feat(怪物系统): 重构怪物生成逻辑并添加多种怪物类型
重构怪物生成系统,使用MonType枚举替代原有布尔标记 添加6种怪物类型配置和属性计算规则 修改关卡配置生成逻辑,支持精英/Boss波次 新增多种怪物配置并调整原有怪物属性
This commit is contained in:
@@ -6,11 +6,9 @@ import { MonSet } from "../common/config/heroSet";
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import { smc } from "../common/SingletonModuleComp";
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import { GameEvent } from "../common/config/GameEvent";
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// 导入肉鸽配置
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import {
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MonsterType,
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EventType,
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} from "./RogueConfig";
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import { MonType, EventType, getStageMonConfigs} from "./RogueConfig";
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import { MonModelComp } from "../hero/MonModelComp";
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import { BuffConf } from "../common/config/SkillSet";
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const { ccclass, property } = _decorator;
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@@ -19,12 +17,12 @@ const { ccclass, property } = _decorator;
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@ecs.register('MissionMonComp', false)
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export class MissionMonCompComp extends CCComp {
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// 添加刷怪队列 - 使用新的RogueConfig格式
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private monsterQueue: Array<{
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private MonQueue: Array<{
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uuid: number,
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position: number,
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type: MonsterType,
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type: MonType
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level: number,
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strengthMultiplier: number
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buffs: BuffConf[]
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}> = [];
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private isSpawning: boolean = false;// 是否正在生成怪物
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private spawnInterval: number = 0.1; // 每个怪物生成间隔时间
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@@ -58,12 +56,12 @@ export class MissionMonCompComp extends CCComp {
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// 处理随机事件
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if (this.currentEvent && !this.eventProcessed) {
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this.processRandomEvent();
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this.eventProcessed = true;
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}
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// 处理刷怪队列
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if (this.monsterQueue.length > 0 && !this.isSpawning) {
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if (this.MonQueue.length > 0 && !this.isSpawning) {
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this.spawnTimer += dt;
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// 检查是否需要暂停(每召唤5次后暂停5秒)
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@@ -100,64 +98,31 @@ export class MissionMonCompComp extends CCComp {
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this.spawnTimer = 0;
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this.eventProcessed = false;
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const currentStage = smc.data.mission;
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const cStage = smc.data.mission;
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// 使用新的肉鸽关卡配置
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let level=smc.vmdata.mission_data.level
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const stageType = getStageType(currentStage,level);
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// 检查是否为事件关卡
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if (stageType === "event") {
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this.currentEvent = getRandomEvent();
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} else {
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this.currentEvent = null;
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}
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const monsterConfigs = getStageMonsterConfigs(currentStage,level);
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// console.log(`[MissionMonComp]:第${currentStage}关 - ${stageType}类型,怪物数量: ${monsterConfigs.length}`);
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this.generateMonstersFromStageConfig(monsterConfigs);
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const monsConf = getStageMonConfigs(cStage);
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// console.log(`[MissionMonComp]:第${cStage}关 - ${stageType}类型,怪物数量: ${monsConf.length}`);
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this.generateMonsters(monsConf);
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}
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// 处理随机事件
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private processRandomEvent() {
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if (!this.currentEvent) return;
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switch (this.currentEvent) {
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case EventType.TREASURE:
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// 发送获得奖励事件
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smc.vmdata.mission_data.gold += 50; // 增加50金币
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// 可以触发UI提示
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// oops.message.dispatchEvent("event_treasure");
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break;
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case EventType.TRAP:
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// 对玩家造成伤害
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// 这里可以实现对玩家英雄造成伤害的逻辑
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// oops.message.dispatchEvent("event_trap");
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break;
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case EventType.BUFF:
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// 给玩家增加临时增益效果
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// oops.message.dispatchEvent("event_buff");
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break;
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case EventType.DEBUFF:
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// 给玩家增加临时减益效果
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// oops.message.dispatchEvent("event_debuff");
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break;
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}
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}
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// 根据新的关卡配置生成怪物
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private generateMonstersFromStageConfig(monsterConfigs: any[]) {
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const currentStage = smc.data.mission;
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private generateMonsters(monsConf: any[]) {
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const cStage = smc.data.mission;
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// 设置怪物总数
