- 新增 StimeDataComp 组件用于存储技能移动相关数据 - 修改 SMoveSystem 中距离结束和碰撞结束时的销毁逻辑,增加关闭碰撞体操作 - 重构 SkillView 的碰撞检测启用逻辑,提取为 enable_collider_safely 方法确保安全性 - 修复攻击帧事件中碰撞检测的启用条件,避免无效操作
204 lines
9.0 KiB
TypeScript
204 lines
9.0 KiB
TypeScript
import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, UITransform, v3, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { BuffsList, DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet";
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import { SDataCom } from "./SDataCom";
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import { Attrs } from "../common/config/HeroAttrs";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { DamageQueueHelper } from "../hero/DamageQueueComp";
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import { mLogger } from "../common/Logger";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('SkillView')
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@ecs.register('SkillView', false)
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export class SkillView extends CCComp {
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/** 视图层逻辑代码分离演示 */
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@property({ type: CCInteger })
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atk_x: number = 0
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@property({ type: CCInteger })
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atk_y: number = 0
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@property({ tooltip: "是否启用调试日志" })
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private debugMode: boolean = true;
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anim:Animation=null;
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group:number=0;
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SConf:SkillConfig=null;
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sData:SDataCom=null;
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s_uuid:number=1001
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private collider: Collider2D = null; // 缓存碰撞体引用
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private pendingDisableCollider: boolean = false;
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private isDisposing: boolean = false;
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private attackFrameCount: number = 0; // 攻击帧计数器
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private maxAttackFrames: number = 1; // 最大攻击帧数,可配置
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// 已命中目标追踪,防止重复伤害
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init() {
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this.SConf = SkillSet[this.s_uuid]
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this.sData = this.ent.get(SDataCom)
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this.anim = this.node.getComponent(Animation)
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this.node.active = true;
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this.pendingDisableCollider = false;
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this.isDisposing = false;
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this.collider = this.getComponent(Collider2D);
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if(this.collider) {
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this.collider.group = this.group;
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this.collider.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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this.collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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this.collider.enabled = this.SConf?.EType === EType.collision;
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}
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if(this.node.getComponent(Animation)){
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let anim = this.node.getComponent(Animation);
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mLogger.log(this.debugMode, 'SkillView', "[SkillCom]:has anim",anim)
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anim.off(Animation.EventType.FINISHED, this.onAnimationFinished, this);
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anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
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// 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)
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if (anim.defaultClip) {
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anim.play(anim.defaultClip.name);
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}
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}
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this.attackFrameCount = 0; // 重置攻击帧计数
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}
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onBeginContact (seCol: Collider2D, oCol: Collider2D) {
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if (!this.sData || !this.SConf) {
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mLogger.warn(this.debugMode, 'SkillView', '[SkillView] onBeginContact 缺少 sData 或 SConf,忽略此次碰撞');
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return;
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}
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if (this.isDisposing) return;
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if (!this.node || !this.node.activeInHierarchy) return;
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// 安全获取双方信息用于日志
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const casterName = this.sData.caster?.ent?.get(HeroAttrsComp)?.hero_name ?? '未知施法者';
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const casterEid = this.sData.casterEid;
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const targetView = oCol.getComponent(HeroViewComp);
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const targetName = targetView?.ent?.get(HeroAttrsComp)?.hero_name ?? '非英雄对象';
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const targetEid = targetView?.ent?.eid ?? '未知EID';
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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}]`);
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if (oCol.group === seCol.group) return;
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if (this.pendingDisableCollider) return;
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// 不是 HeroViewComp,直接忽略
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if (!targetView) return;
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// 🔥 方案A:防御性检查 - 在获取model前强制检查ent是否存在
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if (!targetView.ent) {
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mLogger.warn(this.debugMode, 'SkillView', '[SkillView] onBeginContact targetView.ent为空,实体已销毁,忽略此次碰撞');
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return;
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}
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let model = targetView.ent.get(HeroAttrsComp);
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mLogger.log(this.debugMode, 'SkillView', `[skillView] 碰撞3`, oCol.group, seCol.group, model);
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if (!model) return;
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if (model.is_dead) return;
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if (this.sData.fac == model.fac) return;
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// 检查是否已经命中过这个目标(日志安全输出)
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this.apply_damage(targetView)
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}
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onAnimationFinished(){
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if(this.SConf.EType==EType.animationEnd){
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this.disable_collider_now();
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this.ent.destroy()
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}
