401 lines
13 KiB
TypeScript
401 lines
13 KiB
TypeScript
import { _decorator, Component, Node, Vec3, Material, MeshRenderer, Color, tween } from 'cc';
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import { BehaviorTreeManager } from './BehaviorTreeManager';
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import { RTSBehaviorHandler } from './RTSBehaviorHandler';
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const { ccclass, property } = _decorator;
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/**
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* 单位配置接口
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*/
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export interface UnitConfig {
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unitType: string;
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behaviorTreeName: string;
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maxHealth: number;
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moveSpeed: number;
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attackRange: number;
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attackDamage: number;
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color: string;
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}
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/**
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* 单位控制器 - 纯Cocos Creator组件,管理单位的行为和状态
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*/
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@ccclass('UnitController')
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export class UnitController extends Component {
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@property
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showDebugInfo: boolean = true;
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// 单位属性
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public unitType: string = '';
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public maxHealth: number = 100;
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public currentHealth: number = 100;
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public moveSpeed: number = 1.5;
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public attackRange: number = 2;
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public attackDamage: number = 25;
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public isSelected: boolean = false;
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public currentCommand: string = 'idle';
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public targetPosition: Vec3 = Vec3.ZERO.clone();
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public targetNode: Node | null = null;
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public lastAttackTime: number = 0;
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public attackCooldown: number = 1.5;
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public color: string = 'white';
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// 移动状态管理
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private isMoving: boolean = false;
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private moveStartTime: number = 0;
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private lastTargetUpdateTime: number = 0;
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private behaviorTreeManager: BehaviorTreeManager | null = null;
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private behaviorHandler: Component | null = null;
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private meshRenderer: MeshRenderer | null = null;
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onLoad() {
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this.meshRenderer = this.getComponent(MeshRenderer);
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// 创建行为树管理器
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this.behaviorTreeManager = this.addComponent(BehaviorTreeManager);
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// 添加RTS行为处理器
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try {
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// 添加RTSBehaviorHandler组件
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this.behaviorHandler = this.addComponent(RTSBehaviorHandler);
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} catch (error) {
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console.warn('RTSBehaviorHandler组件添加失败,将使用默认行为处理', error);
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}
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}
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/**
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* 设置单位配置
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*/
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setup(config: UnitConfig) {
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this.unitType = config.unitType;
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this.maxHealth = config.maxHealth;
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this.currentHealth = config.maxHealth;
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this.moveSpeed = config.moveSpeed;
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this.attackRange = config.attackRange;
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this.attackDamage = config.attackDamage;
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this.color = config.color;
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// 设置材质颜色
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this.setUnitColor(config.color);
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// 设置节点名称显示单位类型
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this.node.name = `${config.unitType.toUpperCase()}_${this.node.name}`;
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// 初始化行为树
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if (this.behaviorTreeManager) {
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this.behaviorTreeManager.initializeBehaviorTree(config.behaviorTreeName, this);
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}
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console.log(`🎮 单位设置完成: ${this.node.name} | 类型: ${config.unitType.toUpperCase()} | 行为树: ${config.behaviorTreeName}`);
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}
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/**
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* 设置单位颜色
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*/
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private setUnitColor(colorName: string) {
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if (!this.meshRenderer || !this.meshRenderer.material) return;
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const colorMap: { [key: string]: Color } = {
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'red': Color.RED,
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'green': Color.GREEN,
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'blue': Color.BLUE,
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'yellow': Color.YELLOW,
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'white': Color.WHITE,
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'cyan': Color.CYAN,
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'magenta': Color.MAGENTA
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};
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const color = colorMap[colorName] || Color.WHITE;
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this.meshRenderer.material.setProperty('mainColor', color);
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}
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/**
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* 设置选择状态
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*/
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setSelected(selected: boolean) {
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this.isSelected = selected;
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// 视觉效果
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if (selected) {
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this.showSelectionEffect();
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} else {
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this.hideSelectionEffect();
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}
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// 更新行为树黑板
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if (this.behaviorTreeManager) {
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this.behaviorTreeManager.updateBlackboardValue('isSelected', selected);
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}
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}
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/**
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* 显示选择效果
