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- import { _decorator, Component, Node, Vec3, find, BoxCollider2D, RigidBody2D, Collider2D, Contact2DType, IPhysics2DContact, ERigidBody2DType } from 'cc';
- import { sp } from 'cc';
- import EventBus, { GameEvents } from '../../Core/EventBus';
- import { GroundBurnAreaManager } from './GroundBurnAreaManager';
- import { PhysicsManager } from '../../Core/PhysicsManager';
- const { ccclass, property } = _decorator;
- /**
- * 地面燃烧区域组件
- * 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
- */
- @ccclass('GroundBurnArea')
- export class GroundBurnArea extends Component {
- private _duration: number = 0;
- private _damage: number = 0;
- private _tickInterval: number = 0;
- private _isActive: boolean = false;
- private _burnEffectNode: Node | null = null; // 燃烧特效节点
- private _enemiesInArea: Set<Node> = new Set(); // 区域内的敌人
- private _damageTimer: number = 0; // 伤害计时器
-
- /**
- * 组件加载时的初始化
- */
- protected onLoad(): void {
- // 立即禁用RigidBody2D组件,防止在物理世界未准备好时激活
- const rigidBody = this.node.getComponent(RigidBody2D);
- if (rigidBody) {
- rigidBody.enabled = false;
- }
-
- // 也禁用BoxCollider2D组件,确保完全避免物理系统访问
- const collider = this.node.getComponent(BoxCollider2D);
- if (collider) {
- collider.enabled = false;
- }
- }
- /**
- * 初始化地面燃烧区域
- * @param position 燃烧区域位置
- * @param duration 持续时间(秒)
- * @param damage 每次伤害值
- * @param tickInterval 伤害间隔(秒)
- */
- public initGroundBurnArea(position: Vec3, duration: number, damage: number, tickInterval: number): void {
- this._duration = duration;
- this._damage = damage;
- this._tickInterval = tickInterval;
- this._isActive = true;
- this._damageTimer = 0;
-
- // 设置节点位置
- this.node.setWorldPosition(position);
-
- // 获取预制体中的火焰特效节点
- this.setupFlameEffect();
-
- // 先禁用RigidBody2D组件,避免在物理世界未准备好时激活
- const rigidBody = this.node.getComponent(RigidBody2D);
- if (rigidBody) {
- rigidBody.enabled = false;
- }
-
- // 设置碰撞器
- this.setupCollider();
-
- 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`);
-
- // 启动燃烧区域
- this.startBurnArea();
- }
-
- /**
- * 设置碰撞器
- */
- private setupCollider(): void {
- // 延迟设置碰撞器,确保物理系统已初始化
- this.scheduleOnce(() => {
- this.trySetupCollider();
- }, 0.2); // 增加延迟时间到0.2秒
- }
- private trySetupCollider(): void {
- // 检查物理系统是否已初始化
- const physicsManager = PhysicsManager.getInstance();
- if (!physicsManager) {
- console.warn('[GroundBurnArea] 物理系统未初始化,延迟重试');
- // 延迟重试
- this.scheduleOnce(() => {
- this.trySetupCollider();
- }, 0.1);
- return;
- }
-
- const physicsSystem = physicsManager.getSystem();
- if (!physicsSystem || !physicsSystem.enable) {
- console.warn('[GroundBurnArea] 物理系统未启用,延迟重试');
- // 延迟重试
- this.scheduleOnce(() => {
- this.trySetupCollider();
- }, 0.1);
- return;
- }
-
- // 获取碰撞器组件
- const collider = this.node.getComponent(BoxCollider2D);
- if (!collider) {
- console.error('[GroundBurnArea] 未找到 BoxCollider2D 组件');
- return;
- }
- // 重新启用碰撞器组件
- collider.enabled = true;
- // 获取刚体组件并确保启用碰撞监听
- const rigidBody = this.node.getComponent(RigidBody2D);
- if (rigidBody) {
- try {
- rigidBody.type = ERigidBody2DType.Static;
- rigidBody.enabledContactListener = true;
- // 重新启用RigidBody2D组件
