Files
pixelheros/assets/script/game/skill/SkillView.ts
walkpan 47575ca0b8 fix(skill): 延迟销毁技能实体以避免物理回调中直接销毁刚体
修复在物理回调中直接销毁刚体可能导致的问题,改为使用scheduleOnce延迟到下一帧销毁
2026-01-06 14:48:42 +08:00

198 lines
8.5 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
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.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);
//console.log("[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';
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.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++
// 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)
) {
// 修复:物理回调中不能直接销毁刚体,需延迟到下一帧
this.scheduleOnce(() => {
if (this.ent) {
this.ent.destroy();
}
}, 0);
}
}
/** 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();
}
}