GroundBurnArea.ts 14 KB

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  1. import { _decorator, Component, Node, Vec3, find, BoxCollider2D, RigidBody2D, Collider2D, Contact2DType, IPhysics2DContact, ERigidBody2DType } from 'cc';
  2. import { sp } from 'cc';
  3. import EventBus, { GameEvents } from '../../Core/EventBus';
  4. import { GroundBurnAreaManager } from './GroundBurnAreaManager';
  5. import { PhysicsManager } from '../../Core/PhysicsManager';
  6. const { ccclass, property } = _decorator;
  7. /**
  8. * 地面燃烧区域组件
  9. * 用于在地面创建固定范围的燃烧区域,对进入区域的敌人造成持续伤害
  10. */
  11. @ccclass('GroundBurnArea')
  12. export class GroundBurnArea extends Component {
  13. private _duration: number = 0;
  14. private _damage: number = 0;
  15. private _tickInterval: number = 0;
  16. private _isActive: boolean = false;
  17. private _burnEffectNode: Node | null = null; // 燃烧特效节点
  18. private _enemiesInArea: Set<Node> = new Set(); // 区域内的敌人
  19. private _damageTimer: number = 0; // 伤害计时器
  20. /**
  21. * 组件加载时的初始化
  22. */
  23. protected onLoad(): void {
  24. // 立即禁用RigidBody2D组件,防止在物理世界未准备好时激活
  25. const rigidBody = this.node.getComponent(RigidBody2D);
  26. if (rigidBody) {
  27. rigidBody.enabled = false;
  28. }
  29. // 也禁用BoxCollider2D组件,确保完全避免物理系统访问
  30. const collider = this.node.getComponent(BoxCollider2D);
  31. if (collider) {
  32. collider.enabled = false;
  33. }
  34. }
  35. /**
  36. * 初始化地面燃烧区域
  37. * @param position 燃烧区域位置
  38. * @param duration 持续时间(秒)
  39. * @param damage 每次伤害值
  40. * @param tickInterval 伤害间隔(秒)
  41. */
  42. public initGroundBurnArea(position: Vec3, duration: number, damage: number, tickInterval: number): void {
  43. this._duration = duration;
  44. this._damage = damage;
  45. this._tickInterval = tickInterval;
  46. this._isActive = true;
  47. this._damageTimer = 0;
  48. // 设置节点位置
  49. this.node.setWorldPosition(position);
  50. // 获取预制体中的火焰特效节点
  51. this.setupFlameEffect();
  52. // 先禁用RigidBody2D组件,避免在物理世界未准备好时激活
  53. const rigidBody = this.node.getComponent(RigidBody2D);
  54. if (rigidBody) {
  55. rigidBody.enabled = false;
  56. }
  57. // 设置碰撞器
  58. this.setupCollider();
  59. console.log(`[GroundBurnArea] 初始化地面燃烧区域 - 位置: (${position.x.toFixed(1)}, ${position.y.toFixed(1)}), 持续时间: ${duration}秒, 伤害: ${damage}, 间隔: ${tickInterval}秒`);
  60. // 启动燃烧区域
  61. this.startBurnArea();
  62. }
  63. /**
  64. * 设置碰撞器
  65. */
  66. private setupCollider(): void {
  67. // 延迟设置碰撞器,确保物理系统已初始化
  68. this.scheduleOnce(() => {
  69. this.trySetupCollider();
  70. }, 0.2); // 增加延迟时间到0.2秒
  71. }
  72. private trySetupCollider(): void {
  73. // 检查物理系统是否已初始化
  74. const physicsManager = PhysicsManager.getInstance();
  75. if (!physicsManager) {
  76. console.warn('[GroundBurnArea] 物理系统未初始化,延迟重试');
  77. // 延迟重试
  78. this.scheduleOnce(() => {
  79. this.trySetupCollider();
  80. }, 0.1);
  81. return;
  82. }
  83. const physicsSystem = physicsManager.getSystem();
  84. if (!physicsSystem || !physicsSystem.enable) {
  85. console.warn('[GroundBurnArea] 物理系统未启用,延迟重试');
  86. // 延迟重试
  87. this.scheduleOnce(() => {
  88. this.trySetupCollider();
  89. }, 0.1);
  90. return;
  91. }
  92. // 获取碰撞器组件
  93. const collider = this.node.getComponent(BoxCollider2D);
  94. if (!collider) {
  95. console.error('[GroundBurnArea] 未找到 BoxCollider2D 组件');
  96. return;
  97. }
  98. // 重新启用碰撞器组件
  99. collider.enabled = true;
  100. // 获取刚体组件并确保启用碰撞监听
  101. const rigidBody = this.node.getComponent(RigidBody2D);
  102. if (rigidBody) {
  103. try {
  104. rigidBody.type = ERigidBody2DType.Static;
  105. rigidBody.enabledContactListener = true;
  106. // 重新启用RigidBody2D组件
  107. rigidBody.enabled = true;
  108. } catch (error) {
