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
This commit is contained in:
@@ -79,11 +79,11 @@ export class GameDataSyncManager {
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* @param fightHeros 出战英雄配置对象
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* @returns 是否成功
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*/
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async updateFightHeros(fightHeros: any): Promise<boolean> {
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async updateFightHeros(fightHero: any): Promise<boolean> {
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try {
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// console.log(`[GameDataSyncManager]: 批量更新出战英雄配置:`, fightHeros);
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const result = await WxCloudApi.updateFightHeros(fightHeros);
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const result = await WxCloudApi.updateFightHeros(fightHero);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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@@ -38,30 +38,18 @@ export class SingletonModuleComp extends ecs.Comp {
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exp:0,
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task:0,
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}
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shop:any={
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daily:[1001,1004,1002,1005],
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weekly:[],
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monthly:[],
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special:[],
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goods_count:[1,1,3,3,10,10,10,10,10,10,10,10],
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}
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fight_heros:any={ 0:5001, 1:5005, 2:0, 3:0, 4:0, }
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fight_hero: number = 5001; // 单个出战英雄
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heros:any = {
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5001:{uuid:5001,lv:1},
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5005:{uuid:5005,lv:1},
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};
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items:any={
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}
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tals:any={
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}
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equips:any={
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}
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monsters:any = [];
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sk_info:any = []
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monsters_dead:any = []
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heros_dead:any = []
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enhancements:any=[]
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items: any = {}; // 物品数据
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vmdata: any = {
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game_over:false,
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game_pause:false,
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@@ -121,57 +109,23 @@ export class SingletonModuleComp extends ecs.Comp {
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return true
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}
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setFightHero(position:number,heroId:number,autoSave:boolean=true){
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this.fight_heros[position] = heroId;
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if(this.isWxClient()){
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this.updateFightHeros()
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// 设置单个出战英雄
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setFightHero(heroId: number, autoSave: boolean = true) {
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this.fight_hero = heroId;
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if (this.isWxClient()) {
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this.gameDataSyncManager.updateFightHeros({ 0: heroId }); // 适配原有接口
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}
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}
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updateFightHeros(){
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this.gameDataSyncManager.updateFightHeros(this.fight_heros);
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}
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resetFightHeros(){
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this.gameDataSyncManager.resetFightHeros();
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}
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getHasHeroUUID(){
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let heros=this.heros
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let heros_uuid=[]
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for(let key in heros){
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heros_uuid.push(heros[key].uuid)
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}
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return heros_uuid
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}
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levelUpHero(heroId:number){
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if(this.isWxClient()){
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let result=this.gameDataSyncManager.levelUpHero(heroId);
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if(result){
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this.heros[heroId].lv++;
