import { _decorator, Component, Node, Vec2, Vec3, RigidBody2D, find } from 'cc'; const { ccclass, property } = _decorator; /** * 弹道控制器 * 负责控制子弹的运动轨迹 */ export interface BulletTrajectoryConfig { type: 'straight' | 'parabolic' | 'arc' | 'homing_arc'; // 弹道类型 speed: number; // 初始速度 gravity: number; // 重力影响 arcHeight: number; // 弧线高度 homingStrength: number; // 追踪强度 (0-1) homingDelay: number; // 追踪延迟(秒) } export interface TrajectoryState { initialVelocity: Vec3; // 初始速度 currentVelocity: Vec3; // 当前速度 startPosition: Vec3; // 起始位置 targetPosition?: Vec3; // 目标位置(追踪用) elapsedTime: number; // 经过时间 phase: 'launch' | 'homing' | 'return'; // 运动阶段 } @ccclass('BulletTrajectory') export class BulletTrajectory extends Component { private config: BulletTrajectoryConfig = null; private state: TrajectoryState = null; private rigidBody: RigidBody2D = null; private targetNode: Node = null; private homingTimer: number = 0; /** * 初始化弹道 */ public init(config: BulletTrajectoryConfig, direction: Vec3, startPos: Vec3) { this.config = { ...config }; this.rigidBody = this.getComponent(RigidBody2D); if (!this.rigidBody) { console.error('BulletTrajectory: 需要RigidBody2D组件'); return; } // 初始化状态 this.state = { initialVelocity: direction.clone().multiplyScalar(config.speed), currentVelocity: direction.clone().multiplyScalar(config.speed), startPosition: startPos.clone(), elapsedTime: 0, phase: 'launch' }; this.homingTimer = config.homingDelay; // 设置初始速度 this.applyInitialVelocity(); // 寻找目标(用于追踪弹道) if (config.type === 'homing_arc') { this.findTarget(); } console.log(`🎯 弹道初始化: ${config.type}, 速度: ${config.speed}`); } /** * 设置初始速度 */ private applyInitialVelocity() { switch (this.config.type) { case 'straight': this.rigidBody.linearVelocity = new Vec2( this.state.initialVelocity.x, this.state.initialVelocity.y ); break; case 'parabolic': case 'arc': case 'homing_arc': // 计算抛物线初始速度 const velocity = this.calculateParabolicVelocity(); this.rigidBody.linearVelocity = velocity; this.state.currentVelocity.set(velocity.x, velocity.y, 0); break; } } /** * 计算抛物线初始速度 */ private calculateParabolicVelocity(): Vec2 { const direction = this.state.initialVelocity.clone().normalize(); const speed = this.config.speed; // 基础抛物线速度 let vx = direction.x * speed; let vy = direction.y * speed; // 如果有弧线高度,调整y轴速度 if (this.config.arcHeight > 0) { // 计算到达弧线顶点需要的额外速度 const timeToApex = Math.abs(vx) / speed; // 简化计算 const extraVy = Math.sqrt(2 * Math.abs(this.config.gravity * 9.8) * this.config.arcHeight); vy += extraVy; } return new Vec2(vx, vy); } /** * 寻找追踪目标 */ private findTarget() { const enemyContainer = find('Canvas/GameLevelUI/enemyContainer'); if (!enemyContainer) return; const enemies = enemyContainer.children.filter(child => child.active && this.isEnemyNode(child) ); if (enemies.length === 0) return; // 寻找最近的敌人 let nearestEnemy: Node = null; let nearestDistance = Infinity; const bulletPos = this.node.worldPosition; for (const enemy of enemies) { const distance = Vec3.distance(bulletPos, enemy.worldPosition); if (distance < nearestDistance) { nearestDistance = distance; nearestEnemy = enemy; } } if (nearestEnemy) { this.targetNode = nearestEnemy; this.state.targetPosition = nearestEnemy.worldPosition.clone(); console.log(`🎯 弹道锁定目标: ${nearestEnemy.name}`); } } /** * 判断是否为敌人节点 */ private isEnemyNode(node: Node): boolean { const name = node.name.toLowerCase(); return name.includes('enemy') || name.includes('敌人') || node.getComponent('EnemyInstance') !