refactor(mission): 优化肉鸽关卡及怪物生成逻辑
- 将出战英雄配置由数组改为单个英雄编号,简化相关接口和数据结构 - 统一出战英雄设置和获取方法,移除冗余多英雄管理逻辑 - 增加怪物生成时的强度倍率参数,支持怪物属性随关卡进度递增调整 - 扩展肉鸽模式配置,实现关卡类型区分及怪物数量动态计算 - 新增随机事件系统,支持事件关卡随机触发宝箱、陷阱、增益、减益等事件 - 优化怪物生成流程,整合怪物配置、等级和强度倍率信息,增强游戏体验
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@@ -30,7 +30,7 @@ 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,is_boss:boolean=false,is_call:boolean=false) {
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false, strengthMultiplier: number = 1.0) {
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scale=-1
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let box_group=BoxSet.MONSTER
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// console.log("mon load",uuid)
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@@ -45,7 +45,7 @@ export class Monster extends ecs.Entity {
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const collider = node.getComponent(BoxCollider2D);
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if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
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node.setPosition(pos)
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this.hero_init(uuid,node,scale,box_group,is_boss,is_call)
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this.hero_init(uuid,node,scale,box_group,is_boss,is_call, strengthMultiplier)
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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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@@ -62,7 +62,7 @@ export class Monster extends ecs.Entity {
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node.parent = scene.entityLayer!.node!
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node.setPosition(pos)
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}
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hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false) {
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hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false, strengthMultiplier: number = 1.0) {
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var hv = node.getComponent(HeroViewComp)!;
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@@ -80,9 +80,10 @@ export class Monster extends ecs.Entity {
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hv.hero_uuid= uuid;
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hv.hero_name= hero.name;
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// 初始化基础属性
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const baseHp = hero.hp;
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const baseAp = hero.ap;
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// 初始化基础属性,并根据强度倍率调整
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const baseHp = Math.floor(hero.hp * strengthMultiplier);
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const baseAp = Math.floor(hero.ap * strengthMultiplier);
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const baseDef = Math.floor(hero.def * strengthMultiplier);
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for(let i=0;i<hero.skills.length;i++){
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let skill={ uuid:SkillSet[hero.skills[i]].uuid, cd_max:SkillSet[hero.skills[i]].cd,cost:SkillSet[hero.skills[i]].cost,cd:0 }
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@@ -90,7 +91,7 @@ export class Monster extends ecs.Entity {
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}
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hv.base_ap=baseAp
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hv.base_map=hero.mp
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hv.base_def=hero.def
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hv.base_def=baseDef
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hv.base_hp=baseHp
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hv.base_mp=hero.mp
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hv.hp=hv.base_hp
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