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}
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// //动画帧事件 atk 触发
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public atk(args:any){
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this.attackFrameCount++;
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if (this.enable_collider_safely()) {
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mLogger.log(this.debugMode, 'SkillView', `[SkillView] [${this.SConf?.name}] 第${this.attackFrameCount}次攻击帧开启碰撞检测`);
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}
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}
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//伤害应用
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apply_damage(target:HeroViewComp,is_range:boolean=false){
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if(target == null) return;
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// 安全检查:如果目标实体已不存在,直接返回
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if (!target.ent) return;
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if (!this.SConf) return;
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// 检查技能是否应该销毁
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const max_hit_count=this.SConf.hit + this.sData.Attrs[Attrs.puncture]
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if ( this.sData.hit_count >= max_hit_count ) {
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this.close_collider()
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return
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}
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// 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
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// 这样可以避免同一帧内的重复伤害
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if(this.SConf.EType !== EType.collision && this.collider) {
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this.close_collider();
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mLogger.log(this.debugMode, 'SkillView', `[SkillView] [${this.SConf.name}] 伤害后关闭碰撞检测`);
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}
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// 安全获取名称,防止实体销毁导致的空指针异常
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const casterName = this.sData.caster?.ent?.get(HeroAttrsComp)?.hero_name ?? "未知施法者";
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const targetName = target.ent.get(HeroAttrsComp)?.hero_name ?? "未知目标";
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mLogger.log(this.debugMode, 'SkillView', `[skillView] 伤害 [${this.group}][${casterName}][${this.sData.casterEid}]的 [${this.SConf.name}]对 [${target.box_group}][ ${targetName}][${target.ent.eid}]`);
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// 使用伤害队列系统处理伤害
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DamageQueueHelper.addDamageToEntity(
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target.ent,
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this.sData.Attrs,
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this.sData.casterEid,
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this.sData.s_uuid,
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this.sData.ext_dmg,
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this.sData.dmg_ratio,
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);
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// 更新技能命中次数
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this.sData.hit_count++
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if (
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(this.SConf.DTType != DTType.range) &&
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(this.SConf.EType != EType.animationEnd) &&
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(this.SConf.EType != EType.timeEnd)
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) {
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// 修复:物理回调中不能直接销毁刚体,需延迟到下一帧
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this.close_collider();
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this.scheduleOnce(() => {
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if (this.ent) {
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this.ent.destroy();
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}
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}, 0);
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}
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}
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close_collider(){
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if (!this.collider) return;
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if (this.pendingDisableCollider && !this.collider.enabled) return;
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this.pendingDisableCollider = true;
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if (this.collider.isValid) {
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this.collider.enabled = false;
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}
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this.pendingDisableCollider = false;
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}
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private disable_collider_now() {
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this.isDisposing = true;
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this.close_collider();
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}
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private enable_collider_safely(): boolean {
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if (!this.collider || !this.collider.isValid) return false;
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if (this.isDisposing) return false;
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if (!this.node || !this.node.isValid || !this.node.activeInHierarchy) return false;
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this.pendingDisableCollider = false;
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this.collider.group = this.group;
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this.collider.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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this.collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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this.collider.enabled = true;
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return true;
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}
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/** 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 */
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reset() {
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// 清理碰撞体事件监听
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if (this.collider) {
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this.collider.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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this.collider.enabled = false;
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}
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this.pendingDisableCollider = false;
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this.isDisposing = false;
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if (this.anim) {
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this.anim.off(Animation.EventType.FINISHED, this.onAnimationFinished, this);
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}
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// 取消所有定时器
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this.unscheduleAllCallbacks();
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if (this.node && this.node.isValid) {
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this.node.active = false;
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}
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}
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}
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