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// console.log("[MissionMonComp] generateMonstersFromStageConfig",monsterConfigs)
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if (!monsterConfigs || monsterConfigs.length === 0) {
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console.warn(`[MissionMonComp]:关卡${currentStage}配置中没有怪物信息`);
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// console.log("[MissionMonComp] generateMonsters",monsConf)
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if (!monsConf || monsConf.length === 0) {
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console.warn(`[MissionMonComp]:关卡${cStage}配置中没有怪物信息`);
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return;
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}
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// 为每个怪物配置生成怪物
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monsterConfigs.forEach((monsterConfig: any, index: number) => {
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const { uuid, type, strengthMultiplier } = monsterConfig;
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monsConf.forEach((mon: any, index: number) => {
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const { uuid, type,level, buffs } = mon;
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// 位置循环使用 (0-4)
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const position = index % 5;
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@@ -166,70 +131,68 @@ export class MissionMonCompComp extends CCComp {
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uuid,
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position,
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type,
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1, // 默认等级1
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strengthMultiplier // 强度倍率
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level, // 默认等级1
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buffs // 强度倍率
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);
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});
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// console.log(`[MissionMonComp]:关卡${currentStage}将生成 ${monsterConfigs.length} 只怪物`);
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// console.log(`[MissionMonComp]:关卡${cStage}将生成 ${monsConf.length} 只怪物`);
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}
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// 添加到关卡刷怪队列 - 使用新的配置格式
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private addToStageSpawnQueue(
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uuid: number,
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position: number,
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type: MonsterType,
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type: MonType,
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level: number = 1,
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strengthMultiplier: number = 1.0
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buffs: BuffConf[] = []
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) {
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this.monsterQueue.push({
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this.MonQueue.push({
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uuid: uuid,
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position: position,
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type: type,
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level: level,
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strengthMultiplier: strengthMultiplier
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buffs: buffs
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});
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}
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// 从队列中生成下一个怪物 - 使用新的配置格式
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private spawnNextMonster() {
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if (this.monsterQueue.length === 0) return;
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if (this.MonQueue.length === 0) return;
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const monsterData = this.monsterQueue.shift();
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const monsterData = this.MonQueue.shift();
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if (monsterData) {
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const isBoss = monsterData.type === MonsterType.BOSS;
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this.addMonster(
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monsterData.uuid,
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monsterData.position,
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isBoss,
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false,
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monsterData.type,
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monsterData.level,
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monsterData.strengthMultiplier
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monsterData.buffs
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);
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// 增加召唤计数
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this.spawnCount++;
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// console.log(`[MissionMonComp]: 召唤第${this.spawnCount}只${monsterData.type}怪物,剩余队列: ${this.monsterQueue.length}`);
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// console.log(`[MissionMonComp]: 召唤第${this.spawnCount}只${monsterData.type}怪物,剩余队列: ${this.MonQueue.length}`);
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}
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}
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private addMonster(
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uuid: number = 1001,
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i: number = 0,
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is_boss: boolean = false,
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is_call: boolean = false,
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monType: MonType = MonType.NORMAL,
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lv: number = 1,
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strengthMultiplier: number = 1.0
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buffs: BuffConf[] = []
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) {
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let mon = ecs.getEntity<Monster>(Monster);
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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,is_boss,is_call,strengthMultiplier);
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mon.load(pos,scale,uuid,lv,monType,buffs);
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}
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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reset() {
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// this.node.destroy();
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@@ -11,54 +11,28 @@
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* @date 2025-10-19
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*/
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import { isModuleNamespaceObject } from "util/types";
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import { getMonList, HeroInfo } from "../common/config/heroSet";
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import { NATIVE } from "cc/env";
