Files
pixelheros/assets/script/game/hero/Hero.ts
panw de90dadaed feat(ui): 添加战场英雄信息面板并增强主角召唤事件
扩展主角召唤事件,传递更多实体信息供UI系统使用。新增HInfoComp组件作为英雄信息面板基础,并在MissionCardComp中动态生成和管理英雄信息面板,实时显示英雄属性。同时调整相关预制体引用和布局配置。
2026-03-25 17:23:22 +08:00

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import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D, tween, Tween} from "cc";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { smc } from "../common/SingletonModuleComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet";
import { HeroInfo, HeroPos, resolveFormationTargetX } from "../common/config/heroSet";
import { GameEvent } from "../common/config/GameEvent";
import { Attrs} from "../common/config/HeroAttrs";
import { MoveComp } from "./MoveComp";
import { mLogger } from "../common/Logger";
/** 英雄实体:负责英雄节点创建、属性初始化、入场动画与销毁流程 */
@ecs.register(`Hero`)
export class Hero extends ecs.Entity {
/** 英雄数据组件引用 */
HeroModel!: HeroAttrsComp;
/** 英雄表现组件引用 */
View!: HeroViewComp;
/** 英雄移动组件引用 */
HeroMove!: MoveComp;
/** 调试开关,开启后输出实体层级等调试信息 */
debugMode: boolean = false;
/** 注册实体必需组件:移动 + 属性 */
protected init() {
this.addComponents<ecs.Comp>(
MoveComp,
HeroAttrsComp,
);
}
/** 销毁实体并释放视图节点,防止残留碰撞体与显示对象 */
destroy(): void {
// 优先销毁节点,避免实体销毁后场景仍残留可见对象
const view = this.get(HeroViewComp);
if (view && view.node && view.node.isValid) {
view.node.destroy();
}
// 手动移除组件,确保 ecs 侧引用及时释放
this.remove(HeroViewComp);
this.remove(HeroAttrsComp);
super.destroy();
}
/**
* 加载并初始化英雄
* 1) 创建节点并挂到 HERO 层
* 2) 初始化表现与属性数据
* 3) 播放下落入场并在落地后启用碰撞与移动
*/
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001, dropToY:number = pos.y,hero_lv:number=1) {
// 英雄始终朝右,表现缩放固定为正向
scale = 1
// 英雄等级在当前规则下上限为 3避免超配表范围
if(hero_lv>3) hero_lv=3
// 英雄尺寸随等级做轻量放大,强化成长反馈
let size=1+0.1*hero_lv
// 根据配置路径加载英雄预制体
var path = "game/heros/"+HeroInfo[uuid].path;
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
var scene = smc.map.MapView.scene;
// 统一挂到实体显示层 HERO 节点下
node.parent = scene.entityLayer!.node!.getChildByName("HERO")!;
const collider = node.getComponent(BoxCollider2D);
// 入场过程暂不参与碰撞,防止半空触发战斗逻辑
if (collider) collider.enabled = false;
node.setScale(size*node.scale.x,size*node.scale.y);
node.setPosition(pos)
// 输出节点层级信息,便于排查遮挡与渲染顺序问题
mLogger.log(this.debugMode,"hero",node.getSiblingIndex());
var hv = node.getComponent(HeroViewComp)!;
const model = this.get(HeroAttrsComp);
// 从配置中读取英雄静态数据
let hero = HeroInfo[uuid];
// 视图层参数:朝向与碰撞阵营
hv.scale = 1;
hv.box_group = BoxSet.HERO;
// 模型层参数:身份、阵营、等级、职业
model.hero_uuid = uuid;
model.hero_name = hero.name;
model.lv = hero_lv;
model.type = hero.type;
model.fac = FacSet.HERO;
// 基础属性按等级倍率初始化
model.ap = hero.ap*model.lv;
