1. 将英雄/怪物默认攻击距离调整为近战150、中程300、远程450,通过HeroDisVal统一管理 2. 新增同阵营单位移动和待机时的间距避让逻辑,避免单位重叠穿模,添加自然蠕动效果
374 lines
16 KiB
TypeScript
374 lines
16 KiB
TypeScript
/**
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* @file MoveComp.ts
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* @description 统一移动组件与系统(英雄 + 怪物)
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*
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* 核心规则:
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* 1. 准备阶段:双方原地待命,不推进不索敌。
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* 2. 战斗阶段:双方向最近敌人推进,进入攻击范围(model.dis)后停止移动并攻击。
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* 3. 场上无敌人:停止移动(战斗结束,由 MissionComp 进入结算)。
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* 4. 击退/位移不会把单位推出屏幕:HERO 不越过 BoxSet.LETF_END,MON 不越过 BoxSet.RIGHT_END。
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* 5. 推进方向无上限限制,直到接触敌人或抵达敌方边界。
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*/
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroViewComp } from "./HeroViewComp";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { smc } from "../common/SingletonModuleComp";
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import { BoxSet, FacSet } from "../common/config/GameSet";
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import { Node } from "cc";
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@ecs.register('MoveComp')
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export class MoveComp extends ecs.Comp {
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/** 朝向:1=向右(HERO),-1=向左(MON),由系统根据 fac 自动维护 */
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direction: number = 1;
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/** 当前移动目标 X */
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targetX: number = 0;
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/** 是否允许移动(出生落地前会短暂关闭) */
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moving: boolean = true;
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/** 站位基准 Y,移动时强制贴地 */
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baseY: number = 0;
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/** 出生序,用于同条件渲染排序稳定 */
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spawnOrder: number = 0;
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reset() {
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this.direction = 1;
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this.targetX = 0;
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this.moving = true;
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this.baseY = 0;
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this.spawnOrder = 0;
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}
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}
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@ecs.register('MoveSystem')
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export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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/** 渲染层级重排节流,避免每帧排序 */
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private readonly renderSortInterval = 0.05;
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private lastRenderSortAt = 0;
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private heroViewMatcher: ecs.IMatcher | null = null;
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private readonly renderEntries: { node: Node; bossPriority: number; frontScore: number; spawnOrder: number; eid: number; laneScore: number }[] = [];
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private renderEntryCount = 0;
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private getHeroViewMatcher(): ecs.IMatcher {
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if (!this.heroViewMatcher) {
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this.heroViewMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp);
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}
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return this.heroViewMatcher;
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}
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filter(): ecs.IMatcher {
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return ecs.allOf(MoveComp, HeroViewComp, HeroAttrsComp);
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}
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update(e: ecs.Entity) {
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/** 战斗未开始/暂停时不驱动移动 */
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if (!smc.mission.play || smc.mission.pause) return;
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const model = e.get(HeroAttrsComp);
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const move = e.get(MoveComp);
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const view = e.get(HeroViewComp);
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if (!model || !move || !view || !view.node) return;
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if (!move.moving) return;
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/** 关卡阶段性冻结怪物行为 */
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if (smc.mission.stop_mon_action && model.fac === FacSet.MON) {
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this.clearCombatTarget(model);
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view.status_change("idle");
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return;
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}
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/** 死亡/复活/控制状态:停止移动与索敌 */
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if (model.is_stop || model.is_dead || model.is_reviving || model.isFrost() || model.isStun()) {
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this.clearCombatTarget(model);
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if (!model.is_reviving) view.status_change("idle");
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return;
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}
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/** 所有移动都锁定在 baseY,避免出现“漂移” */
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if (view.node.position.y !== move.baseY) {
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view.node.setPosition(view.node.position.x, move.baseY, 0);
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}
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/** 准备阶段:双方原地待命,不推进不索敌 */
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if (!smc.mission.in_fight) {
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this.clearCombatTarget(model);
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model.is_atking = false;
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if (view.status !== "atk") view.status_change("idle");
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return;
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}
