Files
pixelheros/assets/script/game/hero/MoveComp.ts
walkpan 4305a4461e refactor(hero&mission): 调整英雄站位逻辑与配置
1.  修改游戏地平线Y轴偏移至100,适配新的UI布局
2.  为英雄属性组件添加分路与排位字段并初始化
3.  重构英雄站位分配逻辑,使用新增字段记录英雄位置
4.  更新地图与UI预制体的布局偏移适配新的游戏地平线
2026-05-13 00:15:38 +08:00

444 lines
18 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 { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroViewComp } from "./HeroViewComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { smc } from "../common/SingletonModuleComp";
import { BoxSet, FacSet } from "../common/config/GameSet";
import { HeroDisVal, HType } from "../common/config/heroSet";
import { BoxCollider2D, Node } from "cc";
import { MonMoveComp } from "./MonMoveComp";
@ecs.register('MoveComp')
export class MoveComp extends ecs.Comp {
/** 朝向1=向右,-1=向左 */
direction: number = 1;
/** 当前移动目标 X战斗/回位都会更新) */
targetX: number = 0;
/** 是否允许移动(出生落地前会短暂关闭) */
moving: boolean = true;
/** 预留:目标 Y当前逻辑主要使用 baseY 锁定地平线) */
targetY: number = 0;
/** 角色所属车道的地平线 Y移动时强制贴地 */
baseY: number = 0;
/** 预留:车道索引 */
lane: number = 0;
/** 出生序,用于同条件渲染排序稳定 */
spawnOrder: number = 0;
reset() {
this.direction = 1;
this.targetX = 0;
this.moving = true;
this.targetY = 0;
this.baseY = 0;
this.lane = 0;
this.spawnOrder = 0;
}
}
interface MoveFacConfig {
/** 阵营可前进边界(靠近敌方一侧) */
moveFrontX: number;
/** 阵营可后退边界(靠近己方一侧) */
moveBackX: number;
/** 被逼退时前侧安全边界 */
retreatFrontX: number;
/** 被逼退时后侧安全边界 */
retreatBackX: number;
}
@ecs.register('MoveSystem')
export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
private readonly heroFrontAnchorX = -200;
private readonly monFrontAnchorX = 0;
/** 常规同阵营横向最小间距(英雄) */
private readonly heroAllySpacingX = 100;
/** 常规同阵营横向最小间距(怪物) */
private readonly monAllySpacingX = 75;
/** 纵向判定为同排的最大 Y 差 */
private readonly minSpacingY = 30;
/** 渲染层级重排节流,避免每帧排序 */
private readonly renderSortInterval = 0.05;
private lastRenderSortAt = 0;
private heroMoveMatcher: ecs.IMatcher | null = null;
private heroViewMatcher: ecs.IMatcher | null = null;
private readonly renderEntries: { node: Node; bossPriority: number; frontScore: number; spawnOrder: number; eid: number; laneScore: number }[] = [];
private renderEntryCount = 0;
/**
* 阵营可移动边界配置。
* HERO 在左侧出生并向右推进MON 在右侧出生并向左推进。
*/
private readonly facConfigs: Record<number, MoveFacConfig> = {
[FacSet.HERO]: {
moveFrontX: 999999,
moveBackX: -999999,
retreatFrontX: 999999,
retreatBackX: -999999,
},
[FacSet.MON]: {
moveFrontX: -999999,
moveBackX: 999999,
retreatFrontX: -999999,
retreatBackX: 999999,
}
};
private getHeroMoveMatcher(): ecs.IMatcher {
if (!this.heroMoveMatcher) {
this.heroMoveMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp, MoveComp);
}
return this.heroMoveMatcher;
}
private getHeroViewMatcher(): ecs.IMatcher {
if (!this.heroViewMatcher) {
this.heroViewMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp);
}
return this.heroViewMatcher;
}
filter(): ecs.IMatcher {
return ecs.allOf(MoveComp, HeroViewComp, HeroAttrsComp);
}
update(e: ecs.Entity) {
/** 战斗未开始/暂停时不驱动移动 */
if (!smc.mission.play || smc.mission.pause) return;
const model = e.get(HeroAttrsComp);
const move = e.get(MoveComp);
const view = e.get(HeroViewComp);
if (!model || !move || !view || !view.node) return;
if (model.fac !== FacSet.HERO) return; // 只处理英雄移动
if (!move.moving) return;
if (model.is_stop || model.is_dead || model.is_reviving || model.isFrost()) {
