怪物根据怪物等级 掉落石头和经验
This commit is contained in:
@@ -13,6 +13,8 @@ lv2:20个
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lv3:40个
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...以此类推,
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每达到一次要求 可以选择获取当前还未获取的装备,或升级现有装备,武器,盾牌,饰品,共用一个装备石要求池(如lv1 选择了1级武器,lv2 可以选择升级武器到lv2,或者获取lv1的盾牌和饰品)
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## 关卡系统
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每波遇到的怪物随机出现,组合随机,随着波数 怪物等级提升
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## 英雄等级成长系统设计文档
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### 基础类型 (HType) (英雄职业 暂时 无特殊区别)
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- **战士 (warrior = 0)**:
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@@ -221,3 +223,218 @@ getEquipUpgradeCost(equipLevel, quality) {
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- `getMonsterLevel(waveNumber)`: 获取怪物等级
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- `getEquipStoneDrops(monsterType, level)`: 计算装备石掉落
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- `getEquipUpgradeCost(equipLevel, quality)`: 计算装备升级成本
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## 当前设计中的肉鸽元素 ✅
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### 已有的肉鸽特征:
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1. **随机性**:
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- 怪物随机出现,组合随机
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- Boss随机
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- 装备获取随机选择
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2. **永久死亡**:
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- 主英雄死亡后游戏失败
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3. **进度系统**:
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- 装备石积累系统
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- 装备升级路径
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4. **分数排名**:
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- 计算最终分值并排名
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## 需要强化的肉鸽元素 🔧
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### 1. **随机事件系统**
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```typescript
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// 建议添加的随机事件
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const RandomEvents = {
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// 战斗事件
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BOSS_APPEAR: "随机Boss出现",
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ELITE_SPAWN: "精英怪物出现",
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WAVE_SKIP: "跳过一波获得奖励",
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// 奖励事件
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EQUIPMENT_CHEST: "装备宝箱",
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SKILL_UPGRADE: "技能升级",
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STAT_BOOST: "属性提升",
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// 挑战事件
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DOUBLE_WAVE: "双倍怪物波次",
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TIME_LIMIT: "限时挑战",
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RESTRICTED_EQUIP: "装备限制挑战"
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}
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```
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### 2. **Build系统(构建路径)**
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```typescript
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// 建议添加的Build要素
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const BuildElements = {
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// 技能组合
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SKILL_SYNERGIES: {
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BURN_BUILD: "燃烧流",
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CRIT_BUILD: "暴击流",
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TANK_BUILD: "坦克流"
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},
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// 装备组合
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EQUIPMENT_SETS: {
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WARRIOR_SET: "战士套装",
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MAGE_SET: "法师套装",
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HYBRID_SET: "混合套装"
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},
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// 随机天赋
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RANDOM_TALENTS: [
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"双倍暴击伤害",
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"攻击速度提升",
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"生命偷取",
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"技能冷却减少"
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]
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}
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```
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### 3. **关卡多样性**
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```typescript
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// 建议添加的关卡类型
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const LevelTypes = {
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NORMAL_WAVE: "普通波次",
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BOSS_WAVE: "Boss战",