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return true
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}
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return false
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}
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else{
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this.heros[heroId].lv++;
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return true
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}
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// 获取出战英雄
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getFightHero(): number {
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return this.fight_hero;
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}
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error(){
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oops.gui.toast("数据处理异常,请重试或重新登录")
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}
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addExp(exp:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.addGameProperty("exp",exp)){
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this.data.exp+=exp
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return true
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}
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return false
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}
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this.data.exp+=exp
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return true
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}
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addGold(gold:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.addGameProperty("gold",gold)){
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@@ -187,45 +141,6 @@ export class SingletonModuleComp extends ecs.Comp {
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return true
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}
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addDiamond(diamond:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.addGameProperty("diamond",diamond)){
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this.data.diamond+=diamond
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oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
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return true
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}
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return false
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}
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this.data.diamond+=diamond
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oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
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return true
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}
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addMission(mission:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.addGameProperty("mission",mission)){
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this.data.mission+=mission
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oops.message.dispatchEvent(GameEvent.MISSION_UPDATE)
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return true
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}
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return false
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}
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this.data.mission+=mission
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oops.message.dispatchEvent(GameEvent.MISSION_UPDATE)
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return true
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}
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spendExp(exp:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.spendGameProperty("exp",exp)){
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this.data.exp-=exp
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return true
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}
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return false
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}
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this.data.exp-=exp
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return true
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}
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spendGold(gold:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.spendGameProperty("gold",gold)){
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@@ -239,78 +154,6 @@ export class SingletonModuleComp extends ecs.Comp {
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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return true
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}
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spendDiamond(diamond:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.spendGameProperty("diamond",diamond)){
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this.data.diamond-=diamond
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oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
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return true
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}
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return false
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}
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this.data.diamond-=diamond
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oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
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return true
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}
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/**
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* 消耗游戏数据属性(统一接口)