- rigidBody.enabled = true;
- } catch (error) {
- console.error('[GroundBurnArea] 设置刚体组件时出错:', error);
- // 如果设置失败,再次延迟重试
- this.scheduleOnce(() => {
- this.trySetupCollider();
- }, 0.1);
- return;
- }
- }
- // 监听碰撞事件(移除之前的监听器避免重复)
- collider.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
- collider.off(Contact2DType.END_CONTACT, this.onEndContact, this);
- collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
- collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
-
- console.log(`[GroundBurnArea] 碰撞器设置完成,碰撞器启用: ${collider.enabled}, 刚体启用: ${rigidBody?.enabled}`);
-
- // 验证碰撞器设置
- if (!collider.enabled) {
- console.error('[GroundBurnArea] 碰撞器未启用!');
- }
- if (rigidBody && !rigidBody.enabled) {
- console.error('[GroundBurnArea] 刚体未启用!');
- }
- if (rigidBody && !rigidBody.enabledContactListener) {
- console.error('[GroundBurnArea] 刚体碰撞监听未启用!');
- }
- }
-
- /**
- * 敌人进入燃烧区域
- */
- private onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null): void {
- const enemyNode = otherCollider.node;
-
- console.log(`[GroundBurnArea] 碰撞检测 - 节点名称: ${enemyNode.name}, 父节点: ${enemyNode.parent?.name || 'null'}`);
-
- // 检查是否是敌人
- if (this.isEnemyNode(enemyNode)) {
- this._enemiesInArea.add(enemyNode);
- console.log(`[GroundBurnArea] 敌人进入燃烧区域: ${enemyNode.name}, 区域内敌人数量: ${this._enemiesInArea.size}`);
- } else {
- console.log(`[GroundBurnArea] 非敌人节点进入燃烧区域: ${enemyNode.name}`);
- }
- }
-
- /**
- * 敌人离开燃烧区域
- */
- private onEndContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null): void {
- const enemyNode = otherCollider.node;
-
- // 检查是否是敌人
- if (this.isEnemyNode(enemyNode)) {
- this._enemiesInArea.delete(enemyNode);
- console.log(`[GroundBurnArea] 敌人离开燃烧区域: ${enemyNode.name}, 区域内敌人数量: ${this._enemiesInArea.size}`);
- }
- }
-
- /**
- * 检查是否是敌人节点
- */
- private isEnemyNode(node: Node): boolean {
- if (!node || !node.name) {
- return false;
- }
-
- // 检查节点名称
- const nameCheck = (
- node.name.includes('Enemy') ||
- node.name.includes('enemy') ||
- node.name.includes('僵尸') ||
- node.name.includes('Zombie') ||
- node.name.includes('zombie')
- );
-
- // 检查父节点名称
- const parentCheck = (
- node.parent?.name === 'enemyContainer' ||
- node.parent?.name === 'EnemyContainer' ||
- node.parent?.name?.includes('enemy') ||
- node.parent?.name?.includes('Enemy')
- );
-
- // 检查是否有EnemyInstance组件
- const componentCheck = node.getComponent('EnemyInstance') !== null;
-
- const isEnemy = nameCheck || parentCheck || componentCheck;
-
- 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}`);
-
- return isEnemy;
- }
-
- /**
- * 启动燃烧区域
- */
- private startBurnArea(): void {
- if (!this._isActive) {
- return;
- }
-
- console.log(`[GroundBurnArea] 启动地面燃烧区域 - 持续时间: ${this._duration}秒`);
-
- // 启动更新循环
- this.schedule(this.updateBurnArea, 0.1); // 每0.1秒更新一次
-
- // 设置区域销毁定时器
- this.scheduleOnce(() => {
- this.destroyBurnArea();
- }, this._duration);
- }
-
- /**
- * 更新燃烧区域
- */
- private updateBurnArea(deltaTime: number): void {
- if (!this._isActive) {
- return;
- }
-
- // 更新伤害计时器
- this._damageTimer += deltaTime;
-
- // 检查是否到了造成伤害的时间
- if (this._damageTimer >= this._tickInterval) {
- 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}`);
