import { _decorator, Component, Node, Vec2, Vec3, RigidBody2D, find } from 'cc'; import { EnemyAttackStateManager } from '../EnemyAttackStateManager'; import { BulletTrajectoryConfig } from '../../Core/ConfigManager'; const { ccclass, property } = _decorator; /** * 弹道控制器 * 负责控制子弹的运动轨迹 */ 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 // 路径记录相关 flightPath: Vec3[]; // 飞行路径记录 pathRecordInterval: number; // 路径记录间隔(毫秒) lastRecordTime: number; // 上次记录时间 returnPathIndex: number; // 返回路径索引 // 发射源方块节点 sourceBlock?: Node; // 发射源方块节点(用于动态获取返回位置) } @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; // === Arc Trajectory === private arcDir: Vec3 = null; // 当前方向 private arcTargetDir: Vec3 = null; // 目标方向(最终方向) // === Guided Trajectory (更强自动导航,可拐弯并切换目标) === private guidedDir: Vec3 = null; // 当前引导方向 private guidedTargetDir: Vec3 = null; // 目标方向(平滑后的) /** * 初始化弹道 */ public init(config: BulletTrajectoryConfig, direction: Vec3, startPos: Vec3, sourceBlock?: Node) { this.config = { ...config }; this.rigidBody = this.getComponent(RigidBody2D); if (!this.rigidBody && config.type !== 'arc') { 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', // 路径记录初始化 flightPath: [startPos.clone()], pathRecordInterval: 50, // 每50毫秒记录一次位置 lastRecordTime: 0, returnPathIndex: -1, // 存储发射源方块节点 sourceBlock: sourceBlock }; 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') { this.findTarget(); } } /** * 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 'homing': this.rigidBody.linearVelocity = new Vec2( this.state.initialVelocity.x, this.state.initialVelocity.y ); break; case 'guided': { // 参考 arc:初始方向加入随机偏移,但拐弯能力更强 const baseDir = this.state.initialVelocity.clone().normalize(); const sign = Math.random() < 0.5 ? 1 : -1; const rad = 35 * Math.PI / 180 * sign; // 比 arc 略小的初始偏移,便于后续强导航 const c = Math.cos(rad); const s = Math.sin(rad); const offsetDir = new Vec3( baseDir.x * c - baseDir.y * s, baseDir.x * s + baseDir.y * c, 0 ).normalize(); this.guidedDir = offsetDir.clone(); this.guidedTargetDir = baseDir.clone(); // 设置初速度 if (this.rigidBody) { this.rigidBody.linearVelocity = new Vec2(offsetDir.x * this.config.speed, offsetDir.y * this.config.speed); } this.state.currentVelocity.set(offsetDir.x * this.config.speed, offsetDir.y * this.config.speed, 0); break; } case 'arc': { // 计算带 45° 随机偏移的初始方向 const baseDir = this.state.initialVelocity.clone().normalize(); const signArc = Math.random() < 0.5 ? 1 : -1; const radArc = 45 * Math.PI / 180 * signArc; const cosArc = Math.cos(radArc); const sinArc = Math.sin(radArc); const offsetDir = new Vec3( baseDir.x * cosArc - baseDir.y * sinArc, baseDir.x * sinArc + baseDir.y * cosArc, 0 ).normalize(); this.arcDir = offsetDir; this.arcTargetDir = baseDir; // 如果有物理组件,则设置线速度;否则后续 updateArcTrajectory 将直接操作位移 if (this.rigidBody) { this.rigidBody.linearVelocity = new Vec2(offsetDir.x * this.config.speed, offsetDir.y * this.config.speed); } // 保存当前速度 this.state.currentVelocity.set(offsetDir.x * this.config.speed, offsetDir.y * this.config.speed, 0); break; } } } /** * 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(); } } /** * 判断是否为敌人节点 */ private isEnemyNode(node: Node): boolean { // 检查是否为EnemySprite子节点 if (node.name === 'EnemySprite' && node.parent) { return node.parent.getComponent('EnemyInstance') !