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* 处理多个字段:spendGameProperty({ gold: 10, exp: 5 })
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*/
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async spendGameProperty(property: Record<string, number>, autoSave: boolean = true): Promise<boolean> {
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if(this.isWxClient()){
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if(this.gameDataSyncManager.spendGameProperty(property)){
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return true
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}
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return false
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}
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// 多字段扣除(原子性:全部满足才扣)
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const deductions = property as Record<string, number>;
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// 1) 校验是否全部满足
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for (const key in deductions) {
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if (!Object.prototype.hasOwnProperty.call(deductions, key)) continue;
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const need = deductions[key] ?? 0;
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const current = this.data[key] || 0;
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if (current < need) {
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console.warn(`[SMC]: ${key} 不足,当前: ${current}, 需要: ${need}`);
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oops.gui.toast(`${key} 不足,当前: ${current}, 需要: ${need}`)
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return false;
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}
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}
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// 2) 统一扣减
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for (const key in deductions) {
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if (!Object.prototype.hasOwnProperty.call(deductions, key)) continue;
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const need = deductions[key] ?? 0;
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const current = this.data[key] || 0;
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const next = current - need;
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this.data[key] = next;
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// console.log(`[SMC]: 消耗游戏数据 ${key} = ${need}, 当前值: ${next}`);
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}
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return true;
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}
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addItem(item_uuid:number,count:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.addItem(item_uuid,count)){
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this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
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return true
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}
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return false
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}
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this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
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return true
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}
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spendItem(item_uuid:number,count:number,autoSave:boolean=true){
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if(this.isWxClient()){
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if(this.gameDataSyncManager.consumeItem(item_uuid,count)){
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this.items[item_uuid] = (this.items[item_uuid] || 0) - count;
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return true
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}
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return false
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}
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this.items[item_uuid] = (this.items[item_uuid] || 0) - count;
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return true
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}
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}
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@@ -1,5 +1,5 @@
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import { v3 } from "cc"
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import { FacSet, QualitySet } from "./BoxSet"
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import { FacSet } from "./BoxSet"
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import { smc } from "../SingletonModuleComp"
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import { BuffConf, DbuffConf } from "./SkillSet"
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import { debuff } from "../../skills/debuff"
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@@ -37,7 +37,7 @@ export const getHeroList = (quality:number=0)=>{
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return [...ownedHeros, ...unownedHeros].map(item => item.uuid);
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}
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//fac:FacSet.MON
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export const getMonList = (quality:number=0)=>{
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export const getMonList = ()=>{
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return Object.values(HeroInfo).filter(item=>{
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const facMatch = item.fac === FacSet.MON;
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return facMatch ;