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*/
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private showSelectionEffect() {
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// 添加选择圈效果
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tween(this.node)
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.to(0.3, { scale: new Vec3(1.1, 1.1, 1.1) })
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.to(0.3, { scale: Vec3.ONE })
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.union()
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.repeatForever()
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.start();
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}
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/**
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* 隐藏选择效果
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*/
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private hideSelectionEffect() {
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// 停止所有缩放动画
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tween(this.node).stop();
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this.node.setScale(Vec3.ONE);
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}
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/**
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* 发布命令
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*/
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issueCommand(command: string, target?: Vec3 | Node) {
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this.currentCommand = command;
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// 设置目标
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if (target instanceof Vec3) {
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this.targetPosition = target.clone();
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this.targetNode = null;
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} else if (target instanceof Node) {
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this.targetPosition = target.worldPosition.clone();
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this.targetNode = target;
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}
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// 更新行为树黑板
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if (this.behaviorTreeManager) {
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this.behaviorTreeManager.updateBlackboardValue('currentCommand', command);
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this.behaviorTreeManager.updateBlackboardValue('hasTarget', target !== undefined);
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this.behaviorTreeManager.updateBlackboardValue('targetPosition', this.targetPosition);
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if (target instanceof Node) {
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this.behaviorTreeManager.updateBlackboardValue('targetType',
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target.name.includes('Resource') ? 'resource' :
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target.name.includes('Building') ? 'building' : 'unit');
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}
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}
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console.log(`单位 ${this.node.name} 接收命令: ${command}`, target);
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}
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/**
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* 设置黑板变量值
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*/
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setBlackboardValue(key: string, value: any) {
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if (this.behaviorTreeManager) {
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this.behaviorTreeManager.updateBlackboardValue(key, value);
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}
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}
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/**
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* 设置移动目标
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*/
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setTarget(position: Vec3) {
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this.targetPosition = position.clone();
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}
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/**
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* 清除移动目标
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*/
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clearTarget() {
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this.targetPosition = Vec3.ZERO.clone();
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}
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/**
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* 受到伤害
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*/
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takeDamage(damage: number) {
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this.currentHealth = Math.max(0, this.currentHealth - damage);
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// 更新行为树黑板
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if (this.behaviorTreeManager) {
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this.behaviorTreeManager.updateBlackboardValue('currentHealth', this.currentHealth);
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this.behaviorTreeManager.updateBlackboardValue('healthPercentage', this.currentHealth / this.maxHealth);
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this.behaviorTreeManager.updateBlackboardValue('isLowHealth', this.currentHealth < this.maxHealth * 0.3);
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}
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// 视觉效果
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this.showDamageEffect();
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if (this.currentHealth <= 0) {
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this.die();
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}
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}
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/**
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* 显示受伤效果
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*/
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private showDamageEffect() {
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if (!this.meshRenderer || !this.meshRenderer.material) return;
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// 闪红效果
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const originalColor = this.meshRenderer.material.getProperty('mainColor') as Color;
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this.meshRenderer.material.setProperty('mainColor', Color.RED);
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this.scheduleOnce(() => {
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if (this.meshRenderer && this.meshRenderer.material) {
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this.meshRenderer.material.setProperty('mainColor', originalColor);
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}
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}, 0.2);
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}
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/**
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* 单位死亡
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*/
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private die() {
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console.log(`单位 ${this.node.name} 死亡`);
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// 播放死亡动画后销毁节点
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tween(this.node)
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.to(0.5, { scale: Vec3.ZERO })
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.call(() => {
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this.node.destroy();
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})
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.start();
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}
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/**
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* 移动到目标位置(只在水平面移动,不改变Y轴)
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*/
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moveToTarget(targetPos: Vec3, speed?: number, deltaTime?: number): boolean {
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const currentPos = this.node.worldPosition;
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// 只计算水平面距离(忽略Y轴)
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const currentPos2D = new Vec3(currentPos.x, 0, currentPos.z);
