 */ private validatePosition(newX: number, move: MonMoveComp): boolean { // 我方不能超过右边界,敌方不能超过左边界 return move.direction === 1 ? newX <= move.targetX : newX >= move.targetX; } /** 检测攻击范围内敌人 */ private checkEnemiesInRange(entity: ecs.Entity, range: number): boolean { const currentView = entity.get(HeroViewComp); if (!currentView || !currentView.node) return false; const currentPos = currentView.node.position; const team = entity.get(HeroAttrsComp).fac; let found = false; ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => { const model = e.get(HeroAttrsComp); const view = e.get(HeroViewComp); if (!view || !view.node) return false; const distance = Math.abs(currentPos.x - view.node.position.x); if (model.fac !== team && !model.is_dead) { if (distance <= range) { found = true; return true; } } }); return found; } /** 检测技能攻击范围内敌人 */ private checkEnemiesInSkillRange(entity: ecs.Entity): boolean { const currentView = entity.get(HeroViewComp); const heroAttrs = entity.get(HeroAttrsComp); if (!currentView || !currentView.node || !heroAttrs) return false; const currentPos = currentView.node.position; const team = heroAttrs.fac; // 使用缓存的最远技能攻击距离判断攻击时机 const maxSkillDistance = heroAttrs.getCachedMaxSkillDistance(); if (maxSkillDistance === 0) return false; let found = false; ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => { const model = e.get(HeroAttrsComp); const view = e.get(HeroViewComp); if (!view || !view.node) return false; const distance = Math.abs(currentPos.x - view.node.position.x); if (model.fac !== team && !model.is_dead) { if (distance <= maxSkillDistance) { found = true; return true; } } }); return found; } /** 检测面前是否有敌人 */ private checkEnemiesInFace(entity: ecs.Entity): boolean { const currentView = entity.get(HeroViewComp); if (!currentView || !currentView.node) return false; const currentPos = currentView.node.position; const team = entity.get(HeroAttrsComp).fac; let found = false; ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => { const model = e.get(HeroAttrsComp); const view = e.get(HeroViewComp); if (!view || !view.node) return false; const distance = Math.abs(currentPos.x - view.node.position.x); if (model.fac !== team && !model.is_dead) { if (distance <= 75) { found = true; return true; } } }); return found; } /** 检查是否应该基于最近技能距离停止移动 */ private shouldStopAtMinSkillRange(entity: ecs.Entity): boolean { const currentView = entity.get(HeroViewComp); const heroAttrs = entity.get(HeroAttrsComp); if (!currentView || !currentView.node || !heroAttrs) return false; const currentPos = currentView.node.position; const team = heroAttrs.fac; // 使用缓存的最近技能攻击距离 const minSkillDistance = heroAttrs.getCachedMinSkillDistance(); if (minSkillDistance === 0) return false; // 检查是否有敌人在最近技能距离内 return ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => { const model = e.get(HeroAttrsComp); const view = e.get(HeroViewComp); if (!view || !view.node) return false; const distance = Math.abs(currentPos.x - view.node.position.x); if (model.fac !== team && !model.is_dead) { return distance <= minSkillDistance; } return false; }); } /** 检查并设置y轴目标位置 */ private checkAndSetTargetY(entity: ecs.Entity): void { const move = entity.get(MonMoveComp); const currentView = entity.get(HeroViewComp); const heroAttrs = entity.get(HeroAttrsComp); if (!currentView || !currentView.node || !heroAttrs) return; if (move.targetY !== 0) return; const currentPos = currentView.node.position; const team = heroAttrs.fac; let nearestHero: ecs.Entity | null = null; let nearestDist = Infinity; ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(e => { const model = e.get(HeroAttrsComp); const view = e.get(HeroViewComp); if (!view || !view.node) return; if (model.fac === team || model.is_dead) return; const dist = Math.abs(currentPos.x - view.node.position.x); if (dist < nearestDist) { nearestDist = dist; nearestHero = e; } }); if (!nearestHero || nearestDist > 100) return; const heroView = nearestHero.get(HeroViewComp); if (!heroView || !heroView.node) return; const heroY = heroView.node.position.y; const yDist = Math.abs(currentPos.y - heroY); if (yDist > 50) { const direction = heroY > currentPos.y ? 1 : -1; move.targetY = heroY + direction * 50; } } }