Files
pixelheros/assets/script/game/hero/Hero.ts
panw 95edd6fd6d refactor: 简化攻击距离与职业类型系统
- 移除 SkillRange 枚举和 SkillDisVal 常量,统一使用 HType 表示攻击距离
- 删除 heroInfo 中的 rangeType 字段,直接使用 type 字段
- 更新英雄配置,将职业类型简化为近战、中程、远程三类
- 移除怪物属性中的 mp 和 def 字段,简化属性计算
- 更新移动和技能距离计算逻辑,直接使用 HType 判断
2026-03-16 15:54:49 +08:00

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import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D} 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";
/** 角色实体 */
@ecs.register(`Hero`)
export class Hero extends ecs.Entity {
HeroModel!: HeroAttrsComp;
View!: HeroViewComp;
HeroMove!: MoveComp;
debugMode: boolean = false; // 是否启用调试模式
protected init() {
this.addComponents<ecs.Comp>(
MoveComp,
HeroAttrsComp,
);
}
destroy(): void {
// 销毁节点,防止视觉残留
const view = this.get(HeroViewComp);
if (view && view.node && view.node.isValid) {
view.node.destroy();
}
this.remove(HeroViewComp);
this.remove(HeroAttrsComp);
super.destroy();
}
/** 加载角色 */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001) {
scale = 1
// 查找空闲英雄槽位
let size=1
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;
node.parent = scene.entityLayer!.node!.getChildByName("HERO")!;
const collider = node.getComponent(BoxCollider2D);
if (collider) collider.enabled = false; // 先禁用
node.setScale(size*node.scale.x,size*node.scale.y);
node.setPosition(pos)
// 🔥 设置初始 SiblingIndex - 英雄基础层级 + 位置偏移
mLogger.log(this.debugMode,"hero",node.getSiblingIndex());
var hv = node.getComponent(HeroViewComp)!;
const model = this.get(HeroAttrsComp);
let hero = HeroInfo[uuid]; // 共用英雄数据
// 设置 View 层属性(表现相关)
hv.scale = 1;
hv.box_group = BoxSet.HERO;
// 设置 Model 层属性(数据相关)
model.hero_uuid = uuid;
model.hero_name = hero.name;
model.lv = hero.lv ? hero.lv : 1;
model.type = hero.type;
model.fac = FacSet.HERO;
// 只有主角才挂载天赋组件
// ✅ 初始化技能数据(迁移到 HeroSkillsComp
// 设置基础属性
model.ap = hero.ap;
model.hp= model.hp_max = hero.hp;
model.speed = hero.speed;
model.a_cd_max=hero.as
model.s_cd_max=hero.ss
// 初始化技能信息数组
if(hero.skills[0]) model.atk_id=hero.skills[0]
if(hero.skills[1]) {
model.skill_id=hero.skills[1]
}
model.updateSkillDistanceCache(model.skill_id || model.atk_id);
// 初始化 buff/debuff 系统
model.initAttrs();
model.back_chance=FightSet.BACK_CHANCE
this.add(hv);
oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
const move = this.get(MoveComp);
move.direction = 1; // 向右移动
move.targetX = resolveFormationTargetX(model.fac, model.type);
move.baseY = pos.y;
smc.vmdata.mission_data.hero_num++
}
reset() {
// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
super.destroy();
}
}
@ecs.register('HeroLifecycleSystem')
export class HeroLifecycleSystem extends ecs.ComblockSystem
implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
filter() {
return ecs.allOf(MoveComp);
}
entityEnter(e: ecs.Entity): void {
// 英雄实体创建时的特殊处理
const heroAttrs = e.get(HeroAttrsComp);
if (heroAttrs) {
mLogger.log(heroAttrs.debugMode, 'HeroLifecycle', `英雄进入世界: ${heroAttrs.hero_name}`);
} else {
mLogger.log(true, 'HeroLifecycle', `英雄进入世界: 实体ID ${e.eid}`);
}
}
entityRemove(e: ecs.Entity): void {
// 英雄实体销毁时的清理工作
const heroAttrs = e.get(HeroAttrsComp);
if (heroAttrs) {
mLogger.log(heroAttrs.debugMode, 'HeroLifecycle', `英雄离开世界: ${heroAttrs.hero_name}`);
} else {
mLogger.log(true, 'HeroLifecycle', `英雄离开世界: 实体ID ${e.eid}`);
}
}
}