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import { BuffConf } from "../common/config/SkillSet";
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// 精英怪物配置表
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export const EliteMons = [ 5201, 5202, 5203,
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// 可以添加更多精英怪物UUID
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];
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export const EliteMons = [ 5201, 5202, 5203, 5213 ];
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// Boss怪物配置表
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export const BossMons = [ 5201, 5202,
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// 可以添加更多Boss怪物UUID
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];
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export enum IMons{
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ORC=1,
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NATIVE=2,
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ELF=3,
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}
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export const BossMons = [ 5201, 5202, ];
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export enum IMons{ ORC=1, HUMAN=2, ELF=3,}
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export const Mons={
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[IMons.ORC]:[5201,5202],
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[IMons.NATIVE]:[5201,5202],
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[IMons.HUMAN]:[5201,5202],
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[IMons.ELF]:[5201,5202]
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}
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/**
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* 怪物类型枚举
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*/
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export enum MonType {
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NORMAL = 0, // 普通怪物
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ELITE = 1, // 精英怪物
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BOSS = 2 // Boss怪物
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}
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export enum MonType { NORMAL = 0, ELITE = 1, BOSS = 2 }
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export const EliteStage =[5,10,15,20,25]
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export const BossStage=[30,40,50,60,70,80,90,100]
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/**
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* 关卡类型枚举
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*/
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export const EliteStage:any =(wave:number) => {
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if(wave%5 == 0) return true
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return false
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}
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export const BossStage:any =(wave:number) => {
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if(wave%10 == 0) return true
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return false
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}
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/**
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* 随机事件类型枚举
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*/
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export enum EventType {
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TREASURE = 1, // 额外奖励
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TRAP =2, // 陷阱伤害
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@@ -71,6 +45,7 @@ export enum EventType {
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*/
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export const StageRule = {
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MonsNum: 5, // 关卡中默认怪物数量
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LimitMonNum: 10, // 30关以后是极限模式,怪物数量
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/** 额外怪物出现概率(在固定5个怪物基础上,有概率多刷1个) */
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extraMonsterRate: 0.3, // 30%概率出现第6个怪物
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/** 事件怪物出现概率(5个怪物中有1个替换为事件怪) */
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@@ -89,58 +64,56 @@ interface IMonsConfig {
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/** 怪物等级 */
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level: number; // 怪物等级
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/** 是否为精英怪物 */
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isElite?: boolean; // 是否为精英怪物
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/** 是否为Boss怪物 */
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isBoss?: boolean; // 是否为Boss怪物
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monType:MonType;
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}
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export enum MonAttrSet{
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HP_MAX=1.1,
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AP=1.05,
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MP=1.1,
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DEF=1.05,
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MDEF=1.05,
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MAP=1.05,
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export const MonAttrSet={
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[MonType.NORMAL]:{ HP_MAX:1.1, AP:1.05, MP:1.1, DEF:1.05, MDEF:1.05, MAP:1.05,},
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[MonType.ELITE]: { HP_MAX:2, AP:1.1, MP:1.1, DEF:1.1, MDEF:1.1, MAP:1.1,},
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[MonType.BOSS]: { HP_MAX:5, AP:2, MP:5, DEF:2, MDEF:2, MAP:2,},
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}
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export const getMonAttr=(lv:number,uuid:number)=>{
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export const MonBuffSet={
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}
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export const getMonAttr=(lv:number,uuid:number,MonType:MonType)=>{
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let mon=HeroInfo[uuid]
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let hp=mon.hp*lv*MonAttrSet.HP_MAX
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let mp=mon.mp*lv*MonAttrSet.MP
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let ap=mon.ap*lv*MonAttrSet.AP
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let map=mon.map*lv*MonAttrSet.MAP
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let def=mon.def*lv*MonAttrSet.DEF
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let mdef=mon.mdef*lv*MonAttrSet.MDEF
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let hp=mon.hp*lv*MonAttrSet[MonType].HP_MAX
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let mp=mon.mp*lv*MonAttrSet[MonType].MP
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let ap=mon.ap*lv*MonAttrSet[MonType].AP
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let map=mon.map*lv*MonAttrSet[MonType].MAP
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let def=mon.def*lv*MonAttrSet[MonType].DEF
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let mdef=mon.mdef*lv*MonAttrSet[MonType].MDEF
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return {hp:hp,mp:mp,ap:ap,map:map,def:def,mdef:mdef}
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}
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/**
