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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@@ -51,14 +51,14 @@ export const HeroPos={
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2:{pos:v3(0,100,0)},
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}
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export const MonSet = {
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0:{pos:v3(240,100,0)},
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1:{pos:v3(320,100,0)},
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2:{pos:v3(360,100,0)},
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3:{pos:v3(400,100,0)},
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4:{pos:v3(440,100,0)},
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5:{pos:v3(480,100,0)},
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6:{pos:v3(520,100,0)},
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7:{pos:v3(560,100,0)},
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0:{pos:v3(240,110,0)},
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1:{pos:v3(240,90,0)},
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2:{pos:v3(320,110,0)},
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3:{pos:v3(320,90,0)},
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4:{pos:v3(360,110,0)},
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5:{pos:v3(360,90,0)},
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6:{pos:v3(400,110,0)},
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7:{pos:v3(400,90,0)},
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}
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export enum HeroConf{
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