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ELITE_WAVE: "精英怪波次",
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EVENT_WAVE: "特殊事件波次",
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REST_WAVE: "休息/商店波次"
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}
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```
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### 4. **Meta进度系统**
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```typescript
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// 建议添加的Meta进度
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const MetaProgression = {
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// 永久解锁
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UNLOCK_HEROES: "解锁新英雄",
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UNLOCK_EQUIPMENT: "解锁新装备类型",
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UNLOCK_SKILLS: "解锁新技能",
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// 起始加成
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STARTING_BONUS: "起始装备/属性加成",
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REROLL_CHANCES: "重新选择次数",
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// 难度调节
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DIFFICULTY_MODIFIERS: "难度调节器"
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}
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```
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## 建议的肉鸽塔防改进方案 📋
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### 1. **随机地图系统**
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```typescript
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// 每局游戏随机生成不同的地图布局
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const MapVariations = {
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LANE_COUNT: [1, 2, 3], // 随机1-3条路径
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OBSTACLES: ["障碍物", "减速区", "伤害区"],
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SPECIAL_TILES: ["商店", "休息点", "挑战点"]
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}
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```
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### 2. **动态难度调整**
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```typescript
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// 根据玩家表现动态调整难度
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const DynamicDifficulty = {
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// 玩家表现评估
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ASSESS_PLAYER_STRENGTH: (equipment, level, performance) => {
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return difficultyMultiplier;
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},
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// 动态怪物调整
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ADJUST_MONSTER_STATS: (baseStats, difficulty) => {
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return adjustedStats;
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}
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}
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```
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### 3. **分支选择系统**
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```typescript
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// 每波结束后提供选择
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const WaveChoices = {
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// 路径选择
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PATH_A: "高风险高回报路径",
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PATH_B: "稳定发展路径",
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PATH_C: "特殊事件路径",
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// 奖励选择
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REWARD_CHOICES: [
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"装备石 x10",
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"技能升级机会",
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"属性永久提升",
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"跳过下一波"
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]
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}
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```
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## 总结建议
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当前设计已经具备了肉鸽的基础框架,建议重点强化以下方面:
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1. **增加随机事件系统** - 让每局游戏都有不同的体验
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2. **完善Build系统** - 提供多样化的构建路径
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3. **添加Meta进度** - 让玩家有长期目标
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4. **强化选择机制** - 增加策略深度
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5. **优化随机性** - 平衡随机性和策略性
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这样就能将现有的塔防游戏真正转化为具有深度和重玩价值的肉鸽塔防游戏。
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「主线固定波次 + 限时远征」双模式
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mermaid图片代码merm复制graph TD
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A[新局开始] --> B{主线模式:固定30波}
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B --> C[击败4个Boss通关]
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C --> D[结算基础分+事件分]
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C --> E{限时远征模式}
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E -->|30秒倒计时| F[无限波次冲刺]
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F --> G[每多1波+200分]