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* 根据波次生成怪物配置
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* @param wave 当前波次
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* @param stage 当前波次
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* @returns IMonsConfig数组
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*/
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export function getStageMonsterConfigs(wave: number): IMonsConfig[] {
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export function getStageMonConfigs(stage: number): IMonsConfig[] {
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const monsterConfigs: IMonsConfig[] = [];
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// 确定基础怪物数量
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let baseMonsterCount = StageRule.MonsNum;
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// 判断是否为Boss波次
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const isBossWave = BossStage(wave);
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const isBossStage = BossStage.includes(stage);
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// 判断是否为精英波次
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const isEliteWave = EliteStage(wave);
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const isEliteStage = EliteStage.includes(stage);
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// 如果是Boss波次,增加一个Boss怪物
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if (isBossWave) {
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if (isBossStage) {
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// 从Boss怪物列表中随机选择一个
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const bossUUID = BossMons[Math.floor(Math.random() * BossMons.length)] || 5201;
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monsterConfigs.push({
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uuid: bossUUID,
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buff: [],
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level: wave, // Boss等级等于波次
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isBoss: true
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level: stage, // Boss等级等于波次
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monType: MonType.BOSS
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});
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// Boss波次减少普通怪物数量
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@@ -148,16 +121,16 @@ export function getStageMonsterConfigs(wave: number): IMonsConfig[] {
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}
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// 如果是精英波次,增加精英怪物
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if (isEliteWave) {
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if (isEliteStage) {
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// 添加1-2个精英怪物
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const eliteCount = isBossWave ? 1 : Math.floor(Math.random() * 2) + 1;
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const eliteCount = isBossStage ? 1 : Math.floor(Math.random() * 2) + 1;
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for (let i = 0; i < eliteCount; i++) {
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const eliteUUID = EliteMons[Math.floor(Math.random() * EliteMons.length)] || 5201;
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monsterConfigs.push({
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uuid: eliteUUID,
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buff: [],
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level: wave, // 精英等级等于波次
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isElite: true
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level: stage, // 精英等级等于波次
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monType: MonType.ELITE
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});
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}
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@@ -177,7 +150,8 @@ export function getStageMonsterConfigs(wave: number): IMonsConfig[] {
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monsterConfigs.push({
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uuid: normalUUID,
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buff: [],
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level: wave // 普通怪物等级等于波次
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level: stage, // 普通怪物等级等于波次
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monType: MonType.NORMAL
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});
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}
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@@ -191,7 +165,8 @@ export function getStageMonsterConfigs(wave: number): IMonsConfig[] {
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monsterConfigs.push({
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uuid: extraUUID,
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buff: [],
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level: wave
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level: stage,
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monType: MonType.NORMAL
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});
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}
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@@ -199,59 +174,5 @@ export function getStageMonsterConfigs(wave: number): IMonsConfig[] {
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}
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/**
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* 特殊属性类型枚举
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*/
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export enum SpecialAttribute {
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NONE = 0, // 无特殊属性
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FAST = 1, // 快速移动
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STRONG = 2, // 强力攻击
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TANKY = 3, // 高生命值
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REGENERATE = 4, // 生命恢复
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SHIELD = 5, // 护盾
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EXPLOSIVE = 6, // 爆炸伤害(死亡时)
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VAMPIRE = 7 // 吸血
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}
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/**
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* 特殊属性配置
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*/
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export const SpecialAttributeConfig = {
|
||||
[SpecialAttribute.FAST]: {
|
||||
name: "疾行",
|
||||
description: "移动速度提升50%",
|
||||
effect: { speedMultiplier: 1.5 }
|
||||
},
|
||||
[SpecialAttribute.STRONG]: {
|
||||
name: "强力",
|
||||
description: "攻击力提升30%",
|
||||
effect: { attackMultiplier: 1.3 }
|
||||
},
|
||||
[SpecialAttribute.TANKY]: {
|
||||
name: "坦克",
|
||||
description: "生命值提升50%",
|
||||
effect: { hpMultiplier: 1.5 }
|
||||
},
|
||||
[SpecialAttribute.REGENERATE]: {
|
||||
name: "再生",
|
||||
description: "每秒恢复最大生命值2%",
|
||||
effect: { regenRate: 0.02 }
|
||||
},
|
||||
[SpecialAttribute.SHIELD]: {
|
||||
name: "护盾",
|
||||
description: "拥有相当于30%最大生命值的护盾",
|
||||
effect: { shieldRatio: 0.3 }
|
||||
},
|
||||
[SpecialAttribute.EXPLOSIVE]: {
|
||||
name: "爆炸",
|
||||
description: "死亡时对周围造成范围伤害",
|
||||
effect: { explosionDamageRatio: 0.5 }
|
||||
},
|
||||
[SpecialAttribute.VAMPIRE]: {
|
||||
name: "吸血",
|
||||
description: "攻击时恢复造成伤害20%的生命值",
|
||||
effect: { vampireRatio: 0.2 }
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user