  109. console.error('[GroundBurnArea] 设置刚体组件时出错:', error);
  110. // 如果设置失败,再次延迟重试
  111. this.scheduleOnce(() => {
  112. this.trySetupCollider();
  113. }, 0.1);
  114. return;
  115. }
  116. }
  117. // 监听碰撞事件(移除之前的监听器避免重复)
  118. collider.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
  119. collider.off(Contact2DType.END_CONTACT, this.onEndContact, this);
  120. collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
  121. collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
  122. console.log(`[GroundBurnArea] 碰撞器设置完成,碰撞器启用: ${collider.enabled}, 刚体启用: ${rigidBody?.enabled}`);
  123. // 验证碰撞器设置
  124. if (!collider.enabled) {
  125. console.error('[GroundBurnArea] 碰撞器未启用!');
  126. }
  127. if (rigidBody && !rigidBody.enabled) {
  128. console.error('[GroundBurnArea] 刚体未启用!');
  129. }
  130. if (rigidBody && !rigidBody.enabledContactListener) {
  131. console.error('[GroundBurnArea] 刚体碰撞监听未启用!');
  132. }
  133. }
  134. /**
  135. * 敌人进入燃烧区域
  136. */
  137. private onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null): void {
  138. const enemyNode = otherCollider.node;
  139. console.log(`[GroundBurnArea] 碰撞检测 - 节点名称: ${enemyNode.name}, 父节点: ${enemyNode.parent?.name || 'null'}`);
  140. // 检查是否是敌人
  141. if (this.isEnemyNode(enemyNode)) {
  142. this._enemiesInArea.add(enemyNode);
  143. console.log(`[GroundBurnArea] 敌人进入燃烧区域: ${enemyNode.name}, 区域内敌人数量: ${this._enemiesInArea.size}`);
  144. } else {
  145. console.log(`[GroundBurnArea] 非敌人节点进入燃烧区域: ${enemyNode.name}`);
  146. }
  147. }
  148. /**
  149. * 敌人离开燃烧区域
  150. */
  151. private onEndContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null): void {
  152. const enemyNode = otherCollider.node;
  153. // 检查是否是敌人
  154. if (this.isEnemyNode(enemyNode)) {
  155. this._enemiesInArea.delete(enemyNode);
  156. console.log(`[GroundBurnArea] 敌人离开燃烧区域: ${enemyNode.name}, 区域内敌人数量: ${this._enemiesInArea.size}`);
  157. }
  158. }
  159. /**
  160. * 检查是否是敌人节点
  161. */
  162. private isEnemyNode(node: Node): boolean {
  163. if (!node || !node.name) {
  164. return false;
  165. }
  166. // 检查节点名称
  167. const nameCheck = (
  168. node.name.includes('Enemy') ||
  169. node.name.includes('enemy') ||
  170. node.name.includes('僵尸') ||
  171. node.name.includes('Zombie') ||
  172. node.name.includes('zombie')
  173. );
  174. // 检查父节点名称
  175. const parentCheck = (
  176. node.parent?.name === 'enemyContainer' ||
  177. node.parent?.name === 'EnemyContainer' ||
  178. node.parent?.name?.includes('enemy') ||
  179. node.parent?.name?.includes('Enemy')
  180. );
  181. // 检查是否有EnemyInstance组件
  182. const componentCheck = node.getComponent('EnemyInstance') !== null;
  183. const isEnemy = nameCheck || parentCheck || componentCheck;
  184. console.log(`[GroundBurnArea] 敌人检测 - 节点: ${node.name}, 父节点: ${node.parent?.name || 'null'}, 名称检查: ${nameCheck}, 父节点检查: ${parentCheck}, 组件检查: ${componentCheck}, 是敌人: ${isEnemy}`);
  185. return isEnemy;
  186. }
  187. /**
  188. * 启动燃烧区域
  189. */
  190. private startBurnArea(): void {
  191. if (!this._isActive) {
  192. return;
  193. }
  194. console.log(`[GroundBurnArea] 启动地面燃烧区域 - 持续时间: ${this._duration}秒`);
  195. // 启动更新循环
  196. this.schedule(this.updateBurnArea, 0.1); // 每0.1秒更新一次
  197. // 设置区域销毁定时器
  198. this.scheduleOnce(() => {
  199. this.destroyBurnArea();
  200. }, this._duration);
  201. }
  202. /**
  203. * 更新燃烧区域
  204. */
  205. private updateBurnArea(deltaTime: number): void {
  206. if (!this._isActive) {
  207. return;
  208. }
  209. // 更新伤害计时器
  210. this._damageTimer += deltaTime;
  211. // 检查是否到了造成伤害的时间
  212. if (this._damageTimer >= this._tickInterval) {
  213. console.log(`[GroundBurnArea] 燃烧区域伤害检查 - 区域内敌人数量: ${this._enemiesInArea.size}, 伤害值: ${this._damage}`);