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G --> H[死亡/超时结算远征分]30秒倒计时
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新局开始主线模式:固定30波击败4个Boss通关结算基础分+事件分限时远征模式无限波次冲刺每多1波+200分死亡/超时结算远征分
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设计精髓
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主线固定波次(核心体验)
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节奏:30波(5-8分钟)含4个Boss
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胜利条件:击败最终Boss
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核心价值:
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每10波设里程碑事件
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事件选择影响Boss特性(选A事件→Boss弱火)
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终点明确激发冲刺动力
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限时远征(延伸体验)
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触发条件:主线通关后自动进入30秒倒计时挑战
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规则:
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继承主线最终Build继续战斗
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30秒内击杀怪物可延长倒计时(+3秒/怪)
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每秒自动累计远征分
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价值:
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神装Build的高光时刻(吸血刀1v100)
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时间压力下极限微操(冲排名核心区)
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自然终结防沉迷(倒计时归零强制结算)
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玩家类型主线固定波次限时远征小白专注生存10波,解锁第一个里程碑获正反馈可跳过,避免因操作弱被扣分进阶20波后策略配装针对Boss弱点用主线Build挑战个人最佳(不求排名)硬核速通主线(冲时间分),省资源憋终局神装30秒极限操作刷远征分,争夺全球排名
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分数系统精算设计
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总分 = 主线分 × 远征倍率
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主线分(满分1000):
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(通关波次×10)+(剩余血量×0.2)+∑(事件选择价值)−(耗时秒数×0.5)
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远征倍率(1.0-3.0):
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倍率=1.0+0.02×远征波次
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例:主线900分 + 远征50波 → 总分 = 900×2.0=1800
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→ 避免无限分膨胀,让休闲玩家主线分也能竞争
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远征10波 送一张免广告券,最多1张,仅远征中使用
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@@ -1,16 +1,4 @@
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export const MonsetList = {
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1:{
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1:[5001],
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}
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}
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export const BossList = {
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1:{
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1:[5001],
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}
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}
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import { HQuality } from "./heroSet";
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// 波次配置表 - 根据Design.md中的怪物波次系统设计
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export const WaveConfig = {
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@@ -226,22 +214,37 @@ export const getInfiniteWaveConfig = (waveNumber: number) => {
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};
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};
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// 获取怪物等级
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export const getMonsterLevel = (waveNumber: number): number => {
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return 1 + Math.floor(waveNumber / 1);
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};
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// 获取装备石掉落数量
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export const getEquipStoneDrops = (monsterType: string, level: number = 1): number => {
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export const getStoneDrops = (monsterType: number, level: number = 1): {type: string, count: number} => {
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const baseDrops = {
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"warrior": 2, // 普通怪物
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"remote": 3, // 远程怪物
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"mage": 4 // 法师怪物
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[HQuality.GREEN]: 2, // 普通怪物
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[HQuality.BLUE]: 4, // 精英怪物
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[HQuality.PURPLE]: 8 // Boss怪物
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};
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// 50%概率掉落装备石,50%概率掉落技能石
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const dropType = Math.random() < 0.5 ? "equip" : "skill";
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const dropCount = Math.floor(baseDrops[monsterType] * (1 + (level - 1) * 0.2));
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return {
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type: dropType,
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count: dropCount
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};
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};