== null; } // 兼容旧的敌人检测逻辑 const name = node.name.toLowerCase(); return name.includes('enemy') || name.includes('敌人') || node.getComponent('EnemyInstance') !== null; } /** * 检查场上是否仍有“真实存在”的敌人 * 不受隐身影响:隐身敌人仍算存在;只有全部死亡/销毁才返回false */ private hasAliveEnemies(): boolean { // 优先使用攻击状态管理器的敌人总数(包含隐身敌人) const mgr = EnemyAttackStateManager.getInstance(); if (mgr && typeof mgr.getEnemyCount === 'function') { if (mgr.getEnemyCount() > 0) return true; } // 回退:扫描场景节点 const enemyContainer = find('Canvas/GameLevelUI/enemyContainer'); if (!enemyContainer) return false; const enemies = enemyContainer.children.filter(child => child.isValid && child.active && this.isEnemyNode(child)); return enemies.length > 0; } update(dt: number) { if (!this.config || !this.state) return; this.state.elapsedTime += dt; // 记录路径(仅对回旋镖) this.recordFlightPath(dt); switch (this.config.type) { case 'straight': this.updateStraightTrajectory(dt); break; case 'homing': this.updateHomingTrajectory(dt); break; case 'guided': this.updateGuidedTrajectory(dt); break; case 'arc': this.updateArcTrajectory(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); } } /** * 更新追踪弹道 */ private updateHomingTrajectory(dt: number) { // 追踪延迟后开始追踪 if (this.homingTimer > 0) { this.homingTimer -= dt; return; } // 确定追踪目标位置(敌人节点 or 返回点) let targetPos: Vec3 = null; if (this.state.phase === 'return' && this.state.targetPosition) { // 回程阶段,使用存储的返回坐标 targetPos = this.state.targetPosition; } else { // 主动追踪敌人 if (!this.targetNode || !this.targetNode.isValid) { this.findTarget(); } if (this.targetNode && this.targetNode.isValid) { targetPos = this.targetNode.worldPosition; } } // 若依旧没有目标,直接退出 if (!targetPos) { return; } // 计算追踪力 const currentPos = this.node.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); } /** * 更新弧线弹道 */ private updateArcTrajectory(dt: number) { if (!this.arcDir || !this.arcTargetDir) return; // === 动态追踪目标 === // 若当前没有有效目标,则尝试重新寻找 if (!this.targetNode || !this.targetNode.isValid) { this.findTarget(); // 若仍无目标且场上没有任何存活敌人,则立刻结束生命周期 if ((!this.targetNode || !this.targetNode.isValid) && !this.hasAliveEnemies()) { const lifecycle = this.getComponent('BulletLifecycle') as any; if (this.rigidBody) { this.rigidBody.linearVelocity = new Vec2(0, 0); } if (lifecycle && typeof lifecycle.forceDestroy === 'function') { lifecycle.forceDestroy(); } else { // 兜底:销毁节点 if (this.node && this.node.isValid) this.node.destroy(); } return; } } // 检查是否到达目标位置(爆炸武器和回旋镖都适用,但处理方式不同) const lifecycle = this.getComponent('BulletLifecycle') as any; const isBoomerang = lifecycle && lifecycle.getState && lifecycle.getState().phase !== undefined; if (this.state.targetPosition) { const currentPos = this.node.worldPosition; const distanceToTarget = Vec3.distance(currentPos, this.state.targetPosition); // 如果到达目标位置附近(50像素内) if (distanceToTarget <= 50) { if (isBoomerang) { // 回旋镖:触发命中效果但不爆炸,开始返回 const hitEffect = this.getComponent('BulletHitEffect') as any; if (hitEffect && typeof hitEffect.processHit === 'function') { // 对目标位置附近的敌人造成伤害 const enemyContainer = find('Canvas/GameLevelUI/enemyContainer'); if (enemyContainer) { const enemies = enemyContainer.children.filter(child => child.active && this.isEnemyNode(child) ); // 寻找目标位置附近的敌人 for (const enemy of enemies) { const distanceToEnemy = Vec3.distance(currentPos, enemy.worldPosition); if (distanceToEnemy <= 50) { hitEffect.processHit(enemy, currentPos); break; // 只命中一个敌人 } } } } // 通知生命周期组件处理命中(回旋镖会开始返回而不是销毁) if (lifecycle && typeof lifecycle.onHit === 'function') { lifecycle.onHit(this.targetNode || this.node); } } else { // 爆炸武器:停止运动并触发爆炸 if (this.rigidBody) { this.rigidBody.linearVelocity = new Vec2(0, 0); } // 先触发命中效果(包括音效播放) const hitEffect = this.getComponent('BulletHitEffect') as any; if (hitEffect && typeof hitEffect.processHit === 'function') { // 使用当前位置作为命中位置,传入子弹节点作为命中目标 hitEffect.processHit(this.node, currentPos); } // 然后通知生命周期组件触发爆炸 if (lifecycle && typeof lifecycle.onHit === 'function') { lifecycle.onHit(this.node); // 触发爆炸逻辑 } return; } } } // 根据回旋镖状态决定目标方向 if (isBoomerang && lifecycle.getState().phase === 'returning') { // 返回阶段:直接朝向目标位置(方块当前位置) if (this.state.targetPosition) { const pos = this.node.worldPosition; const dirToTarget = this.state.targetPosition.clone().subtract(pos).normalize(); this.arcTargetDir.set(dirToTarget); // 检查是否到达目标位置 const distanceToTarget = Vec3.distance(pos, this.state.targetPosition); if (distanceToTarget <= 30) { // 到达目标,销毁子弹 if (lifecycle && typeof lifecycle.forceDestroy === 'function') { lifecycle.forceDestroy(); } return; } } } else { // 主动追踪阶段:朝向敌人 if (this.targetNode && this.targetNode.isValid) { const pos = this.node.worldPosition; const dirToTarget = this.targetNode.worldPosition.clone().subtract(pos).normalize(); this.arcTargetDir.set(dirToTarget); // 对于回旋镖,检查是否足够接近敌人来触发命中 if (isBoomerang) { const distanceToEnemy = Vec3.distance(pos, this.targetNode.worldPosition); if (distanceToEnemy <= 30) { // 30像素内算命中 // 触发命中效果 const hitEffect = this.getComponent('BulletHitEffect') as any; if (hitEffect && typeof hitEffect.processHit === 'function') { hitEffect.processHit(this.targetNode, pos); } // 通知生命周期组件处理命中 if (lifecycle && typeof lifecycle.onHit === 'function') { lifecycle.onHit(this.targetNode); } } } // 更新目标位置为当前敌人位置 this.state.targetPosition = this.targetNode.worldPosition.clone(); } else if (!this.state.targetPosition) { // 如果没有目标且没有记录的目标位置,设置一个默认的前方位置 const defaultTarget = this.node.worldPosition.clone().add(this.arcDir.clone().multiplyScalar(200)); this.state.targetPosition = defaultTarget; } } // 根据与目标距离动态调整转向速率:越近转得越快,避免打圈 let rotateFactor = (this.config.rotateSpeed ?? 0.5) * dt; if (isBoomerang && lifecycle.getState().phase === 'returning') { // 回旋镖返回阶段:根据距离调整转向速率,确保平滑返回 if (this.state.targetPosition) { const distanceToTarget = Vec3.distance(this.node.worldPosition, this.state.targetPosition); // 根据距离动态调整转向速率,距离越近转向越快 if (distanceToTarget < 50) { rotateFactor *= 4.0; // 非常接近目标点时快速转向 } else if (distanceToTarget < 100) { rotateFactor *= 2.5; // 接近目标点时加快转向 } else if (distanceToTarget < 200) { rotateFactor *= 1.8; // 中等距离时适度加快转向 } else { rotateFactor *= 1.2; // 远距离时使用基础转向速率 } } } else if (this.targetNode && this.targetNode.isValid) { // 主动追踪阶段:根据距离调整转向速率 const distance = Vec3.distance(this.node.worldPosition, this.targetNode.worldPosition); rotateFactor *= (2000 / Math.max(distance, 50)); } const newDir = new