model.hp= model.hp_max = hero.hp*model.lv;
model.speed = hero.speed;
// 构建技能表并注入运行时冷却字段 ccd
model.skills = {};
for (const key in hero.skills) {
const skill = hero.skills[key];
if (!skill) continue;
// 最终技能等级 = 初始技能等级 + 英雄等级增量,且下限为 0
model.skills[skill.uuid] = { ...skill, lv: Math.max(0,skill.lv + hero_lv - 2), ccd: 0 };
}
// 缓存技能射程等派生数据,减少战斗帧内重复计算
model.updateSkillDistanceCache();
// 初始化属性系统buff/debuff 等动态属性容器)
model.initAttrs();
// 将视图组件注册到实体,打通逻辑与表现
this.add(hv);
hv.init();
// 广播主角召唤事件,触发外部系统监听逻辑
oops.message.dispatchEvent(GameEvent.MasterCalled, {
eid: this.eid,
uuid,
hero_lv,
model
})
// 初始化移动组件:方向、目标 X、站位基准 Y
const move = this.get(MoveComp);
move.direction = 1;
move.targetX = resolveFormationTargetX(model.fac, model.type);
move.baseY = dropToY;
move.moving = false;
hv.as.idle();
// 依据下落距离自适应入场时长,保证手感稳定
const dropDistance = Math.abs(pos.y - dropToY);
const dropDuration = Math.max(0.18, Math.min(0.38, dropDistance / 1200));
// 停止旧动画后执行下落 tween避免复用节点时动画叠加
Tween.stopAllByTarget(node);
tween(node)
.to(dropDuration, { position: v3(pos.x, dropToY, 0) })
.call(() => {
if (!node || !node.isValid) return;
// 落地后锁定最终位置,切换到落地完成状态
node.setPosition(pos.x, dropToY, 0);
hv.playEnd("down");
move.moving = true;
// 落地后再启用碰撞,避免空中阶段触发伤害结算
if (collider) {
collider.enabled = true;
collider.group = BoxSet.HERO;
collider.apply();
}
})
.start();
// 维护关卡内英雄数量统计
smc.vmdata.mission_data.hero_num++
}
/** 重置入口:复用 destroy 的释放流程 */
reset() {
super.destroy();
}
}
/** 统一生命周期系统:按 fac 区分英雄与怪物并输出日志 */
@ecs.register('BattleEntityLifecycleSystem')
export class BattleEntityLifecycleSystem extends ecs.ComblockSystem
implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
/** 仅处理拥有 MoveComp 的实体 */
filter() {
return ecs.allOf(MoveComp);
}
/** 基于阵营生成日志名称 */
private resolveLabel(heroAttrs: HeroAttrsComp | null) {
if (!heroAttrs) return "未知";
if (heroAttrs.fac === FacSet.HERO) return "英雄";
if (heroAttrs.fac === FacSet.MON) return "怪物";
return "未知";
}
/** 实体进入世界时记录日志 */
entityEnter(e: ecs.Entity): void {
const heroAttrs = e.get(HeroAttrsComp);
const label = this.resolveLabel(heroAttrs);
if (heroAttrs) {
mLogger.log(heroAttrs.debugMode, 'BattleEntityLifecycle', `${label}进入世界: ${heroAttrs.hero_name}`);
} else {
mLogger.log(true, 'BattleEntityLifecycle', `${label}进入世界: 实体ID ${e.eid}`);
}
}
/** 实体离开世界时记录日志 */
entityRemove(e: ecs.Entity): void {
const heroAttrs = e.get(HeroAttrsComp);
const label = this.resolveLabel(heroAttrs);
if (heroAttrs) {
mLogger.log(heroAttrs.debugMode, 'BattleEntityLifecycle', `${label}离开世界: ${heroAttrs.hero_name}`);
} else {
mLogger.log(true, 'BattleEntityLifecycle', `${label}离开世界: 实体ID ${e.eid}`);
}
}
}