== null; } update(dt: number) { if (!this.config || !this.state || !this.rigidBody) return; this.state.elapsedTime += dt; switch (this.config.type) { case 'straight': this.updateStraightTrajectory(dt); break; case 'parabolic': this.updateParabolicTrajectory(dt); break; case 'arc': this.updateArcTrajectory(dt); break; case 'homing_arc': this.updateHomingTrajectory(dt); break; } } /** * 更新直线弹道 */ private updateStraightTrajectory(dt: number) { // 直线弹道保持恒定速度,主要由物理引擎处理 const currentVel = this.rigidBody.linearVelocity; const targetSpeed = this.config.speed; // 确保速度保持恒定 const currentSpeed = Math.sqrt(currentVel.x * currentVel.x + currentVel.y * currentVel.y); if (Math.abs(currentSpeed - targetSpeed) > 1) { const direction = new Vec2(currentVel.x, currentVel.y).normalize(); this.rigidBody.linearVelocity = direction.multiplyScalar(targetSpeed); } } /** * 更新抛物线弹道 */ private updateParabolicTrajectory(dt: number) { // 应用重力影响 const currentVel = this.rigidBody.linearVelocity; const gravityForce = this.config.gravity * 9.8 * dt; this.rigidBody.linearVelocity = new Vec2( currentVel.x, currentVel.y - gravityForce ); this.state.currentVelocity.set(currentVel.x, currentVel.y - gravityForce, 0); } /** * 更新弧线弹道 */ private updateArcTrajectory(dt: number) { // 弧线弹道结合了直线和抛物线特性 const t = this.state.elapsedTime; const arcPeriod = 2.0; // 弧线周期 const arcFactor = Math.sin(t * Math.PI / arcPeriod) * this.config.arcHeight * 0.1; const currentVel = this.rigidBody.linearVelocity; this.rigidBody.linearVelocity = new Vec2( currentVel.x, currentVel.y + arcFactor * dt ); } /** * 更新追踪弹道 */ private updateHomingTrajectory(dt: number) { // 先按抛物线运动 this.updateParabolicTrajectory(dt); // 追踪延迟后开始追踪 if (this.homingTimer > 0) { this.homingTimer -= dt; return; } if (!this.targetNode || !this.targetNode.isValid) { this.findTarget(); // 重新寻找目标 return; } // 计算追踪力 const currentPos = this.node.worldPosition; const targetPos = this.targetNode.worldPosition; const direction = targetPos.clone().subtract(currentPos).normalize(); // 获取当前速度 const currentVel = this.rigidBody.linearVelocity; const currentVelVec3 = new Vec3(currentVel.x, currentVel.y, 0); // 线性插值追踪 const homingForce = this.config.homingStrength * dt * 10; const targetVelocity = direction.multiplyScalar(this.config.speed); const newVelocity = currentVelVec3.lerp(targetVelocity, homingForce); this.rigidBody.linearVelocity = new Vec2(newVelocity.x, newVelocity.y); this.state.currentVelocity.set(newVelocity); } /** * 获取当前速度 */ public getCurrentVelocity(): Vec3 { const vel = this.rigidBody.linearVelocity; return new Vec3(vel.x, vel.y, 0); } /** * 获取弹道状态 */ public getState(): TrajectoryState { return this.state; } /** * 设置新的目标位置(用于回旋镖等) */ public setTargetPosition(target: Vec3) { this.state.targetPosition = target.clone(); } /** * 反转方向(用于回旋镖) */ public reverseDirection() { const currentVel = this.rigidBody.linearVelocity; this.rigidBody.linearVelocity = new Vec2(-currentVel.x, -currentVel.y); this.state.currentVelocity.multiplyScalar(-1); this.state.phase = 'return'; console.log('🔄 弹道反转方向'); } /** * 改变方向(用于弹射) */ public changeDirection(newDirection: Vec3) { // 归一化新方向 const normalizedDir = newDirection.clone().normalize(); // 保持当前速度大小 const currentSpeed = this.config.speed; // 更新速度 this.rigidBody.linearVelocity = new Vec2( normalizedDir.x * currentSpeed, normalizedDir.y * currentSpeed ); // 更新状态 this.state.currentVelocity.set(normalizedDir.x * currentSpeed, normalizedDir.y * currentSpeed, 0); console.log('🎾 弹道方向已改变:', normalizedDir); } /** * 设置重力 */ public setGravity(gravity: number) { this.config.gravity = gravity; } /** * 验证配置 */ public static validateConfig(config: BulletTrajectoryConfig): boolean { if (!config) return false; if (config.speed <= 0) return false; if (config.gravity < 0) return false; if (config.arcHeight < 0) return false; if (config.homingStrength < 0 || config.homingStrength > 1) return false; if (config.homingDelay < 0) return false; return true; } }