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/** 战斗阶段:索敌并推进 */
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const nearestEnemy = this.findNearestEnemy(e);
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if (nearestEnemy) {
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this.processCombatLogic(e, move, view, model, nearestEnemy);
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this.syncCombatTarget(model, view, nearestEnemy);
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} else {
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/** 无敌人:停止移动,等待战斗结束结算 */
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this.clearCombatTarget(model);
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model.is_atking = false;
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if (view.status !== "atk") view.status_change("idle");
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}
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/** 渲染层级重排(双阵营统一处理) */
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this.updateRenderOrder();
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}
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private clearCombatTarget(model: HeroAttrsComp): void {
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model.combat_target_eid = -1;
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model.enemy_in_cast_range = false;
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}
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private syncCombatTarget(model: HeroAttrsComp, selfView: HeroViewComp, enemyView: HeroViewComp): void {
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if (!enemyView || !enemyView.node || !enemyView.ent) {
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this.clearCombatTarget(model);
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return;
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}
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const enemyAttrs = enemyView.ent.get(HeroAttrsComp);
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if (!enemyAttrs || enemyAttrs.is_dead || enemyAttrs.is_reviving || enemyAttrs.fac === model.fac) {
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this.clearCombatTarget(model);
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return;
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}
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model.combat_target_eid = enemyView.ent.eid;
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model.enemy_in_cast_range = this.isEnemyInAttackRange(model, selfView.node.position.x, enemyView.node.position.x);
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}
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private isEnemyInAttackRange(model: HeroAttrsComp, selfX: number, enemyX: number): boolean {
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const dist = Math.abs(selfX - enemyX);
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const attackRange = model.dis;
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return dist <= attackRange;
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}
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/** 同阵营横向最小间距,防止停止移动时完全重叠 */
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private static readonly ALLY_MIN_GAP_X = 10;
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/** 挤位时的蠕动幅度(像素) */
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private static readonly JOSTLE_AMPLITUDE = 2;
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/**
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* 战斗位移:向最近敌人推进,进入攻击范围后停止。
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* 推进无上限限制,可穿越队友;停止移动后受同阵营最小间距约束。
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*/
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private processCombatLogic(_e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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const selfX = view.node.position.x;
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const enemyX = enemy.node.position.x;
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const dist = Math.abs(selfX - enemyX);
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const attackRange = model.dis;
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const inRange = dist <= attackRange;
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if (inRange) {
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/** 进入攻击范围:停止移动,进入攻击状态,由 SCastSystem 负责技能释放 */
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model.is_atking = true;
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const dir = enemyX > selfX ? 1 : -1;
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view.scale = dir;
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if (view.status === "move") {
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view.status_change("idle");
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}
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/** 停止时若与队友重叠,则向后微调保持最小间距,并加入蠕动避免死板 */
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this.adjustSpacingWhenIdle(_e, view, move, model);
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} else {
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/** 未接触:向敌人方向推进(可穿越队友,但同点时后来者稍停) */
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model.is_atking = false;
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const dir = enemyX > selfX ? 1 : -1;
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move.direction = dir;
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const speed = model.speed / 3;
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const delta = speed * this.dt * dir;
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let newX = selfX + delta;
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/** 推进时若与队友同点,后来者稍停避让 */
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newX = this.adjustSpacingWhileMoving(_e, view, move, model, newX, dir);
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/** 后退边界钳制:防止被击退/位移推出屏幕 */
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newX = this.clampByFacBoundary(newX, model.fac);
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if (Math.abs(newX - selfX) >= 0.01) {
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view.node.setPosition(newX, view.node.position.y, 0);
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view.status_change("move");
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}
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}
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}
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/**
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* 推进时的间距避让。
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* Why: 允许穿越队友,但若与队友完全同点(重叠),后来者稍停一拍,
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* 避免视觉上的"穿模"过于生硬,营造"挤过去"的自然感。