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@@ -71,7 +71,7 @@ export enum HeroUpSet {
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}
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export interface heroInfo{
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uuid:number, name:string, path:string,fac:FacSet,kind:QualitySet,type:HType, hp:number,mp:number,map:number, def:number, ap:number,dis:number, cd:number,speed:number,
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uuid:number, name:string, path:string,fac:FacSet,kind:number,type:HType, hp:number,mp:number,map:number, def:number, ap:number,dis:number, cd:number,speed:number,
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lv:number,skills:number[], buff:BuffConf[], debuff:DbuffConf[], info:string
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}
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@@ -175,5 +175,4 @@ export const HeroInfo: Record<number, heroInfo> = {
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// type:HType.warrior,lv:1,hp:45,mp:100,map:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6001,6005],
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// buff:[],debuff:[],info:"精英怪物-战士型"},
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};
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};
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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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@@ -18,7 +18,7 @@ export class HInfoComp extends Component {
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this.ap_node=this.node.getChildByName("info").getChildByName("base").getChildByName("ap").getChildByName("num")
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this.hp_node=this.node.getChildByName("info").getChildByName("base").getChildByName("hp").getChildByName("num")
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this.def_node=this.node.getChildByName("info").getChildByName("base").getChildByName("def").getChildByName("num")
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this.h_uuid=smc.fight_heros[0]
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this.h_uuid=smc.fight_hero
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this.update_data(this.h_uuid)
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}
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update(deltaTime: number) {
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@@ -42,8 +42,7 @@ export class MissionHeroCompComp extends CCComp {
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// this.current_hero_uuid=0
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smc.vmdata.mission_data.hero_num=0
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// console.log("[MissionHeroComp]:fight_ready",smc.fight_heros,Object.keys(smc.fight_heros).length)
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let heros:any = smc.fight_heros
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this.addHero(heros[0],false)
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this.addHero(smc.fight_hero,false)
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// for(let i=0;i<Object.keys(heros).length;i++){
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// if(heros[i]!=0){
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// // console.log("[MissionHeroComp]:fight_ready",heros[i])
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@@ -9,7 +9,9 @@ import { GameEvent } from "../common/config/GameEvent";
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import {
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getStageMonsterConfigs,
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MonsterType,
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getStageType
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getStageType,
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EventType,
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getRandomEvent
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} from "./RogueConfig";
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import { MonModelComp } from "../hero/MonModelComp";
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@@ -24,7 +26,8 @@ export class MissionMonCompComp extends CCComp {
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uuid: number,
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position: number,
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type: MonsterType,
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level: number
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level: number,
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strengthMultiplier: number
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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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@@ -32,6 +35,8 @@ export class MissionMonCompComp extends CCComp {
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private spawnCount: number = 0; // 召唤计数器
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private pauseInterval: number = 5.0; // 暂停间隔时间(5秒)
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private isPausing: boolean = false; // 是否正在暂停
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private currentEvent: EventType | null = null; // 当前关卡的随机事件
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private eventProcessed: boolean = false; // 事件是否已处理
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onLoad(){
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@@ -54,6 +59,12 @@ export class MissionMonCompComp extends CCComp {
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protected update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause) return
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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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this.spawnTimer += dt;
