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- import { _decorator, Component, Node, Vec2, Vec3, RigidBody2D, find } from 'cc';
- 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)
-
- /**
- * 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 'parabolic':
- // 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;
-
- case 'homing':
- this.rigidBody.linearVelocity = new Vec2(
- this.state.initialVelocity.x,
- this.state.initialVelocity.y
- );
- break;
-
- case 'arc':
- // 计算带 45° 随机偏移的初始方向
- const baseDir = this.state.initialVelocity.clone().normalize();
- const sign = Math.random() < 0.5 ? 1 : -1;
- const rad = 45 * Math.PI / 180 * sign;
- const cos = Math.cos(rad);
- const sin = Math.sin(rad);
- const offsetDir = new Vec3(
- baseDir.x * cos - baseDir.y * sin,
- baseDir.x * sin + baseDir.y * cos,
- 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;
- }
- }
-
- /**
- * 计算抛物线初始速度
- */
- private calculateParabolicVelocity(): Vec2 {
- // NOTE:
- // 1. 当目标位于子弹正上/下方时, 原 direction 的 x 分量可能非常小甚至为 0, 导致 vx≈0, 子弹会几乎垂直运动, 看起来像"钢球"直落。
- // 2. 对于抛物线弹道, 我们总是希望子弹具备一个最小的水平速度, 并且保证初速度向上( vy>0 ),
- // 这样才能形成明显的抛物线效果并最终击中目标。
- const rawDir = this.state.initialVelocity.clone().normalize();
- // 单独提取水平方向, 忽略原始 y 分量, 以保证抛物线始终向前飞行
- const horizontalDir = new Vec3(rawDir.x, 0, 0);
- // 若水平方向过小, 取发射者面朝方向 (rawDir.x 的符号) 作为水平单位向量
- if (Math.abs(horizontalDir.x) < 0.01) {
- horizontalDir.x = rawDir.x >= 0 ? 1 : -1;
- }
- horizontalDir.normalize();
- const speed = this.config.speed;
- // 基础水平速度 (保持恒定, 不受重力影响)
- const vx = horizontalDir.x * speed;
- // 计算纵向初速度, 使得理论最高点接近 arcHeight
- // vy = sqrt(2 * g * h)
- const g = Math.max(0.1, Math.abs(this.config.gravity * 9.8)); // 避免 g=0 导致除0或 vy=0
- const desiredHeight = Math.max(1, 20); // 使用固定高度20作为默认抛物线高度
- let vy = Math.sqrt(2 * g * desiredHeight);
- // 如果原始方向有明显的向上分量, 为了兼容旧配置, 适当叠加
- if (rawDir.y > 0.1) {
- vy += rawDir.y * speed * 0.5; // 50% 叠加, 防止过高
- }
- 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();
- }
- }
-
- /**
- * 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;
- }
-
- 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 'parabolic':
- this.updateParabolicTrajectory(dt);
- break;
- case 'homing':
- this.updateHomingTrajectory(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();
- }
- // 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);
- }
-
- /**
- * 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;
- }
- }
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