this.clearCombatTarget(model);
if (!model.is_reviving) view.status_change("idle");
return;
}
// 1. 获取全局排位目标
const slot = this.getGlobalFormationSlot(e, model);
move.baseY = slot.targetY;
move.targetX = slot.targetX;
// 2. 平滑 Y 轴换路
let isChangingLane = false;
if (Math.abs(view.node.position.y - move.baseY) > 2) {
const currentY = view.node.position.y;
const deltaY = move.baseY - currentY;
const step = 400 * this.dt; // 换路速度
const newY = currentY + Math.sign(deltaY) * Math.min(Math.abs(deltaY), step);
view.node.setPosition(view.node.position.x, newY, 0);
isChangingLane = true;
} else {
view.node.setPosition(view.node.position.x, move.baseY, 0);
}
// 渲染层级重排
this.updateRenderOrder();
const nearestEnemy = this.findNearestEnemy(e);
if (nearestEnemy) {
/** 有敌人:进入战斗位移逻辑 */
this.processCombatLogic(e, move, view, model, nearestEnemy);
this.syncCombatTarget(model, view, nearestEnemy);
} else {
/** 无敌人:清目标并回归编队站位 */
this.clearCombatTarget(model);
this.moveToSlot(view, move, model, move.targetX);
model.is_atking = false;
}
// 如果只在 Y 轴移动,也要播放 move 动画
if (isChangingLane && view.status !== "move" && view.status !== "atk") {
view.status_change("move");
}
}
private clearCombatTarget(model: HeroAttrsComp): void {
model.combat_target_eid = -1;
model.enemy_in_cast_range = false;
}
private syncCombatTarget(model: HeroAttrsComp, selfView: HeroViewComp, enemyView: HeroViewComp): void {
if (!enemyView || !enemyView.node || !enemyView.ent) {
this.clearCombatTarget(model);
return;
}
const enemyAttrs = enemyView.ent.get(HeroAttrsComp);
if (!enemyAttrs || enemyAttrs.is_dead || enemyAttrs.is_reviving || enemyAttrs.fac === model.fac) {
this.clearCombatTarget(model);
return;
}
model.combat_target_eid = enemyView.ent.eid;
model.enemy_in_cast_range = this.isEnemyInAttackRange(model, selfView.node.position.x, enemyView.node.position.x);
}
private isEnemyInAttackRange(model: HeroAttrsComp, selfX: number, enemyX: number): boolean {
const dist = Math.abs(selfX - enemyX);
const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
const attackRange = HeroDisVal[rangeType];
return dist <= attackRange;
}
private processCombatLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
switch (rangeType) {
case HType.Melee:
this.processMeleeLogic(e, move, view, model, enemy);
break;
case HType.Mid:
this.processMidLogic(e, move, view, model, enemy);
break;
case HType.Long:
this.processLongLogic(e, move, view, model, enemy);
break;
default:
this.processMidLogic(e, move, view, model, enemy); // 默认中程
break;
}
}
private processMeleeLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
this.processFormationCombat(e, move, view, model);
}
private processMidLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
this.processFormationCombat(e, move, view, model);
}
private processLongLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
this.processFormationCombat(e, move, view, model);
}
private processFormationCombat(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp) {
this.moveToSlot(view, move, model, move.targetX);
model.is_atking = true;
}
private getGlobalFormationSlot(self: ecs.Entity, model: HeroAttrsComp): { targetX: number, targetY: number } {
const allAllies: ecs.Entity[] = [];
ecs.query(this.getHeroMoveMatcher()).forEach(e => {
const attrs = e.get(HeroAttrsComp);