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export const getExpDrops = (monsterType: number, level: number = 1): number => {
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const baseDrops = {
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[HQuality.GREEN]: 10, // 普通怪物
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[HQuality.BLUE]: 20, // 精英怪物
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[HQuality.PURPLE]: 40 // Boss怪物
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};
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return Math.floor(baseDrops[monsterType] * (1 + (level - 1) * 0.2));
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};
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}
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// 获取装备升级成本
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export const getEquipUpgradeCost = (equipLevel: number, quality: number): number => {
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const baseCosts = {
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@@ -1,5 +1,4 @@
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import { v3 } from "cc"
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import { Quality } from "./CardSet"
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import { BuffAttr } from "./SkillSet"
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/**
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@@ -29,10 +28,7 @@ export enum HType {
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remote = 1,
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mage = 2,
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}
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export enum HeroFac {
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hero = 0,
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enemy = 1,
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}
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export const getHeroList = (is_master:number=0)=>{
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if(is_master==1){
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return Masters
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@@ -44,10 +40,6 @@ export const HeroList = [5021,5022,5023,5024,5025,5026,5027,5028]
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export const MonList = [5201,5202,5203,5204,5205,5206,5216,5217,5218,5219,5220,5221,5222,5223,5224,5225,5226,5227]
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export const Masters = [5001,5002,5003,5004]
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export const HeroSet = {
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Start_x:[-200,-260,-320],
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Start_y:[70,0,-70]
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}
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export const HeroPos={
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0:{pos:v3(-290,10,0)},
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1:{pos:v3(-200,0,0)},
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@@ -328,110 +320,110 @@ export const HeroInfo = {
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//怪物
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5201:{uuid:5201,name:"兽人战士",path:"mor1", quality:HQuality.BLUE,lv:1,kind:1,
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type:HType.warrior,hp:25,ap:8,dis:300,cd:1.5,speed:45,skills:[6007],
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5201:{uuid:5201,name:"兽人战士",path:"mor1", quality:HQuality.GREEN,lv:1,kind:1,
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type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
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buff:[
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],info:"普通怪物-战士型"},
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5202:{uuid:5202,name:"兽人刺客",path:"mor2", quality:HQuality.BLUE,lv:1,kind:1,
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type:HType.warrior,hp:25,ap:8,dis:300,cd:1.5,speed:45,skills:[6007],
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5202:{uuid:5202,name:"兽人刺客",path:"mor2", quality:HQuality.GREEN,lv:1,kind:1,
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type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
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buff:[
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],info:"普通怪物-战士型"},
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5203:{uuid:5203,name:"兽人护卫",path:"mor3", quality:HQuality.BLUE,lv:1,kind:1,
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type:HType.remote,hp:20,ap:12,dis:500,cd:1.5,speed:50,skills:[6007],
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5203:{uuid:5203,name:"兽人护卫",path:"mor3", quality:HQuality.GREEN,lv:1,kind:1,
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type:HType.remote,hp:20,ap:12,dis:200,cd:1.5,speed:50,skills:[6007],
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buff:[
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],info:"远程怪物-高伤害"},
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5204:{uuid:5204,name:"石卫", path:"mgem1",quality:HQuality.BLUE,lv:1,kind:1,
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type:HType.warrior,hp:25,ap:8,dis:300,cd:1.5,speed:45,skills:[6007],