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@@ -90,16 +101,51 @@ export class MissionMonCompComp extends CCComp {
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this.spawnCount = 0;
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this.isPausing = false;
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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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// 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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}
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|
||||
// 处理随机事件
|
||||
private processRandomEvent() {
|
||||
if (!this.currentEvent) return;
|
||||
|
||||
switch (this.currentEvent) {
|
||||
case EventType.TREASURE:
|
||||
// 发送获得奖励事件
|
||||
smc.vmdata.mission_data.gold += 50; // 增加50金币
|
||||
// 可以触发UI提示
|
||||
// oops.message.dispatchEvent("event_treasure");
|
||||
break;
|
||||
case EventType.TRAP:
|
||||
// 对玩家造成伤害
|
||||
// 这里可以实现对玩家英雄造成伤害的逻辑
|
||||
// oops.message.dispatchEvent("event_trap");
|
||||
break;
|
||||
case EventType.BUFF:
|
||||
// 给玩家增加临时增益效果
|
||||
// oops.message.dispatchEvent("event_buff");
|
||||
break;
|
||||
case EventType.DEBUFF:
|
||||
// 给玩家增加临时减益效果
|
||||
// oops.message.dispatchEvent("event_debuff");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 根据新的关卡配置生成怪物
|
||||
private generateMonstersFromStageConfig(monsterConfigs: any[]) {
|
||||
@@ -114,7 +160,7 @@ export class MissionMonCompComp extends CCComp {
|
||||
|
||||
// 为每个怪物配置生成怪物
|
||||
monsterConfigs.forEach((monsterConfig: any, index: number) => {
|
||||
const { uuid, type } = monsterConfig;
|
||||
const { uuid, type, strengthMultiplier } = monsterConfig;
|
||||
|
||||
// 位置循环使用 (0-4)
|
||||
const position = index % 5;
|
||||
@@ -123,7 +169,8 @@ export class MissionMonCompComp extends CCComp {
|
||||
uuid,
|
||||
position,
|
||||
type,
|
||||
1 // 默认等级1
|
||||
1, // 默认等级1
|
||||
strengthMultiplier // 强度倍率
|
||||
);
|
||||
});
|
||||
|
||||
@@ -135,13 +182,15 @@ export class MissionMonCompComp extends CCComp {
|
||||
uuid: number,
|
||||
position: number,
|
||||
type: MonsterType,
|
||||
level: number = 1
|
||||
level: number = 1,
|
||||
strengthMultiplier: number = 1.0
|
||||
) {
|
||||
this.monsterQueue.push({
|
||||
uuid: uuid,
|
||||
position: position,
|
||||
type: type,
|
||||
level: level
|
||||
level: level,
|
||||
strengthMultiplier: strengthMultiplier
|
||||
});
|
||||
}
|
||||
|
||||
@@ -158,7 +207,8 @@ export class MissionMonCompComp extends CCComp {
|
||||
monsterData.position,
|
||||
isBoss,
|
||||
false,
|
||||
monsterData.level
|
||||
monsterData.level,
|
||||
monsterData.strengthMultiplier
|
||||
);
|
||||
|
||||
// 增加召唤计数
|
||||
@@ -172,14 +222,15 @@ export class MissionMonCompComp extends CCComp {
|
||||
i: number = 0,
|
||||
is_boss: boolean = false,
|
||||
is_call: boolean = false,
|
||||
lv: number = 1
|
||||
lv: number = 1,
|
||||
strengthMultiplier: number = 1.0
|
||||
) {
|
||||
let mon = ecs.getEntity<Monster>(Monster);
|
||||
let scale = -1;
|
||||
let pos: Vec3 = v3(MonSet[i].pos);
|
||||
|
||||
// 生成怪物
|
||||
mon.load(pos,scale,uuid,is_boss,is_call);
|
||||
mon.load(pos,scale,uuid,is_boss,is_call,strengthMultiplier);
|
||||
}
|
||||
|
||||
/** 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 */
|
||||
|
||||
@@ -1,16 +1,33 @@
|
||||
/**
|
||||
* 肉鸽模式配置脚本 - 简化版
|
||||
* 肉鸽模式配置脚本 - 增强版
|
||||
*
|
||||
* 功能说明:
|
||||
* - 提供基础的刷怪配置:刷什么怪,刷多少怪
|
||||
* - 支持程序化关卡生成逻辑,每一关的怪物组合、数量和强度应随关卡进度递增而变化
|
||||
* - 支持随机事件系统
|
||||
*
|
||||
* @author 游戏开发团队
|
||||
* @version 1.0 简化版
|
||||
* @version 2.0 增强版
|
||||
* @date 2025-10-19
|
||||
*/
|
||||
|
||||
import { QualitySet } from "../common/config/BoxSet";
|
||||
import { getMonList } from "../common/config/heroSet";
|
||||
import { getMonList, HeroInfo } from "../common/config/heroSet";
|
||||
import { Attrs } from "../common/config/SkillSet";
|
||||
|
||||
// 精英怪物配置表
|
||||
export const EliteMonsterList = [
|
||||
5201, // 兽人战士
|
||||
5202, // 兽人刺客
|
||||
5203, // 兽人护卫
|
||||
// 可以添加更多精英怪物UUID
|
||||
];
|
||||
|
||||
// Boss怪物配置表
|
||||
export const BossMonsterList = [
|
||||
5201, // 兽人战士
|
||||
5202, // 兽人刺客
|
||||
// 可以添加更多Boss怪物UUID
|
||||
];
|
||||
|
||||
/**
|
||||
* 怪物类型枚举
|
||||
@@ -27,18 +44,29 @@ export enum MonsterType {
|
||||
export enum StageType {
|
||||
NORMAL = "normal", // 普通关卡
|
||||
ELITE = "elite", // 精英关卡
|
||||
BOSS = "boss" // Boss关卡
|
||||
BOSS = "boss", // Boss关卡
|
||||
EVENT = "event" // 事件关卡
|
||||
}
|
||||
|
||||
/**
|
||||
* 关卡配置规则 - 只保留刷怪类型和数量
|
||||
* 随机事件类型枚举
|
||||
*/
|
||||
export enum EventType {
|
||||
TREASURE = "treasure", // 额外奖励
|
||||
TRAP = "trap", // 陷阱伤害
|
||||
BUFF = "buff", // 临时增益效果
|
||||
DEBUFF = "debuff" // 临时减益效果
|
||||
}
|
||||
|
||||
/**
|
||||
* 关卡配置规则 - 增强版,支持怪物数量和强度随关卡递增
|
||||
*/
|
||||
export const StageConfigRules = {
|
||||
// 普通关卡
|
||||
[StageType.NORMAL]: {
|
||||
description: "普通关卡",
|
||||
monsters: [
|
||||
{ type: MonsterType.NORMAL, count: 1 } // 5个普通怪物
|
||||
{ type: MonsterType.NORMAL, count: 3, minCount: 2, maxCount: 6 } // 普通怪物数量随关卡递增
|
||||
]
|
||||
},
|
||||
|
||||
@@ -46,8 +74,8 @@ export const StageConfigRules = {
|
||||
[StageType.ELITE]: {
|
||||
description: "精英关卡",
|
||||
monsters: [
|
||||
{ type: MonsterType.ELITE, count: 1 }, // 2个精英怪物
|
||||
{ type: MonsterType.NORMAL, count: 1 } // 3个普通怪物
|
||||
{ type: MonsterType.ELITE, count: 2, minCount: 1, maxCount: 4 }, // 精英怪物
|
||||
{ type: MonsterType.NORMAL, count: 3, minCount: 2, maxCount: 5 } // 普通怪物
|
||||
]
|
||||
},
|
||||
|
||||
@@ -55,10 +83,44 @@ export const StageConfigRules = {
|
||||
[StageType.BOSS]: {
|
||||
description: "Boss关卡",
|
||||
monsters: [
|
||||
{ type: MonsterType.BOSS, count: 1 }, // 1个Boss怪物
|
||||
{ type: MonsterType.ELITE, count: 1 }, // 2个精英怪物
|
||||
{ type: MonsterType.NORMAL, count: 1 } // 2个普通怪物
|
||||
{ type: MonsterType.BOSS, count: 1, minCount: 1, maxCount: 1 }, // 1个Boss怪物