Vec3(); Vec3.slerp(newDir, this.arcDir, this.arcTargetDir, Math.min(1, rotateFactor)); this.arcDir.set(newDir); // 更新位移 / 速度 if (this.rigidBody) { this.rigidBody.linearVelocity = new Vec2(this.arcDir.x * this.config.speed, this.arcDir.y * this.config.speed); } else { const displacement = this.arcDir.clone().multiplyScalar(this.config.speed * dt); this.node.worldPosition = this.node.worldPosition.add(displacement); } // 更新状态中的当前速度 this.state.currentVelocity.set(this.arcDir.x * this.config.speed, this.arcDir.y * this.config.speed, 0); } /** * 更新 guided 轨迹:强导航、顺滑拐弯与目标切换 */ private updateGuidedTrajectory(dt: number) { if (!this.guidedDir || !this.guidedTargetDir) return; // 动态追踪与目标切换:优先当前锁定;失效或消失则寻找最近目标 if (!this.targetNode || !this.targetNode.isValid) { this.findTarget(); // 若仍无目标且场上没有任何存活敌人,则立刻结束生命周期 if ((!this.targetNode || !this.targetNode.isValid) && !this.hasAliveEnemies()) { const lifecycle = this.getComponent('BulletLifecycle') as any; if (this.rigidBody) { this.rigidBody.linearVelocity = new Vec2(0, 0); } if (lifecycle && typeof lifecycle.forceDestroy === 'function') { lifecycle.forceDestroy(); } else { if (this.node && this.node.isValid) this.node.destroy(); } return; } } const currentPos = this.node.worldPosition; let targetPos: Vec3 | null = null; if (this.targetNode && this.targetNode.isValid) { targetPos = this.targetNode.worldPosition; } else if (this.state.targetPosition) { targetPos = this.state.targetPosition; } // 若仍无目标,保持原方向匀速飞行 if (!targetPos) { if (this.rigidBody) { this.rigidBody.linearVelocity = new Vec2(this.guidedDir.x * this.config.speed, this.guidedDir.y * this.config.speed); } return; } // 期望方向(纯追踪) const dirToTarget = targetPos.clone().subtract(currentPos).normalize(); const dist = Vec3.distance(currentPos, targetPos); // 动态平滑:远距离更平滑,近距离响应更快 const t = this.state.elapsedTime; let smooth: number; if (dist > 350) { smooth = t < 0.6 ? 0.15 : 0.18; // 前期更柔和 } else if (dist > 180) { smooth = 0.24; // 中段略增强响应 } else if (dist > 90) { smooth = 0.36; // 接近时明显加快 } else { smooth = 0.52; // 临近目标快速贴合 } const blended = new Vec3( this.guidedTargetDir.x + (dirToTarget.x - this.guidedTargetDir.x) * smooth, this.guidedTargetDir.y + (dirToTarget.y - this.guidedTargetDir.y) * smooth, 0 ).normalize(); this.guidedTargetDir.set(blended); // 根据角误差与距离动态提升转向速率(构造“导弹投掷”前平滑、末段急拐”手感) const dot = Math.max(-1, Math.min(1, this.guidedDir.x * this.guidedTargetDir.x + this.guidedDir.y * this.guidedTargetDir.y)); const angleErr = Math.acos(dot); // [0, π] const baseRotate = (this.config.rotateSpeed ?? 0.8) * dt; let turnScale: number; if (dist > 350) { turnScale = 0.35; // 远处很平滑 } else if (dist > 180) { turnScale = 0.6; // 中段加速但仍平滑 } else if (dist > 90) { turnScale = 0.9; // 接近目标时显著加快 } else { turnScale = 1.5; // 末段急拐,形成导弹俯冲感觉 } const angleScale = 0.8 + (angleErr / Math.PI) * 1.4; // 末段大角误差额外加成,增强“急转”质感 const lateTurnBonus = (dist < 70 && angleErr > (50 * Math.PI / 180)) ? 