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5204:{uuid:5204,name:"石卫", path:"mgem1",quality:HQuality.GREEN,lv:1,kind:1,
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type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
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buff:[
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],info:"普通怪物-战士型"},
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5205:{uuid:5205,name:"土卫", path:"mgem2",quality:HQuality.BLUE,lv:1,kind:1,
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type:HType.warrior,hp:25,ap:8,dis:300,cd:1.5,speed:45,skills:[6007],
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5205:{uuid:5205,name:"土卫", path:"mgem2",quality:HQuality.GREEN,lv:1,kind:1,
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type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
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buff:[
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],info:"普通怪物-战士型"},
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5206:{uuid:5206,name:"树人", path:"mgem3",quality:HQuality.BLUE,lv:1,kind:1,
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type:HType.warrior,hp:25,ap:8,dis:300,cd:1.5,speed:45,skills:[6007],
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5206:{uuid:5206,name:"树人", path:"mgem3",quality:HQuality.GREEN,lv:1,kind:1,
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type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
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buff:[
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],info:"普通怪物-战士型"},
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5216:{uuid:5216,name:"元素1", path:"my1", quality:HQuality.BLUE,lv:2,kind:1,
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type:HType.mage,hp:18,ap:15,dis:600,cd:1.2,speed:40,skills:[6007],
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5216:{uuid:5216,name:"元素1", path:"my1", quality:HQuality.GREEN,lv:2,kind:1,
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type:HType.mage,hp:18,ap:15,dis:350,cd:1.2,speed:40,skills:[6007],
|
||||
buff:[
|
||||
|
||||
],info:"法师怪物-高伤害脆弱"},
|
||||
|
||||
5217:{uuid:5217,name:"元素2", path:"my2", quality:HQuality.BLUE,lv:2,kind:1,
|
||||
type:HType.mage,hp:18,ap:15,dis:600,cd:1.2,speed:40,skills:[6007],
|
||||
5217:{uuid:5217,name:"元素2", path:"my2", quality:HQuality.GREEN,lv:2,kind:1,
|
||||
type:HType.mage,hp:18,ap:15,dis:350,cd:1.2,speed:40,skills:[6007],
|
||||
buff:[
|
||||
|
||||
],info:"法师怪物-高伤害脆弱"},
|
||||
|
||||
5218:{uuid:5218,name:"元素3", path:"my3", quality:HQuality.BLUE,lv:2,kind:1,
|
||||
type:HType.mage,hp:18,ap:15,dis:600,cd:1.2,speed:40,skills:[6007],
|
||||
5218:{uuid:5218,name:"元素3", path:"my3", quality:HQuality.GREEN,lv:2,kind:1,
|
||||
type:HType.mage,hp:18,ap:15,dis:350,cd:1.2,speed:40,skills:[6007],
|
||||
buff:[
|
||||
|
||||
],info:"法师怪物-高伤害脆弱"},
|
||||
|
||||
5219:{uuid:5219,name:"牛头战士",path:"mn1", quality:HQuality.BLUE,lv:2,kind:1,
|
||||
type:HType.warrior,hp:25,ap:8,dis:300,cd:1.5,speed:45,skills:[6007],
|
||||
5219:{uuid:5219,name:"牛头战士",path:"mn1", quality:HQuality.GREEN,lv:2,kind:1,
|
||||
type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
|
||||
buff:[
|
||||
|
||||
],info:"普通怪物-战士型"},
|
||||
|
||||
5220:{uuid:5220,name:"牛头战士",path:"mn2", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.remote,hp:20,ap:12,dis:500,cd:1.5,speed:50,skills:[6007],
|
||||
5220:{uuid:5220,name:"牛头战士",path:"mn2", quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.remote,hp:20,ap:12,dis:200,cd:1.5,speed:50,skills:[6007],
|
||||
buff:[
|
||||
|
||||
],info:"远程怪物-高伤害"},
|
||||
|
||||
5221:{uuid:5221,name:"牛头战士",path:"mn3", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.warrior,hp:25,ap:8,dis:300,cd:1.5,speed:45,skills:[6007],
|
||||
5221:{uuid:5221,name:"牛头战士",path:"mn3", quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
|
||||
buff:[
|
||||
|
||||
],info:"普通怪物-战士型"},
|
||||
|
||||
5222:{uuid:5222,name:"独眼巨人",path:"md1", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.warrior,hp:25,ap:8,dis:300,cd:1.5,speed:45,skills:[6007],
|
||||
5222:{uuid:5222,name:"独眼巨人",path:"md1", quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
|
||||
buff:[
|
||||
|
||||
],info:"普通怪物-战士型"},
|
||||
|
||||
5223:{uuid:5223,name:"独眼巨人",path:"md2", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.warrior,hp:25,ap:8,dis:300,cd:1.5,speed:45,skills:[6007],
|
||||
5223:{uuid:5223,name:"独眼巨人",path:"md2", quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
|
||||
buff:[
|
||||
|
||||
],info:"普通怪物-战士型"},
|
||||
|
||||
5224:{uuid:5224,name:"独眼巨人",path:"md3", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.remote,hp:20,ap:12,dis:500,cd:1.5,speed:50,skills:[6007],
|
||||
5224:{uuid:5224,name:"独眼巨人",path:"md3", quality:HQuality.GREEN,lv:1,kind:1,
|
||||
type:HType.remote,hp:20,ap:12,dis:200,cd:1.5,speed:50,skills:[6007],
|
||||
buff:[
|
||||
|
||||
],info:"远程怪物-高伤害"},
|
||||
|
||||
5225:{uuid:5225,name:"精英独眼",path:"md4", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.mage,hp:18,ap:15,dis:600,cd:1.2,speed:40,skills:[6007],
|
||||
type:HType.mage,hp:18,ap:15,dis:400,cd:1.2,speed:40,skills:[6007],
|
||||
buff:[
|
||||
|
||||
],info:"法师怪物-高伤害脆弱"},
|
||||
|
||||
5226:{uuid:5226,name:"精英牛头",path:"mn4", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.mage,hp:18,ap:15,dis:600,cd:1.2,speed:40,skills:[6007],
|
||||
type:HType.mage,hp:18,ap:15,dis:400,cd:1.2,speed:40,skills:[6007],