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* @returns 调整后的目标 X(被阻挡时返回 selfX,即本帧不移动)
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*/
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private adjustSpacingWhileMoving(self: ecs.Entity, view: HeroViewComp, selfMove: MoveComp, model: HeroAttrsComp, targetX: number, _dir: number): number {
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const selfX = view.node.position.x;
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const selfY = view.node.position.y;
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let blocked = false;
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ecs.query(this.getHeroViewMatcher()).forEach(e => {
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if (e === self) return;
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const attrs = e.get(HeroAttrsComp);
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const v = e.get(HeroViewComp);
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const mv = e.get(MoveComp);
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if (!attrs || !v?.node || !mv) return;
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if (attrs.is_dead || attrs.is_reviving) return;
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if (attrs.fac !== model.fac) return;
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if (Math.abs(v.node.position.y - selfY) > 30) return;
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const otherX = v.node.position.x;
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/** 同点判定:间距小于最小间距的一半视为完全重叠 */
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if (Math.abs(selfX - otherX) < MoveSystem.ALLY_MIN_GAP_X * 0.5) {
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/** spawnOrder 大者(后来者)被阻挡 */
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if (selfMove.spawnOrder > mv.spawnOrder) {
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blocked = true;
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}
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}
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});
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return blocked ? selfX : targetX;
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}
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/**
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* 停止移动时的间距微调 + 蠕动效果。
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* Why: 允许推进时穿越队友,但进入攻击范围停下后若与队友重叠,
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* 则向后微调保持 ALLY_MIN_GAP_X 间距,避免视觉完全重叠。
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* 同时加入基于时间的随机蠕动,营造"挤到前方攻击"的生动感。
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* Y 轴不变,仅约束 X。
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* 优先级:spawnOrder 小者(先出生)不动,大者向后让位。
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*/
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private adjustSpacingWhenIdle(self: ecs.Entity, view: HeroViewComp, selfMove: MoveComp, model: HeroAttrsComp): void {
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const selfX = view.node.position.x;
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const selfY = view.node.position.y;
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let adjustX = selfX;
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let isCrowded = false;
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ecs.query(this.getHeroViewMatcher()).forEach(e => {
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if (e === self) return;
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const attrs = e.get(HeroAttrsComp);
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const v = e.get(HeroViewComp);
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const mv = e.get(MoveComp);
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if (!attrs || !v?.node || !mv) return;
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if (attrs.is_dead || attrs.is_reviving) return;
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if (attrs.fac !== model.fac) return;
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/** 只约束同排(Y 差在阈值内)的队友 */
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if (Math.abs(v.node.position.y - selfY) > 30) return;
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const otherX = v.node.position.x;
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const gap = Math.abs(adjustX - otherX);
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if (gap >= MoveSystem.ALLY_MIN_GAP_X) return;
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isCrowded = true;
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/** spawnOrder 小者不动,大者向后让位 */
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if (selfMove.spawnOrder > mv.spawnOrder) {
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/** 自己靠后:向远离对方的方向后退到最小间距处 */
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const dir = adjustX >= otherX ? 1 : -1;
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adjustX = otherX + dir * MoveSystem.ALLY_MIN_GAP_X;
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}
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});
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/** 拥挤时加入蠕动:基于时间+出生序的伪随机偏移,避免多个单位同步抖动 */
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if (isCrowded) {
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const time = Date.now() / 1000;
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const jostlePhase = time * 3 + selfMove.spawnOrder * 0.7; // 不同单位错开相位
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const jostleOffset = Math.sin(jostlePhase) * MoveSystem.JOSTLE_AMPLITUDE;
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adjustX += jostleOffset;
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}
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if (Math.abs(adjustX - selfX) >= 0.01) {
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/** 后退边界钳制 */
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adjustX = this.clampByFacBoundary(adjustX, model.fac);
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view.node.setPosition(adjustX, view.node.position.y, 0);
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}
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}
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/**
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* 按阵营裁剪 X 坐标,防止被击退/位移推出屏幕。
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* HERO 后退不越过 BoxSet.LETF_END;MON 后退不越过 BoxSet.RIGHT_END。
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*/
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private clampByFacBoundary(x: number, fac: number): number {
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if (fac === FacSet.HERO) {
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return Math.max(BoxSet.LETF_END, x);
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}
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return Math.min(BoxSet.RIGHT_END, x);
