184 lines
6.9 KiB
TypeScript
184 lines
6.9 KiB
TypeScript
import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D, NodePool} from "cc";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../common/SingletonModuleComp";
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import { BoxSet, FacSet, IndexSet } from "../common/config/GameSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { BuffConf, SkillSet } from "../common/config/SkillSet";
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import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
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import { getMonAttr, MonType } from "../map/RogueConfig";
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import { HeroViewComp } from "./HeroViewComp";
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import { HeroSkillsComp } from "./HeroSkills";
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import { MonMoveComp } from "./MonMove";
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/** 角色实体 */
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@ecs.register(`Monster`)
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export class Monster extends ecs.Entity {
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HeroModel!: HeroAttrsComp;
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HeroSkills!: HeroSkillsComp;
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HeroView!: HeroViewComp;
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MonMove!: MonMoveComp;
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// 多键对象池:Map<prefabPath, NodePool>
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static pools: Map<string, NodePool> = new Map();
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static getFromPool(path: string): Node | null {
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if (this.pools.has(path)) {
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const pool = this.pools.get(path)!;
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if (pool.size() > 0) {
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return pool.get();
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}
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}
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return null;
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}
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static putToPool(path: string, node: Node) {
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if (!this.pools.has(path)) {
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this.pools.set(path, new NodePool());
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}
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this.pools.get(path)!.put(node);
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}
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protected init() {
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this.addComponents<ecs.Comp>(
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MonMoveComp,
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HeroAttrsComp,
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HeroSkillsComp,
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);
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}
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destroy(): void {
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// 回收节点到对象池
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const model = this.get(HeroAttrsComp);
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const view = this.get(HeroViewComp);
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if (model && view && view.node && view.node.isValid) {
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const path = "game/heros/" + HeroInfo[model.hero_uuid].path;
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Monster.putToPool(path, view.node);
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}
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this.remove(HeroViewComp);
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this.remove(HeroAttrsComp);
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this.remove(HeroSkillsComp);
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super.destroy();
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,lv:number=1,monType:MonType=MonType.NORMAL, buffs: BuffConf[] = [],is_call=false, lane: number = 0, spawnOrder: number = 0, gameTime: number = 0) {
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scale=-1
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let size=1
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var scene = smc.map.MapView.scene;
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var path = "game/heros/"+HeroInfo[uuid].path;
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// 尝试从池中获取
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let node = Monster.getFromPool(path);
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if (!node) {
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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node = instantiate(prefab);
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}
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let LINE1=scene.entityLayer!.node!.getChildByName("LINE1")!;
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let LINE2=scene.entityLayer!.node!.getChildByName("LINE2")!;
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let LINE3=scene.entityLayer!.node!.getChildByName("LINE3")!;
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let LINE4=scene.entityLayer!.node!.getChildByName("LINE4")!;
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// 🔥 设置初始 SiblingIndex - 防止溢出
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const baseLane = lane === 0 ? LINE1 : lane === 1 ? LINE2 : lane === 2 ? LINE3 : LINE4;
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node.parent = baseLane
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var view = node.getComponent(HeroViewComp)!;
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const collider = node.getComponent(BoxCollider2D);
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if (collider) {
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// 先禁用,下一帧启用,确保物理系统能正确注册新激活的节点
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collider.enabled = false;
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view.scheduleOnce(() => {
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if (node && node.isValid) {
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collider.enabled = true;
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collider.group = BoxSet.MONSTER; // 确保碰撞组正确
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collider.apply(); // 强制应用更改(如果需要)
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}
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}, 0); // 0延迟等于下一帧执行
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}
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node.setScale(size*node.scale.x,size*node.scale.y);
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node.setPosition(pos)
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const model = this.get(HeroAttrsComp);
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const skillsComp = this.get(HeroSkillsComp);
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let hero = HeroInfo[uuid]; // 共用英雄数据
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// 设置 View 层属性(表现相关)
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view.scale = scale;
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view.box_group = BoxSet.MONSTER;
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// 设置 Model 层属性(数据相关)
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model.hero_uuid = uuid;
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model.hero_name = hero.name;
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model.lv = lv;
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model.type = hero.type;
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model.fac = FacSet.MON;
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model.is_boss = monType == MonType.BOSS;
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if(model.is_boss) node.parent = scene.entityLayer!.node!.getChildByName("HERO")!;
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if(!model.is_boss){
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model.is_kalami = true;
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}
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// 根据等级和类型获取怪物属性(使用新的动态成长系统)
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const {hp, mp, ap, def, speed} = getMonAttr(lv, uuid, monType, gameTime);
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// 初始化属性数组
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model.Attrs = getAttrs();
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model.hp = model.Attrs[Attrs.HP_MAX] = hp;
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model.mp = model.Attrs[Attrs.MP_MAX] = mp;
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model.Attrs[Attrs.DEF] = def;
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model.Attrs[Attrs.AP] = ap;
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model.Attrs[Attrs.SPEED] = speed; // 使用成长后的速度
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model.Attrs[Attrs.DIS] = hero.dis;
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// ✅ 初始化技能数据(迁移到 HeroSkillsComp)
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skillsComp.initSkills(hero.skills, uuid, this);
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this.add(view);
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// 重置视图状态(对象池复用时必须)
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view.init();
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oops.message.dispatchEvent("monster_load",this)
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// 初始化移动参数,包括线路和生成顺序
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const move = this.get(MonMoveComp);
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move.reset();
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move.direction = -1; // 向左移动
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move.targetX = -800; // 左边界
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move.lane = lane; // 设置线路标识
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move.spawnOrder = spawnOrder; // 设置生成顺序
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smc.vmdata.mission_data.mon_num++
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}
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reset() {
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// 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
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super.destroy();
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}
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}
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@ecs.register('MonLifecycleSystem')
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export class MonLifecycleSystem extends ecs.ComblockSystem
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implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
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filter() {
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return ecs.allOf(MonMoveComp);
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}
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entityEnter(e: ecs.Entity): void {
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// 怪物实体创建时的特殊处理
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const heroAttrs = e.get(HeroAttrsComp);
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if (heroAttrs) {
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console.log(`怪物进入世界: ${heroAttrs.hero_name}`);
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} else {
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console.log(`怪物进入世界: 实体ID ${e.eid}`);
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}
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}
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entityRemove(e: ecs.Entity): void {
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// 怪物实体销毁时的清理工作
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const heroAttrs = e.get(HeroAttrsComp);
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if (heroAttrs) {
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console.log(`怪物离开世界: ${heroAttrs.hero_name}`);
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} else {
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console.log(`怪物离开世界: 实体ID ${e.eid}`);
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}
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}
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} |