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"__id__": 242 }, "shadows": { - "__id__": 246 + "__id__": 243 }, "_skybox": { - "__id__": 247 + "__id__": 244 }, "fog": { - "__id__": 248 + "__id__": 245 }, "octree": { - "__id__": 249 + "__id__": 246 }, "skin": { - "__id__": 250 + "__id__": 247 }, "lightProbeInfo": { - "__id__": 251 + "__id__": 248 }, "postSettings": { - "__id__": 252 + "__id__": 249 }, "bakedWithStationaryMainLight": false, "bakedWithHighpLightmap": false diff --git a/assets/scripts/PlayerController.ts b/assets/scripts/PlayerController.ts index a8d4c3f..eb965d2 100644 --- a/assets/scripts/PlayerController.ts +++ b/assets/scripts/PlayerController.ts @@ -6,6 +6,13 @@ const { ccclass, property } = _decorator; // EPhysics2DDrawFlags.Aabb | // EPhysics2DDrawFlags.Shape; +enum PlayerDirection { + LeftUp = 'LeftUp', + LeftDown = 'LeftDown', + RightUp = 'RightUp', + RightDown = 'RightDown', +} + @ccclass('PlayerController') export class PlayerController extends Component { @property(Canvas) @@ -38,12 +45,12 @@ export class PlayerController extends Component { private currentPath: Vec3[] = []; private currentPathIndex: number = 0; private originalPosition: Vec3 = new Vec3(); - private currentAnimation: string = 'stand'; // 当前播放的动画 + private currentAnimation: string | null = null; // 当前播放的动画剪辑名称 private lastTargetPosition: Vec3 = new Vec3(); // 上一个目标位置,用于方向判断 private isUpgraded: boolean = false; // 玩家是否已升级 private isGameOver: boolean = false; // 游戏是否结束(玩家死亡) private isWin: boolean = false; // 游戏是否胜利(到达终点) - private currentDirection: number = 5; // 当前玩家朝向:3表示左/上,5表示右/下,默认为5 + private currentDirection: PlayerDirection = PlayerDirection.RightDown; // 当前玩家朝向:四象限(左上/左下/右上/右下) // 平滑移动相关变量 private moveTween: any = null; // 当前移动的tween对象 @@ -279,20 +286,13 @@ export class PlayerController extends Component { // 如果移动距离很小,保持当前动画 const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance < 1) { - return this.currentAnimation.includes('walk') ? 'walk' : this.currentAnimation; + if (this.isCurrentAction('walk')) { + return 'walk'; + } + return 'stand'; } - // 计算主要移动方向 - const absX = Math.abs(deltaX); - const absY = Math.abs(deltaY); - - if (absX > absY) { - // 水平移动为主 - this.currentDirection = deltaX < 0 ? 3 : 5; - } else { - // 垂直移动为主 - this.currentDirection = deltaY < 0 ? 3 : 5; - } + this.currentDirection = this.resolveDirectionFromDelta(deltaX, deltaY); // 只返回基础动画名称,不包含方向信息 return 'walk'; @@ -302,63 +302,65 @@ export class PlayerController extends Component { * 切换动画,避免不必要的切换 * 根据 this.currentDirection 来决定 player 的 scale 是否要取反,不再需要通过动画名称进行区分 */ - private switchAnimation(animationName: string) { + private switchAnimation(actionName: string) { if (!this.player) { console.warn('Player节点未设置,无法切换动画'); return; } - // 根据动画类型获取基础动画名称,不再包含方向信息 - let baseAnimationName = animationName; - if (animationName === 'stand') { - baseAnimationName = 'stand'; - } else if (animationName.startsWith('walk')) { - baseAnimationName = 'walk'; - } else if (animationName.startsWith('attack')) { - baseAnimationName = 'attack'; - } else if (animationName.startsWith('die')) { - baseAnimationName = 'die'; + const animNode = this.player.getChildByName('Anim'); + if (!animNode) { + console.warn('未找到Anim子节点,无法切换动画'); + return; } - // 如果玩家已升级,在动画名称后添加 "_2" 后缀 - let finalAnimationName = baseAnimationName; - if (this.isUpgraded && !baseAnimationName.endsWith('_2')) { - finalAnimationName = baseAnimationName + '_2'; + const animation = animNode.getComponent(Animation); + if (!animation) { + console.warn('未找到Animation组件,无法播放动画'); + return; + } + + const candidates = this.getAnimationNameCandidates(actionName); + let finalAnimationName: string | null = null; + + for (const candidate of candidates) { + if (!candidate) { + continue; + } + const state = animation.getState(candidate); + if (state) { + finalAnimationName = candidate; + break; + } + } + + if (!finalAnimationName) { + const fallback = this.isUpgraded ? 