  214. this.dealDamageToEnemiesInArea();
  215. this._damageTimer = 0;
  216. }
  217. // 清理无效的敌人节点
  218. this.cleanupInvalidEnemies();
  219. }
  220. /**
  221. * 对区域内的敌人造成伤害
  222. */
  223. private dealDamageToEnemiesInArea(): void {
  224. if (this._enemiesInArea.size === 0) {
  225. return;
  226. }
  227. console.log(`[GroundBurnArea] 对区域内 ${this._enemiesInArea.size} 个敌人造成燃烧伤害: ${this._damage}`);
  228. const eventBus = EventBus.getInstance();
  229. // 对每个区域内的敌人造成伤害
  230. for (const enemyNode of this._enemiesInArea) {
  231. if (enemyNode && enemyNode.isValid) {
  232. const damageData = {
  233. enemyNode: enemyNode,
  234. damage: this._damage,
  235. isCritical: false,
  236. source: 'GroundBurnArea'
  237. };
  238. eventBus.emit(GameEvents.APPLY_DAMAGE_TO_ENEMY, damageData);
  239. }
  240. }
  241. }
  242. /**
  243. * 清理无效的敌人节点
  244. */
  245. private cleanupInvalidEnemies(): void {
  246. const invalidEnemies: Node[] = [];
  247. for (const enemyNode of this._enemiesInArea) {
  248. if (!enemyNode || !enemyNode.isValid) {
  249. invalidEnemies.push(enemyNode);
  250. }
  251. }
  252. // 移除无效的敌人
  253. for (const invalidEnemy of invalidEnemies) {
  254. this._enemiesInArea.delete(invalidEnemy);
  255. }
  256. }
  257. /**
  258. * 设置火焰特效
  259. */
  260. private setupFlameEffect(): void {
  261. // 查找预制体中的 FlameEffect 子节点
  262. const flameEffectNode = this.node.getChildByName('FlameEffect');
  263. if (flameEffectNode) {
  264. this._burnEffectNode = flameEffectNode;
  265. // 启动火焰特效动画
  266. const skeleton = flameEffectNode.getComponent(sp.Skeleton);
  267. if (skeleton) {
  268. skeleton.setAnimation(0, 'animation', true);
  269. console.log('[GroundBurnArea] 火焰特效节点已找到并开始播放动画');
  270. } else {
  271. console.warn('[GroundBurnArea] FlameEffect 节点缺少 sp.Skeleton 组件');
  272. }
  273. } else {
  274. console.warn('[GroundBurnArea] 未找到 FlameEffect 子节点,请检查预制体配置');
  275. }
  276. }
  277. /**
  278. * 设置燃烧特效节点
  279. */
  280. public setBurnEffectNode(effectNode: Node): void {
  281. this._burnEffectNode = effectNode;
  282. }
  283. /**
  284. * 销毁燃烧区域
  285. */
  286. public destroyBurnArea(): void {
  287. console.log(`[GroundBurnArea] 销毁地面燃烧区域`);
  288. this._isActive = false;
  289. this.unscheduleAllCallbacks();
  290. // 清空敌人列表
  291. this._enemiesInArea.clear();
  292. // 销毁燃烧特效节点
  293. if (this._burnEffectNode && this._burnEffectNode.isValid) {
  294. console.log(`[GroundBurnArea] 销毁燃烧特效节点`);
  295. this._burnEffectNode.destroy();
  296. this._burnEffectNode = null;
  297. }
  298. // 通知管理器移除此燃烧区域
  299. const manager = GroundBurnAreaManager.getInstance();
  300. if (manager) {
  301. manager.removeBurnArea(this.node);
  302. }
  303. // 销毁节点
  304. if (this.node && this.node.isValid) {
  305. this.node.destroy();
  306. }
  307. }
  308. /**
  309. * 获取燃烧区域是否激活
  310. */
  311. public isActive(): boolean {
  312. return this._isActive;
  313. }
  314. /**
  315. * 获取区域内敌人数量
  316. */
  317. public getEnemyCount(): number {
  318. return this._enemiesInArea.size;
  319. }
  320. /**
  321. * 组件销毁时清理资源
  322. */
  323. protected onDestroy(): void {
  324. this._isActive = false;
  325. this.unscheduleAllCallbacks();
  326. // 清空敌人列表
  327. this._enemiesInArea.clear();
  328. // 清理燃烧特效节点
  329. if (this._burnEffectNode && this._burnEffectNode.isValid) {
  330. console.log(`[GroundBurnArea] 组件销毁时清理燃烧特效节点`);
  331. this._burnEffectNode.destroy();
  332. this._burnEffectNode = null;
  333. }
  334. // 通知管理器移除此燃烧区域
  335. const manager = GroundBurnAreaManager.getInstance();
  336. if (manager) {
  337. manager.removeBurnArea(this.node);
  338. }
  339. console.log(`[GroundBurnArea] 地面燃烧区域组件已销毁`);
  340. }
  341. }