-
- this.dealDamageToEnemiesInArea();
- this._damageTimer = 0;
- }
-
- // 清理无效的敌人节点
- this.cleanupInvalidEnemies();
- }
-
- /**
- * 对区域内的敌人造成伤害
- */
- private dealDamageToEnemiesInArea(): void {
- if (this._enemiesInArea.size === 0) {
- return;
- }
-
- console.log(`[GroundBurnArea] 对区域内 ${this._enemiesInArea.size} 个敌人造成燃烧伤害: ${this._damage}`);
-
- const eventBus = EventBus.getInstance();
-
- // 对每个区域内的敌人造成伤害
- for (const enemyNode of this._enemiesInArea) {
- if (enemyNode && enemyNode.isValid) {
- const damageData = {
- enemyNode: enemyNode,
- damage: this._damage,
- isCritical: false,
- source: 'GroundBurnArea'
- };
-
- eventBus.emit(GameEvents.APPLY_DAMAGE_TO_ENEMY, damageData);
- }
- }
- }
-
- /**
- * 清理无效的敌人节点
- */
- private cleanupInvalidEnemies(): void {
- const invalidEnemies: Node[] = [];
-
- for (const enemyNode of this._enemiesInArea) {
- if (!enemyNode || !enemyNode.isValid) {
- invalidEnemies.push(enemyNode);
- }
- }
-
- // 移除无效的敌人
- for (const invalidEnemy of invalidEnemies) {
- this._enemiesInArea.delete(invalidEnemy);
- }
- }
-
- /**
- * 设置火焰特效
- */
- private setupFlameEffect(): void {
- // 查找预制体中的 FlameEffect 子节点
- const flameEffectNode = this.node.getChildByName('FlameEffect');
- if (flameEffectNode) {
- this._burnEffectNode = flameEffectNode;
- // 启动火焰特效动画
- const skeleton = flameEffectNode.getComponent(sp.Skeleton);
- if (skeleton) {
- skeleton.setAnimation(0, 'animation', true);
- console.log('[GroundBurnArea] 火焰特效节点已找到并开始播放动画');
- } else {
- console.warn('[GroundBurnArea] FlameEffect 节点缺少 sp.Skeleton 组件');
- }
- } else {
- console.warn('[GroundBurnArea] 未找到 FlameEffect 子节点,请检查预制体配置');
- }
- }
-
- /**
- * 设置燃烧特效节点
- */
- public setBurnEffectNode(effectNode: Node): void {
- this._burnEffectNode = effectNode;
- }
-
-
- /**
- * 销毁燃烧区域
- */
- public destroyBurnArea(): void {
- console.log(`[GroundBurnArea] 销毁地面燃烧区域`);
-
- this._isActive = false;
- this.unscheduleAllCallbacks();
-
- // 清空敌人列表
- this._enemiesInArea.clear();
-
- // 销毁燃烧特效节点
- if (this._burnEffectNode && this._burnEffectNode.isValid) {
- console.log(`[GroundBurnArea] 销毁燃烧特效节点`);
- this._burnEffectNode.destroy();
- this._burnEffectNode = null;
- }
-
- // 通知管理器移除此燃烧区域
- const manager = GroundBurnAreaManager.getInstance();
- if (manager) {
- manager.removeBurnArea(this.node);
- }
-
- // 销毁节点
- if (this.node && this.node.isValid) {
- this.node.destroy();
- }
- }
-
- /**
- * 获取燃烧区域是否激活
- */
- public isActive(): boolean {
- return this._isActive;
- }
-
- /**
- * 获取区域内敌人数量
- */
- public getEnemyCount(): number {
- return this._enemiesInArea.size;
- }
-
- /**
- * 组件销毁时清理资源
- */
- protected onDestroy(): void {
- this._isActive = false;
- this.unscheduleAllCallbacks();
-
- // 清空敌人列表
- this._enemiesInArea.clear();
-
- // 清理燃烧特效节点
- if (this._burnEffectNode && this._burnEffectNode.isValid) {
- console.log(`[GroundBurnArea] 组件销毁时清理燃烧特效节点`);
- this._burnEffectNode.destroy();
- this._burnEffectNode = null;
- }
-
- // 通知管理器移除此燃烧区域
- const manager = GroundBurnAreaManager.getInstance();
- if (manager) {
- manager.removeBurnArea(this.node);
- }
-
- console.log(`[GroundBurnArea] 地面燃烧区域组件已销毁`);
- }
- }
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