'stand_2' : 'stand5'; + if (!this.currentAnimation || this.currentAnimation !== fallback) { + console.warn(`未找到可用的动画 ${actionName},使用兜底动画 ${fallback}`); + } + const fallbackState = animation.getState(fallback); + if (!fallbackState) { + console.error('无法找到兜底动画,动画切换失败'); + return; + } + finalAnimationName = fallback; } - // 检查是否需要切换动画 if (this.currentAnimation === finalAnimationName) { - // 即使动画名称相同,也需要检查方向是否改变,可能需要调整scale this.updatePlayerScale(); return; } - const animation = this.player.getChildByName('Anim').getComponent(Animation); - if (animation) { - // 检查动画是否存在 - const state = animation.getState(finalAnimationName); - if (!state) { - console.warn(`动画 ${finalAnimationName} 不存在,使用默认动画`); - this.currentAnimation = 'stand_2'; - animation.play('stand_2'); - this.updatePlayerScale(); - return; - } - - this.currentAnimation = finalAnimationName; - animation.play(finalAnimationName); - console.log(`切换动画: ${finalAnimationName}`); - - // 根据当前方向更新玩家scale - this.updatePlayerScale(); - } else { - console.warn('未找到Animation组件,无法播放动画'); - } + animation.play(finalAnimationName); + this.currentAnimation = finalAnimationName; + console.log(`切换动画: ${finalAnimationName}`); + this.updatePlayerScale(); } /** * 根据当前方向更新玩家Anim子节点的scale - * 当 currentDirection 为 3 时,需要翻转Anim节点(scale.x 取反) + * 左向(LeftUp/LeftDown)时需要翻转Anim节点(scale.x 取反) */ private updatePlayerScale() { if (!this.player) return; @@ -371,28 +373,127 @@ export class PlayerController extends Component { } const currentScale = animNode.scale.clone(); + const faceLeft = this.currentDirection === PlayerDirection.LeftUp || this.currentDirection === PlayerDirection.LeftDown; + const desiredScaleX = faceLeft ? -Math.abs(currentScale.x) : Math.abs(currentScale.x); - // 根据方向决定是否需要翻转 - // currentDirection: 3表示左/上,5表示右/下 - if (this.currentDirection === 3) { - // 需要翻转,确保scale.x为负值 - if (currentScale.x > 0) { - animNode.setScale(-currentScale.x, currentScale.y, currentScale.z); - } - } else { - // 不需要翻转,确保scale.x为正值 - if (currentScale.x < 0) { - animNode.setScale(-currentScale.x, currentScale.y, currentScale.z); - } + if (currentScale.x !== desiredScaleX) { + animNode.setScale(desiredScaleX, currentScale.y, currentScale.z); } } + private normalizeAnimationAction(animationName: string): string { + if (!animationName) { + return animationName; + } + if (animationName.startsWith('walk')) { + return 'walk'; + } + if (animationName.startsWith('attack')) { + return 'attack'; + } + if (animationName.startsWith('stand')) { + return 'stand'; + } + if (animationName.startsWith('die')) { + return 'die'; + } + return animationName; + } + + private isCurrentAction(action: string): boolean { + if (!this.currentAnimation) { + return false; + } + return this.normalizeAnimationAction(this.currentAnimation) === action; + } + + private resolveDirectionFromDelta( + deltaX: number, + deltaY: number, + overrides?: { horizontal?: 'Left' | 'Right', vertical?: 'Up' | 'Down' } + ): PlayerDirection { + const horizontalThreshold = 0.5; + const verticalThreshold = 0.5; + + let horizontal: 'Left' | 'Right' = overrides?.horizontal ?? (this.isFacingLeft() ? 'Left' : 'Right'); + if (!overrides?.horizontal && Math.abs(deltaX) > horizontalThreshold) { + horizontal = deltaX < 0 ? 'Left' : 'Right'; + } + + let vertical: 'Up' | 'Down' = overrides?.vertical ?? (this.isFacingUp() ? 'Up' : 'Down'); + if (!overrides?.vertical && Math.abs(deltaY) > verticalThreshold) { + vertical = deltaY > 0 ? 