feat(渲染): 实现基于线路和生成顺序的层级管理系统
添加IndexSet枚举定义基础层级和增量 修改怪物生成逻辑以支持线路(lane)和生成顺序(spawnOrder) 重构MonMoveSystem中的渲染层级更新逻辑 优化HeroViewComp中血条显示逻辑 调整怪物位置配置以支持双线路布局
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@@ -8,6 +8,7 @@ import { GameEvent } from "../common/config/GameEvent";
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// 导入肉鸽配置
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import { MonType, EventType, getStageMonConfigs} from "./RogueConfig";
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import { BuffConf } from "../common/config/SkillSet";
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import { IndexSet } from "../common/config/GameSet";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@@ -30,6 +31,8 @@ export class MissionMonCompComp extends CCComp {
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private isPausing: boolean = false; // 是否正在暂停
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private currentEvent: EventType | null = null; // 当前关卡的随机事件
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private eventProcessed: boolean = false; // 事件是否已处理
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/** 全局生成顺序计数器,用于层级管理 */
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private globalSpawnOrder: number = 0;
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onLoad(){
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@@ -46,6 +49,8 @@ export class MissionMonCompComp extends CCComp {
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fight_ready(){
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// console.log("[MissionMonComp]:fight_ready")
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smc.vmdata.mission_data.mon_num=0
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// 重置生成顺序计数器
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this.globalSpawnOrder = 0
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this.do_mon_wave()
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}
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@@ -185,8 +190,14 @@ export class MissionMonCompComp extends CCComp {
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let scale = -1;
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let pos: Vec3 = v3(MonSet[i].pos);
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// 生成怪物
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mon.load(pos,scale,uuid,lv,monType,buffs);
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// 根据位置判断线路:y=110为一线(lane=0),y=80为二线(lane=1)
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const lane = pos.y === 110 ? 0 : 1;
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// 递增全局生成顺序
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this.globalSpawnOrder++;
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// 生成怪物,传递线路和生成顺序
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mon.load(pos, scale, uuid, lv, monType, buffs, false, lane, this.globalSpawnOrder);
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}
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