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pixelheros/assets/script/game/skill/SkillView.ts
walkpan ed728bd1b9 fix(碰撞处理): 增加防御性检查并优化英雄死亡时的碰撞体处理
在SkillView中添加对目标实体是否存在的检查,避免访问已销毁实体
在HeroViewComp中死亡时禁用碰撞体,防止"尸体"参与后续碰撞
2026-01-02 15:08:30 +08:00

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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 { 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";
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
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.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);
}
if(this.node.getComponent(Animation)){
let anim = this.node.getComponent(Animation);
//console.log("[SkillCom]:has anim",anim)
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
}
}
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.caster?.ent?.eid ?? '未知EID';
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';
console.log(`[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) {
console.warn('[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) {
console.warn('[SkillView] onBeginContact targetView.ent为空实体已销毁忽略此次碰撞');
return;
}
let model = targetView.ent.get(HeroAttrsComp);
// console.log(`[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;
console.log(`[SkillView] [${this.SConf?.name}] 第${this.attackFrameCount}次攻击帧开启碰撞检测`);
}
// let dis=this.node.getComponent(UITransform).width/2
// let enemys:any=[]
// if( this.sData.fac==FacSet.HERO){
// enemys=ecs.query(ecs.allOf(MonMoveComp))
// }else{
// enemys=ecs.query(ecs.allOf(HeroMoveComp))
// }
// let IRTargets: HeroViewComp[] = []
// // 收集范围内所有敌方目标
// enemys.some(e => {
// const view = e.get(HeroViewComp);
// const model=e.get(HeroAttrsComp)
// const distance = Math.abs(this.node.position.x - view.node.position.x);
// if(distance <= dis&&!model.is_dead) {
// IRTargets.push(view);
// }
// });
// // 根据配置的hit_num决定攻击模式
// const hitNum = SkillSet[this.s_uuid].hit_num || 0;
// if(hitNum > 0) {
// // 限制目标数量按距离排序选择最近的N个目标
// if(IRTargets.length > 0) {
// // 按距离排序(从近到远)
// IRTargets.sort((a, b) => {
// const distanceA = Math.abs(this.node.position.x - a.node.position.x);
// const distanceB = Math.abs(this.node.position.x - b.node.position.x);
// return distanceA - distanceB;
// });
// // 限制目标数量
// const maxTargets = Math.min(hitNum, IRTargets.length);
// const sTargets = IRTargets.slice(0, maxTargets);
// sTargets.forEach(target => {
// this.apply_damage(target, false);
// });
// }
// } else {
// // 范围伤害:对所有范围内目标造成伤害
// if(IRTargets.length > 0) {
// IRTargets.forEach(target => {
// this.apply_damage(target, true);
// });
// }
// }
}
//伤害应用
apply_damage(target:HeroViewComp,is_range:boolean=false){
if(target == null) return;
if (!this.SConf) 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;
console.log(`[SkillView] [${this.SConf.name}] 伤害后关闭碰撞检测`);
}
// console.log(`[skillView] 伤害 [${this.group}][${this.sData.caster.ent.get(HeroAttrsComp).hero_name}][${this.sData.caster.ent.eid}]的 [${this.SConf.name}]对 [${target.box_group}][ ${target.ent.get(HeroAttrsComp).hero_name}][${target.ent.eid}]`);
// if(this.sData.hit_count > this.SConf.hit_num) return 不能超出 最大伤害数量
// 使用伤害队列系统处理伤害
DamageQueueHelper.addDamageToEntity(
target.ent,
this.sData.Attrs,
this.sData.caster,
this.sData.s_uuid,
this.sData.ext_dmg,
this.sData.dmg_ratio,
);
// 更新技能命中次数
this.sData.hit_count++
// 检查技能是否应该销毁
if (
this.sData.hit_count >= (this.SConf.hit + this.sData.Attrs[Attrs.PUNCTURE]) &&
(this.SConf.DTType != DTType.range) &&
(this.SConf.EType != EType.animationEnd) &&
(this.SConf.EType != EType.timeEnd)
) {
this.ent.destroy(); // 技能命中次数达到上限后销毁
}
}
/** 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();
}
}