'Up' : 'Down'; + } + + return this.composeDirection(horizontal, vertical); + } + + private composeDirection(horizontal: 'Left' | 'Right', vertical: 'Up' | 'Down'): PlayerDirection { + if (horizontal === 'Left') { + return vertical === 'Up' ? PlayerDirection.LeftUp : PlayerDirection.LeftDown; + } + return vertical === 'Up' ? PlayerDirection.RightUp : PlayerDirection.RightDown; + } + + private isFacingLeft(): boolean { + return this.currentDirection === PlayerDirection.LeftUp || this.currentDirection === PlayerDirection.LeftDown; + } + + private isFacingUp(): boolean { + return this.currentDirection === PlayerDirection.LeftUp || this.currentDirection === PlayerDirection.RightUp; + } + + private getVerticalAnimationSuffix(): '3' | '5' { + return this.isFacingUp() ? '3' : '5'; + } + + private getAnimationNameCandidates(requestedName: string): string[] { + const action = this.normalizeAnimationAction(requestedName); + const suffix = this.getVerticalAnimationSuffix(); + const oppositeSuffix = suffix === '3' ? '5' : '3'; + const candidates: string[] = []; + + const pushUnique = (name?: string) => { + if (!name) { + return; + } + if (candidates.indexOf(name) === -1) { + candidates.push(name); + } + }; + + if (action === 'walk' || action === 'attack') { + if (this.isUpgraded) { + pushUnique(`${action}${suffix}_2`); + pushUnique(`${action}_2`); + } + pushUnique(`${action}${suffix}`); + pushUnique(action); + pushUnique(`${action}${oppositeSuffix}`); + } else if (action === 'stand') { + if (this.isUpgraded) { + pushUnique(`stand${suffix}_2`); + pushUnique('stand_2'); + } + pushUnique(`stand${suffix}`); + pushUnique(`stand${oppositeSuffix}`); + pushUnique('stand'); + } else { + if (this.isUpgraded) { + pushUnique(`${action}_2`); + } + pushUnique(action); + } + + return candidates; + } + /** * 移动到路径中的下一个路径点 */ private moveToNextWaypoint() { - if (this.currentAnimation === 'attack' || this.isAttacking) { - return + if (this.isCurrentAction('attack') || this.isAttacking) { + return; } if (!this.player || this.currentPath.length === 0 || this.currentPathIndex >= this.currentPath.length) { @@ -551,20 +652,7 @@ export class PlayerController extends Component { return; } - // 梦幻西游方向判断逻辑: - // 1. 优先判断水平方向:左上、左下、左都算左边;右上、右下、右都算右边 - // 2. 只有当水平方向不明显时(接近垂直),才判断垂直方向 - - // 设置一个阈值,当水平方向的绝对值大于这个阈值时,优先判断水平方向 - const horizontalThreshold = 0.5; // 可以根据需要调整这个值 - - if (Math.abs(deltaX) > horizontalThreshold) { - // 水平方向明显,优先判断左右 - this.currentDirection = deltaX < 0 ? 3 : 5; // 3表示左,5表示右 - } else { - // 水平方向不明显,判断垂直方向 - this.currentDirection = deltaY < 0 ? 3 : 5; // 3表示上,5表示下 - } + this.currentDirection = this.resolveDirectionFromDelta(deltaX, deltaY); // 切换到对应的动画(只传递基础动画名称) this.switchAnimation('walk'); @@ -657,9 +745,23 @@ export class PlayerController extends Component { const distance = Vec3.distance(currentLocalPos, targetLocalPos); + const targetPlayerCenterY = targetWorldPos.y + playerOffsetY; + const monsterCenterY = monsterWorldPos.y + monsterOffsetY; + const verticalDeltaToMonster = monsterCenterY - targetPlayerCenterY; + const verticalOverride = Math.abs(verticalDeltaToMonster) <= 0.5 ? undefined : (verticalDeltaToMonster > 0 ? 'Up' : 'Down'); + const desiredDirection = this.resolveDirectionFromDelta( + targetWorldPos.x - playerWorldPos.x, + targetWorldPos.y - playerWorldPos.y, + { + horizontal: standOnLeft ? 'Right' : 'Left', + vertical: verticalOverride, + } + ); + this.currentDirection = desiredDirection; + if (distance < 1) { playerNode.setPosition(targetLocalPos); - this.currentDirection = standOnLeft ? 5 : 3; + this.updatePlayerScale(); resolve(); return; } @@ -675,7 +777,8 @@ export class PlayerController extends Component { easing: 'smooth', onComplete: () => { playerNode.setPosition(targetLocalPos); - this.currentDirection = standOnLeft ? 5 : 3; + this.currentDirection = desiredDirection; + this.updatePlayerScale(); resolve(); } })