const view = e.get(HeroViewComp);
const move = e.get(MoveComp);
if (!attrs || !view?.node || !move) return;
if (attrs.is_dead || attrs.is_reviving) return;
if (attrs.fac !== model.fac) return;
allAllies.push(e);
});
allAllies.sort((a, b) => {
const attrsA = a.get(HeroAttrsComp);
const attrsB = b.get(HeroAttrsComp);
const priorityA = attrsA ? this.getCombatPriority(attrsA) : 0;
const priorityB = attrsB ? this.getCombatPriority(attrsB) : 0;
if (priorityA !== priorityB) return priorityB - priorityA;
const lvA = attrsA?.lv ?? 1;
const lvB = attrsB?.lv ?? 1;
if (lvA !== lvB) return lvB - lvA;
const moveA = a.get(MoveComp);
const moveB = b.get(MoveComp);
const orderA = moveA?.spawnOrder ?? 0;
const orderB = moveB?.spawnOrder ?? 0;
if (orderA !== orderB) return orderA - orderB;
return a.eid - b.eid;
});
const slotIndex = Math.max(0, allAllies.findIndex(entity => entity === self));
const lanePriority = [1, 0, 2]; // 中路优先,其次上路,最后下路
const laneOffsets = [100, 0, -100];
const col = Math.floor(slotIndex / 3);
const laneIdx = lanePriority[slotIndex % 3];
// 动态更新英雄位置数据,为战斗面板排序提供依据
model.lane = laneIdx;
model.lane_index = col;
const targetY = BoxSet.GAME_LINE + laneOffsets[laneIdx];
const targetX = this.heroFrontAnchorX - col * this.heroAllySpacingX;
return { targetX, targetY };
}
private moveToSlot(view: HeroViewComp, move: MoveComp, model: HeroAttrsComp, targetX: number) {
const currentX = view.node.position.x;
const currentY = view.node.position.y;
// 当 X 和 Y 都到达目标时,才算真正到达
if (Math.abs(currentX - targetX) <= 2 && Math.abs(currentY - move.baseY) <= 2) {
view.node.setPosition(targetX, move.baseY, 0);
view.status_change("idle");
return;
}
const dir = targetX > currentX ? 1 : -1;
move.direction = dir;
const speed = model.speed / 3;
this.moveEntity(view, dir, speed, targetX);
}
private moveEntity(view: HeroViewComp, direction: number, speed: number, stopAtX?: number) {
const model = view.ent.get(HeroAttrsComp);
const move = view.ent.get(MoveComp);
if (!model || !move) return;
/** 按阵营边界裁剪,防止跑出战场可移动区域 */
const cfg = this.facConfigs[model.fac] || this.facConfigs[FacSet.HERO];
const moveMinX = Math.min(cfg.moveBackX, cfg.moveFrontX);
const moveMaxX = Math.max(cfg.moveBackX, cfg.moveFrontX);
const currentX = view.node.position.x;
const currentY = view.node.position.y;
const delta = speed * this.dt * direction;
let newX = view.node.position.x + delta;
if (currentX < moveMinX && direction < 0) {
// X 轴到底了,如果 Y 轴还在换路,继续维持 move 状态
if (Math.abs(currentY - move.baseY) > 2) {
view.status_change("move");
} else {
view.status_change("idle");
}
return;
}
if (currentX > moveMaxX && direction > 0) {
if (Math.abs(currentY - move.baseY) > 2) {
view.status_change("move");
} else {
view.status_change("idle");
}
return;
}
newX = Math.max(moveMinX, Math.min(moveMaxX, newX));
if (stopAtX !== undefined) {
/** 指定停止点时,限制不越过 stopAtX */
newX = direction > 0 ? Math.min(newX, stopAtX) : Math.max(newX, stopAtX);
}
if (Math.abs(newX - currentX) < 0.01) {
// X轴虽然没变化但如果Y轴还在移动依然是move状态
if (Math.abs(currentY - move.baseY) > 2) {
view.status_change("move");
} else {
view.status_change("idle");
}
return;
}
view.node.setPosition(newX, view.node.position.y, 0); // 注意:这里只更新 XY 在外部平滑逻辑更新
view.status_change("move");
}
private getCombatPriority(model: HeroAttrsComp): number {
/** 数值越大越靠前:近战 > 中程 > 远程 */
