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
This commit is contained in:
2025-11-03 06:38:06 +08:00
parent 1f5792aa99
commit 2a309a14d0
6 changed files with 96 additions and 36 deletions

View File

@@ -35,7 +35,7 @@ export class Monster extends ecs.Entity {
}
/** 加载角色 */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,lv:number=1,monType:MonType=MonType.NORMAL, buffs: BuffConf[] = [],is_call=false) {
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,lv:number=1,monType:MonType=MonType.NORMAL, buffs: BuffConf[] = [],is_call=false, lane: number = 0, spawnOrder: number = 0) {
scale=-1
var scene = smc.map.MapView.scene;
var path = "game/heros/"+HeroInfo[uuid].path;
@@ -86,10 +86,12 @@ export class Monster extends ecs.Entity {
this.add(view);
oops.message.dispatchEvent("monster_load",this)
// 初始化移动参数
// 初始化移动参数,包括线路和生成顺序
const move = this.get(MonMoveComp);
move.direction = -1; // 向左移动
move.targetX = -800; // 左边界
move.lane = lane; // 设置线路标识
move.spawnOrder = spawnOrder; // 设置生成顺序
smc.vmdata.mission_data.mon_num++
}