|
||||
{ type: MonsterType.ELITE, count: 2, minCount: 1, maxCount: 3 }, // 精英怪物
|
||||
{ type: MonsterType.NORMAL, count: 2, minCount: 1, maxCount: 4 } // 普通怪物
|
||||
]
|
||||
},
|
||||
|
||||
// 事件关卡
|
||||
[StageType.EVENT]: {
|
||||
description: "事件关卡",
|
||||
monsters: [
|
||||
{ type: MonsterType.NORMAL, count: 2, minCount: 1, maxCount: 4 } // 少量普通怪物
|
||||
]
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* 随机事件配置
|
||||
*/
|
||||
export const EventConfig = {
|
||||
[EventType.TREASURE]: {
|
||||
description: "宝箱事件",
|
||||
probability: 0.3, // 30%概率触发
|
||||
effect: "获得额外奖励"
|
||||
},
|
||||
[EventType.TRAP]: {
|
||||
description: "陷阱事件",
|
||||
probability: 0.25, // 25%概率触发
|
||||
effect: "受到一定伤害"
|
||||
},
|
||||
[EventType.BUFF]: {
|
||||
description: "增益事件",
|
||||
probability: 0.25, // 25%概率触发
|
||||
effect: "获得临时增益效果"
|
||||
},
|
||||
[EventType.DEBUFF]: {
|
||||
description: "减益事件",
|
||||
probability: 0.2, // 20%概率触发
|
||||
effect: "受到临时减益效果"
|
||||
}
|
||||
};
|
||||
|
||||
@@ -69,6 +131,11 @@ export const StageConfigRules = {
|
||||
* @returns 关卡类型
|
||||
*/
|
||||
export function getStageType(stageNumber: number, level: number = 1): StageType {
|
||||
// 每隔5关设置特殊事件关卡
|
||||
if (stageNumber % 5 === 0 && level === 3) {
|
||||
return StageType.EVENT;
|
||||
}
|
||||
|
||||
// 第10关的特殊规则
|
||||
if (stageNumber % 10 === 0) {
|
||||
if (level === 5) {
|
||||
@@ -89,6 +156,39 @@ export function getStageType(stageNumber: number, level: number = 1): StageType
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算怪物数量,随关卡进度递增
|
||||
* @param stageNumber 关卡号
|
||||
* @param baseCount 基础数量
|
||||
* @param minCount 最小数量
|
||||
* @param maxCount 最大数量
|
||||
* @returns 实际怪物数量
|
||||
*/
|
||||
export function calculateMonsterCount(stageNumber: number, baseCount: number, minCount: number, maxCount: number): number {
|
||||
// 随关卡递增,每5关增加1个怪物,最多不超过最大数量
|
||||
const increment = Math.floor(stageNumber / 5);
|
||||
let count = baseCount + increment;
|
||||
|
||||
// 确保在最小和最大数量之间
|
||||
count = Math.max(minCount, Math.min(maxCount, count));
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算怪物强度倍率,随关卡进度递增
|
||||
* @param stageNumber 关卡号
|
||||
* @param level 等级
|
||||
* @returns 强度倍率
|
||||
*/
|
||||
export function calculateMonsterStrengthMultiplier(stageNumber: number, level: number): number {
|
||||
// 基础倍率基于关卡号和等级
|
||||
const stageMultiplier = 1 + (stageNumber - 1) * 0.1; // 每关增加10%
|
||||
const levelMultiplier = 1 + (level - 1) * 0.05; // 每级增加5%
|
||||
|
||||
return stageMultiplier * levelMultiplier;
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成关卡配置
|
||||
* @param stageNumber 关卡号(从1开始)
|
||||
@@ -102,7 +202,15 @@ export function generateStageConfig(stageNumber: number, level: number = 1): Mon
|
||||
|
||||
// 根据配置生成怪物类型数组
|
||||
rule.monsters.forEach(monsterGroup => {
|
||||
for (let i = 0; i < monsterGroup.count; i++) {
|
||||
// 计算实际怪物数量
|
||||
const actualCount = calculateMonsterCount(
|
||||
stageNumber,
|
||||
monsterGroup.count,
|
||||
monsterGroup.minCount,
|
||||
monsterGroup.maxCount
|
||||
);
|
||||
|
||||
for (let i = 0; i < actualCount; i++) {
|
||||
monsterArray.push(monsterGroup.type);
|
||||
}
|
||||
});
|
||||
@@ -111,21 +219,21 @@ export function generateStageConfig(stageNumber: number, level: number = 1): Mon
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据怪物类型获取对应品质的怪物UUID数组
|
||||
* 根据怪物类型获取对应配置表中的怪物UUID数组
|
||||
* @param monsterType 怪物类型
|
||||
* @returns 怪物UUID数组
|
||||
*/
|
||||
export function getMonsterUUIDsByType(monsterType: MonsterType): number[] {
|
||||
switch (monsterType) {
|
||||
case MonsterType.NORMAL:
|
||||
return getMonList(QualitySet.GREEN); // 绿色品质为普通怪物
|
||||
// 普通怪物使用原有的getMonList方法
|
||||
return getMonList();
|
||||
case MonsterType.ELITE:
|
||||
return getMonList(QualitySet.BLUE); // 蓝色品质为精英怪物
|
||||
// 精英怪物使用精英配置表
|
||||
return EliteMonsterList;
|
||||
case MonsterType.BOSS:
|
||||
// 紫色及以上品质为Boss怪物
|
||||
const purpleMonsters = getMonList(QualitySet.PURPLE);
|
||||
const orangeMonsters = getMonList(QualitySet.ORANGE);
|
||||
return [...purpleMonsters, ...orangeMonsters];
|
||||
// Boss怪物使用Boss配置表
|
||||
return BossMonsterList;
|
||||
default:
|
||||
return [];
|
||||
}
|
||||
@@ -154,7 +262,7 @@ export function getStageMonsterUUIDs(stageNumber: number, level: number = 1): nu
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取关卡怪物配置(只包含UUID)
|
||||
* 获取关卡怪物配置(包含UUID和强度信息)
|
||||
* @param stageNumber 关卡号
|
||||
* @param level 等级(1-5)
|
||||
* @returns 怪物配置数组
|
||||
@@ -163,6 +271,9 @@ export function getStageMonsterConfigs(stageNumber: number, level: number = 1) {
|
||||
const monsterTypes = generateStageConfig(stageNumber, level);
|
||||
const monsterConfigs = [];
|
||||
|
||||
// 计算强度倍率
|
||||
const strengthMultiplier = calculateMonsterStrengthMultiplier(stageNumber, level);
|
||||
|
||||
monsterTypes.forEach((monsterType, index) => {
|
||||
const availableUUIDs = getMonsterUUIDsByType(monsterType);
|
||||
if (availableUUIDs.length > 0) {
|
||||
@@ -172,10 +283,29 @@ export function getStageMonsterConfigs(stageNumber: number, level: number = 1) {
|
||||
uuid: randomUUID,
|
||||
type: monsterType,
|
||||
stageNumber: stageNumber,
|
||||
level: level
|
||||
level: level,
|
||||
strengthMultiplier: strengthMultiplier // 强度倍率
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
return monsterConfigs;
|
||||
}
|
||||
|
||||
/**
|
||||
* 随机决定是否触发事件
|
||||
* @returns 事件类型或null
|
||||
*/
|
||||
export function getRandomEvent(): EventType | null {
|
||||
const random = Math.random();
|
||||
let cumulativeProbability = 0;
|
||||
|
||||
for (const eventType in EventConfig) {
|
||||
cumulativeProbability += EventConfig[eventType].probability;
|
||||
if (random <= cumulativeProbability) {
|
||||
return eventType as EventType;
|
||||
}
|
||||
}
|
||||
|
||||
return null; // 不触发事件
|
||||
}
|
||||
Reference in New Issue
Block a user