1.6 : 1.0; let rotateFactor = baseRotate * turnScale * angleScale * lateTurnBonus; // 限制范围,确保数值稳定 rotateFactor = Math.min(0.95, Math.max(0.015, rotateFactor)); // 使用带符号角度的旋转以避免过度插值导致的打圈 // 计算带符号角误差 [-π, π] const dotClamped = Math.max(-1, Math.min(1, this.guidedDir.x * this.guidedTargetDir.x + this.guidedDir.y * this.guidedTargetDir.y)); const crossZ = this.guidedDir.x * this.guidedTargetDir.y - this.guidedDir.y * this.guidedTargetDir.x; const signedAngle = Math.atan2(crossZ, dotClamped); // 以 rotateFactor 作为“最大步进”,限制每帧转向幅度,避免来回过冲产生自转 const maxTurn = Math.min(0.95, Math.max(0.01, rotateFactor)) * Math.PI; // 将插值因子映射到弧度步进 const clampedTurn = Math.max(-maxTurn, Math.min(maxTurn, signedAngle)); // 近距稳定锁定:很近且角误差很小,直接对准避免绕圈 if (dist < 50 && Math.abs(signedAngle) < (12 * Math.PI / 180)) { this.guidedDir.set(this.guidedTargetDir); } else { const c = Math.cos(clampedTurn); const s = Math.sin(clampedTurn); const rotated = new Vec3( this.guidedDir.x * c - this.guidedDir.y * s, this.guidedDir.x * s + this.guidedDir.y * c, 0 ).normalize(); this.guidedDir.set(rotated); } // 更新速度 if (this.rigidBody) { this.rigidBody.linearVelocity = new Vec2(this.guidedDir.x * this.config.speed, this.guidedDir.y * this.config.speed); } else { const displacement = this.guidedDir.clone().multiplyScalar(this.config.speed * dt); this.node.worldPosition = this.node.worldPosition.add(displacement); } this.state.currentVelocity.set(this.guidedDir.x * this.config.speed, this.guidedDir.y * this.config.speed, 0); // 近距命中(对齐爆炸型的处理) const lifecycle = this.getComponent('BulletLifecycle') as any; const hitEffect = this.getComponent('BulletHitEffect') as any; const isExplosion = hitEffect && typeof (hitEffect as any).hasExplosionEffect === 'function' ? (hitEffect as any).hasExplosionEffect() : false; if (this.targetNode && this.targetNode.isValid) { const hitRadius = 45; const d = Vec3.distance(currentPos, this.targetNode.worldPosition); if (d <= hitRadius) { if (this.rigidBody) this.rigidBody.linearVelocity = new Vec2(0, 0); if (isExplosion) { if (hitEffect && typeof hitEffect.processHit === 'function') { hitEffect.processHit(this.node, currentPos); } if (lifecycle && typeof lifecycle.onHit === 'function') { lifecycle.onHit(this.node); } } else { if (hitEffect && typeof hitEffect.processHit === 'function') { hitEffect.processHit(this.targetNode, currentPos); } if (lifecycle && typeof lifecycle.onHit === 'function') { lifecycle.onHit(this.targetNode); } } return; } } else { // 目标消失:立刻尝试找新目标并继续引导 this.findTarget(); } } /** * 获取当前速度 */ public getCurrentVelocity(): Vec3 { if (this.config?.type === 'arc') { return this.arcDir ? this.arcDir.clone().multiplyScalar(this.config.speed) : new Vec3(); } const vel = this.rigidBody?.linearVelocity; if (!vel) return new Vec3(); 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'; } /** * 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); } /** * 设置重力 */ public setGravity(gravity: number) { this.config.gravity = gravity; } /** * 记录飞行路径(仅对回旋镖) */ private recordFlightPath(dt: number) { // 检查是否为回旋镖 const lifecycle = this.getComponent('BulletLifecycle') as any; const isBoomerang = lifecycle && lifecycle.getState && lifecycle.getState().phase !