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const targetPos2D = new Vec3(targetPos.x, 0, targetPos.z);
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const distance = currentPos2D.subtract(targetPos2D).length();
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if (distance < 0.8) { // 增加到达阈值,减少抖动
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this.isMoving = false;
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return true; // 已到达目标
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}
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// 平滑移动逻辑(只在水平面)
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const direction2D = targetPos2D.subtract(currentPos2D).normalize();
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const moveSpeed = speed || this.moveSpeed;
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const dt = deltaTime || 0.016; // 使用传入的deltaTime或默认值
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// 计算移动距离,确保不会超过目标位置
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const moveDistance = Math.min(moveSpeed * dt, distance);
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const movement2D = direction2D.multiplyScalar(moveDistance);
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// 新位置保持原有的Y轴位置
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const newPosition = new Vec3(
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currentPos.x + movement2D.x,
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currentPos.y, // 保持Y轴不变
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currentPos.z + movement2D.z
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);
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this.node.setWorldPosition(newPosition);
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this.isMoving = true;
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// 减少日志输出频率
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if (Date.now() - this.moveStartTime > 1000) { // 每秒输出一次
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console.log(`${this.node.name}: 移动中 距离目标${distance.toFixed(2)}米`);
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this.moveStartTime = Date.now();
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}
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return false; // 还在移动中
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}
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/**
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* 攻击目标
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*/
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attackTarget(): boolean {
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const currentTime = Date.now() / 1000;
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if (currentTime - this.lastAttackTime < this.attackCooldown) {
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return false; // 冷却中
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}
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// 执行攻击
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console.log(`${this.node.name} 执行攻击`);
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this.lastAttackTime = currentTime;
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// 更新行为树黑板
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if (this.behaviorTreeManager) {
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this.behaviorTreeManager.updateBlackboardValue('lastAttackTime', currentTime);
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}
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return true; // 攻击成功
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}
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update(deltaTime: number) {
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// 自动移动逻辑 - 如果有目标位置就自动移动
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if (this.targetPosition && !this.targetPosition.equals(Vec3.ZERO)) {
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const arrived = this.moveToTarget(this.targetPosition, undefined, deltaTime);
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if (arrived) {
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// 不要清除目标位置,让行为树决定下一步动作
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this.isMoving = false;
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// 更新黑板状态
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if (this.behaviorTreeManager) {
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this.behaviorTreeManager.updateBlackboardValue('isMoving', false);
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// 不要设置hasTarget为false,让行为树自己管理
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}
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} else {
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this.isMoving = true;
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// 更新移动状态到黑板
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if (this.behaviorTreeManager) {
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this.behaviorTreeManager.updateBlackboardValue('isMoving', true);
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}
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}
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}
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// 更新行为树黑板中的核心变量
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if (this.behaviorTreeManager) {
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// 基础属性更新
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this.behaviorTreeManager.updateBlackboardValue('currentHealth', this.currentHealth);
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this.behaviorTreeManager.updateBlackboardValue('healthPercentage', this.currentHealth / this.maxHealth);
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this.behaviorTreeManager.updateBlackboardValue('isLowHealth', this.currentHealth < this.maxHealth * 0.3);
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// 命令状态更新
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this.behaviorTreeManager.updateBlackboardValue('currentCommand', this.currentCommand);
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this.behaviorTreeManager.updateBlackboardValue('hasTarget', this.targetPosition && !this.targetPosition.equals(Vec3.ZERO));
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this.behaviorTreeManager.updateBlackboardValue('targetPosition', this.targetPosition);
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this.behaviorTreeManager.updateBlackboardValue('isSelected', this.isSelected);
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this.behaviorTreeManager.updateBlackboardValue('isMoving', this.isMoving);
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// 位置信息更新
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this.behaviorTreeManager.updateBlackboardValue('worldPosition', this.node.worldPosition);
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// 根据单位类型设置特定的黑板变量
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if (this.unitType === 'worker') {
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// 工人特有的变量
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// 这里可以添加工人特有的状态更新
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} else if (this.unitType === 'soldier') {
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// 士兵特有的变量
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this.behaviorTreeManager.updateBlackboardValue('lastAttackTime', this.lastAttackTime);
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} else if (this.unitType === 'scout') {
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// 侦察兵特有的变量
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// 这里可以添加侦察兵特有的状态更新
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}
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}
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// 调试信息显示
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if (this.showDebugInfo) {
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this.updateDebugInfo();
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}
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}
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/**
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* 更新调试信息
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*/
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private updateDebugInfo() {
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// 可以在这里添加调试信息的显示逻辑
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// 比如在单位上方显示状态文本等
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}
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onDestroy() {
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// 停止所有动画
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tween(this.node).stop();
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}
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}
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