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}
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private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null {
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const currentView = entity.get(HeroViewComp);
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if (!currentView?.node) return null;
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const currentPos = currentView.node.position;
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const myFac = entity.get(HeroAttrsComp).fac;
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let nearest: HeroViewComp | null = null;
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let minDis = Infinity;
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/** 遍历筛出最近敌人:以 X 轴距离为主,Y 轴距离作为同排的决胜权重,使角色优先攻击同路的敌人 */
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ecs.query(this.getHeroViewMatcher()).forEach(e => {
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const m = e.get(HeroAttrsComp);
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if (m.fac !== myFac && !m.is_dead) {
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const v = e.get(HeroViewComp);
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if (v?.node) {
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const dx = Math.abs(currentPos.x - v.node.position.x);
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const dy = Math.abs(currentPos.y - v.node.position.y);
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const d = dx + dy * 0.1; // Y轴权重较小,仅在 X 相近时起决定作用
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if (d < minDis) {
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minDis = d;
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nearest = v;
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}
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}
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}
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});
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return nearest;
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}
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private updateRenderOrder() {
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const scene = smc.map?.MapView?.scene;
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const actorRoot = scene?.entityLayer?.node?.getChildByName("HERO");
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if (!actorRoot) return;
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const now = Date.now() / 1000;
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if (now - this.lastRenderSortAt < this.renderSortInterval) return;
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this.lastRenderSortAt = now;
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this.renderEntryCount = 0;
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ecs.query(this.getHeroViewMatcher()).forEach(e => {
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const attrs = e.get(HeroAttrsComp);
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const actorView = e.get(HeroViewComp);
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if (!attrs || !actorView?.node || attrs.is_dead) return;
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if (attrs.fac !== FacSet.HERO && attrs.fac !== FacSet.MON) return;
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if (actorView.node.parent !== actorRoot) {
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actorView.node.parent = actorRoot;
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}
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/** 统一从 MoveComp 获取 spawnOrder */
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const move = e.get(MoveComp);
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const spawnOrder = move?.spawnOrder ?? 0;
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// 按 Y 轴计算渲染层级权重(Y 越小,说明越靠近屏幕下方,应该渲染在越前面)
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const laneScore = -actorView.node.position.y;
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// X 轴权重:站在前排的(交战处)优先渲染
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const frontScore = attrs.fac === FacSet.HERO ? actorView.node.position.x : -actorView.node.position.x;
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const entryIndex = this.renderEntryCount;
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let entry = this.renderEntries[entryIndex];
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if (!entry) {
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entry = { node: actorView.node, bossPriority: 0, frontScore: 0, spawnOrder: 0, eid: 0, laneScore: 0 };
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this.renderEntries.push(entry);
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}
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entry.node = actorView.node;
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entry.bossPriority = attrs.is_boss ? 1 : 0;
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entry.laneScore = laneScore;
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entry.frontScore = frontScore;
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entry.spawnOrder = spawnOrder;
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entry.eid = e.eid;
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this.renderEntryCount += 1;
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});
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this.renderEntries.length = this.renderEntryCount;
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/** 定时重排同层节点:Boss 优先级 -> Y 轴路次 -> 前后位置 -> 出生序 -> eid */
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this.renderEntries.sort((a, b) => {
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if (a.bossPriority !== b.bossPriority) return a.bossPriority - b.bossPriority;
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// Y轴靠下的(laneScore 较大)应该在后面,从而渲染在上面
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if (Math.abs(a.laneScore - b.laneScore) > 10) return a.laneScore - b.laneScore;
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if (a.frontScore !== b.frontScore) return a.frontScore - b.frontScore;
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if (a.spawnOrder !== b.spawnOrder) return a.spawnOrder - b.spawnOrder;
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return a.eid - b.eid;
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});
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this.renderEntries.forEach((item, index) => {
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item.node.setSiblingIndex(index);
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});
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}
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}
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