== undefined; if (!isBoomerang) return; // 只在非返回阶段记录路径 if (lifecycle.getState().phase === 'returning') return; // 检查是否到了记录时间 this.state.lastRecordTime += dt * 1000; // 转换为毫秒 if (this.state.lastRecordTime >= this.state.pathRecordInterval) { const currentPos = this.node.worldPosition.clone(); // 避免记录重复位置 const lastPos = this.state.flightPath[this.state.flightPath.length - 1]; const distance = Vec3.distance(currentPos, lastPos); if (distance > 10) { // 只有移动距离超过10像素才记录 this.state.flightPath.push(currentPos); this.state.lastRecordTime = 0; } } } /** * 获取返回路径中的下一个目标点 */ private getNextReturnTarget(): Vec3 | null { if (this.state.flightPath.length === 0) return null; // 如果还没有开始返回路径,初始化索引 if (this.state.returnPathIndex === -1) { this.state.returnPathIndex = this.state.flightPath.length - 1; } // 检查当前位置是否接近目标点 if (this.state.returnPathIndex >= 0) { const targetPos = this.state.flightPath[this.state.returnPathIndex]; const currentPos = this.node.worldPosition; const distance = Vec3.distance(currentPos, targetPos); // 动态调整接近距离:路径点越少,接近距离越大,避免过于严格的路径跟随 const approachDistance = Math.max(25, Math.min(50, 200 / this.state.flightPath.length)); // 如果接近当前目标点,移动到下一个点 if (distance <= approachDistance) { this.state.returnPathIndex--; } // 返回当前目标点,如果有多个路径点则进行平滑插值 if (this.state.returnPathIndex >= 0) { const currentTarget = this.state.flightPath[this.state.returnPathIndex]; // 如果还有下一个路径点,进行平滑插值 if (this.state.returnPathIndex > 0) { const nextTarget = this.state.flightPath[this.state.returnPathIndex - 1]; const progress = Math.min(1, (approachDistance - distance) / approachDistance); if (progress > 0) { // 在当前目标点和下一个目标点之间进行插值 const smoothTarget = new Vec3(); Vec3.lerp(smoothTarget, currentTarget, nextTarget, progress * 0.3); return smoothTarget; } } return currentTarget; } } // 如果已经遍历完所有路径点,返回发射源方块的当前位置 if (this.state.sourceBlock && this.state.sourceBlock.isValid) { // 动态获取方块的当前世界位置 return this.state.sourceBlock.worldPosition.clone(); } // 如果方块节点无效,回退到起始位置 return this.state.startPosition; } /** * 获取动态返回目标位置(方块当前位置) */ public getDynamicReturnTarget(): Vec3 | null { if (this.state.sourceBlock && this.state.sourceBlock.isValid) { return this.state.sourceBlock.worldPosition.clone(); } return null; } /** * 为返回阶段重新初始化轨道 * @param currentPos 当前位置(新的发射点) * @param targetPos 目标位置(方块位置) */ public reinitializeForReturn(currentPos: Vec3, targetPos: Vec3) { if (!this.config || !this.state) return; // 清除当前所有速度和运动 if (this.rigidBody) { this.rigidBody.linearVelocity = new Vec2(0, 0); this.rigidBody.angularVelocity = 0; } // 计算从当前位置到目标位置的方向 const direction = targetPos.clone().subtract(currentPos).normalize(); // 重新设置状态 this.state.startPosition = currentPos.clone(); this.state.targetPosition = targetPos.clone(); this.state.initialVelocity = direction.clone().multiplyScalar(this.config.speed); this.state.currentVelocity = direction.clone().multiplyScalar(this.config.speed); this.state.elapsedTime = 0; // 重新初始化弧线轨道参数 if (this.config.type === 'arc') { this.arcDir = direction.clone(); this.arcTargetDir = direction.clone(); } // 清除路径记录,开始新的返回轨道 this.state.flightPath = [currentPos.clone()]; this.state.returnPathIndex = -1; this.state.lastRecordTime = 0; console.log(`[BulletTrajectory] 重新初始化返回轨道: ${currentPos} -> ${targetPos}`); } /** * 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.homingStrength < 0 || config.homingStrength > 1) return false; if (config.homingDelay < 0) return false; if (config.rotateSpeed !== undefined && (config.rotateSpeed < 0 || config.rotateSpeed > 1)) return false; return true; } }