const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
if (rangeType === HType.Melee) return 3;
if (rangeType === HType.Mid) return 2;
return 1;
}
private resolveCombatRange(model: HeroAttrsComp, defaultMin: number, defaultMax: number): [number, number] {
const minRange = model.getCachedMinSkillDistance();
const maxRange = model.getCachedMaxSkillDistance();
if (maxRange <= 0) return [defaultMin, defaultMax];
const safeMin = Math.max(0, Math.min(minRange, maxRange - 20));
return [safeMin, maxRange];
}
private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null {
const currentView = entity.get(HeroViewComp);
if (!currentView?.node) return null;
const currentPos = currentView.node.position;
const myFac = entity.get(HeroAttrsComp).fac;
let nearest: HeroViewComp | null = null;
let minDis = Infinity;
/** 一次遍历筛出最近敌人(仅比较 x 轴距离) */
ecs.query(this.getHeroViewMatcher()).forEach(e => {
const m = e.get(HeroAttrsComp);
if (m.fac !== myFac && !m.is_dead) {
const v = e.get(HeroViewComp);
if (v?.node) {
const d = Math.abs(currentPos.x - v.node.position.x);
if (d < minDis) {
minDis = d;
nearest = v;
}
}
}
});
return nearest;
}
private updateRenderOrder() {
const scene = smc.map?.MapView?.scene;
const actorRoot = scene?.entityLayer?.node?.getChildByName("HERO");
if (!actorRoot) return;
const now = Date.now() / 1000;
if (now - this.lastRenderSortAt < this.renderSortInterval) return;
this.lastRenderSortAt = now;
this.renderEntryCount = 0;
ecs.query(this.getHeroViewMatcher()).forEach(e => {
const attrs = e.get(HeroAttrsComp);
const actorView = e.get(HeroViewComp);
if (!attrs || !actorView?.node || attrs.is_dead) return;
if (attrs.fac !== FacSet.HERO && attrs.fac !== FacSet.MON) return;
if (actorView.node.parent !== actorRoot) {
actorView.node.parent = actorRoot;
}
// 获取 spawnOrder由于可能挂载 MoveComp 或 MonMoveComp我们需要动态获取
let spawnOrder = 0;
const heroMove = e.get(MoveComp);
if (heroMove) {
spawnOrder = heroMove.spawnOrder;
} else {
const monMove = e.get(MonMoveComp);
if (monMove) {
spawnOrder = monMove.spawnOrder;
}
}
// 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)
// 之前的 isFly 逻辑已被移除,统一按 Y 轴处理三路渲染
const laneScore = -actorView.node.position.y;
// X 轴权重:站在前排的(交战处)优先渲染
const frontScore = attrs.fac === FacSet.HERO ? actorView.node.position.x : -actorView.node.position.x;
const entryIndex = this.renderEntryCount;
let entry = this.renderEntries[entryIndex];
if (!entry) {
entry = { node: actorView.node, bossPriority: 0, frontScore: 0, spawnOrder: 0, eid: 0, laneScore: 0 };
this.renderEntries.push(entry);
}
entry.node = actorView.node;
entry.bossPriority = attrs.is_boss ? 1 : 0;
entry.laneScore = laneScore;
entry.frontScore = frontScore;
entry.spawnOrder = spawnOrder;
entry.eid = e.eid;
this.renderEntryCount += 1;
});
this.renderEntries.length = this.renderEntryCount;
/** 定时重排同层节点Boss 优先级 -> Y 轴路次 -> 前后位置 -> 出生序 -> eid */
this.renderEntries.sort((a, b) => {
if (a.bossPriority !== b.bossPriority) return a.bossPriority - b.bossPriority;
// Y轴靠下的laneScore 较大)应该在后面,从而渲染在上面
if (Math.abs(a.laneScore - b.laneScore) > 10) return a.laneScore - b.laneScore;
if (a.frontScore !== b.frontScore) return a.frontScore - b.frontScore;
if (a.spawnOrder !== b.spawnOrder) return a.spawnOrder - b.spawnOrder;
return a.eid - b.eid;
});
this.renderEntries.forEach((item, index) => {
item.node.setSiblingIndex(index);
});
}
}