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