|
||||
buff:[
|
||||
|
||||
],info:"法师怪物-高伤害脆弱"},
|
||||
|
||||
5227:{uuid:5227,name:"精英兽人",path:"mor4", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.mage,hp:18,ap:15,dis:600,cd:1.2,speed:40,skills:[6007],
|
||||
type:HType.mage,hp:18,ap:15,dis:400,cd:1.2,speed:40,skills:[6007],
|
||||
buff:[
|
||||
|
||||
],info:"法师怪物-高伤害脆弱"}
|
||||
|
||||
@@ -4,7 +4,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { HeroModelComp } from "./HeroModelComp";
|
||||
import { HeroViewComp } from "./HeroViewComp";
|
||||
import { HeroInfo, HeroPos, HeroSet } from "../common/config/heroSet";
|
||||
import { HeroInfo, HeroPos } from "../common/config/heroSet";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
|
||||
@@ -11,8 +11,8 @@ import { oops } from "db://oops-framework/core/Oops";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { FightConComp } from "../map/FightConComp";
|
||||
import { EquipSpecialAttr } from "../common/config/Equips";
|
||||
import { FightSet, TooltipTypes } from "../common/config/Mission";
|
||||
import { getApIncrease, getHpIncrease, getUpExp, HeroPos } from "../common/config/heroSet";
|
||||
import { FightSet, getExpDrops, getStoneDrops, TooltipTypes } from "../common/config/Mission";
|
||||
import { getApIncrease, getHpIncrease, getUpExp, HeroInfo, HeroPos } from "../common/config/heroSet";
|
||||
import { FriendModelComp } from "./FriendModel";
|
||||
import { MasterModelComp } from "./MasterModel";
|
||||
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
|
||||
@@ -339,16 +339,18 @@ export class HeroViewComp extends CCComp {
|
||||
this.do_dead_trigger()
|
||||
this.Friend_alive_cd=new Timer(this.FIGHTCON.friend_alive_cd)
|
||||
console.log("[HeroViewComp]:角色死亡",this.hero_uuid)
|
||||
if(this.is_kalami){
|
||||
oops.message.dispatchEvent(GameEvent.EXPUP,{exp:50})
|
||||
oops.message.dispatchEvent(GameEvent.SKILL_STONE_UP,10)
|
||||
oops.message.dispatchEvent(GameEvent.EQUIP_STONE_UP,10)
|
||||
|
||||
if(this.fac==FacSet.MON){
|
||||
let exp=getExpDrops(HeroInfo[this.hero_uuid].quality,this.lv)
|
||||
let stone=getStoneDrops(HeroInfo[this.hero_uuid].quality,this.lv)
|
||||
oops.message.dispatchEvent(GameEvent.EXPUP,{exp:exp})
|
||||
if(stone.type=="equip"){
|
||||
oops.message.dispatchEvent(GameEvent.EQUIP_STONE_UP,stone.count)
|
||||
}else{
|
||||
oops.message.dispatchEvent(GameEvent.SKILL_STONE_UP,stone.count)
|
||||
}
|
||||
}
|
||||
if(this.is_boss){
|
||||
oops.message.dispatchEvent(GameEvent.EXPUP,{exp:100})
|
||||
|
||||
}
|
||||
if(this.is_master){
|
||||
console.log("[HeroViewComp]:英雄死亡")
|
||||
oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
import { _decorator, Component, Label, Node, resources, Sprite, SpriteAtlas } from 'cc';
|
||||
import { HeroInfo } from '../common/config/heroSet';
|
||||
import { SkillSet } from '../common/config/SkillSet';
|
||||
import { oops } from '../../../../extensions/oops-plugin-framework/assets/core/Oops';
|
||||
import { UIID } from '../common/config/GameUIConfig';
|
||||
|
||||
@@ -2,7 +2,7 @@ import { _decorator, Animation, Label, resources, SpriteAtlas,Sprite } from "cc"
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { HeroInfo, HeroList } from "../common/config/heroSet";
|
||||
import { HeroInfo} from "../common/config/heroSet";
|
||||
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { HeroModelComp } from "../hero/HeroModelComp";
|
||||
|
||||
@@ -5,7 +5,7 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O
|
||||
import { UIID } from "../common/config/GameUIConfig";
|
||||
import { Items } from "../common/config/Items";
|
||||
import { SkillSet } from "../common/config/SkillSet";
|
||||
import { HeroInfo, HeroSet } from "../common/config/heroSet";
|
||||
import { HeroInfo } from "../common/config/heroSet";
|
||||
import { Hero } from "../hero/Hero";
|
||||
import { HChipComp } from "../hero/HChipComp";
|
||||
import { ItemComp } from "./ItemComp";
|
||||
|
||||
@@ -2,8 +2,6 @@ import { instantiate, Label, Prefab, resources, Sprite, SpriteAtlas } from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
|
||||
import { MSCardComp } from "./MSCardComp";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { HeroInfo } from "../common/config/heroSet";
|
||||
import { SkillSet } from "../common/config/SkillSet";
|
||||
|
||||
/** MSCard 模块 */
|
||||
|
||||
@@ -3,7 +3,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { Monster } from "../hero/Mon";
|
||||
import { BoxSet } from "../common/config/BoxSet";
|
||||
import { HeroSet, MonSet } from "../common/config/heroSet";
|
||||
import { MonSet } from "../common/config/heroSet";
|
||||
import { FightSet, Missions, MonNum, WaveConfig, getInfiniteWaveConfig, getMonsterLevel } from "../common/config/Mission";
|
||||
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
|
||||
import { Timer } from "db://oops-framework/core/common/timer/Timer";
|
||||
|
||||
@@ -6,7 +6,6 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { AType, DTType, EType, RType, SkillSet, SType, TGroup } from "../common/config/SkillSet";
|
||||
import { BoxSet, FacSet } from "../common/config/BoxSet";
|
||||
import { HeroFac, HeroSet } from "../common/config/heroSet";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
import { BezierMove } from "../BezierMove/BezierMove";
|
||||
import { FightConComp } from "../map/FightConComp";
|
||||
|
||||
@@ -2,12 +2,12 @@ import { _decorator, Component, instantiate, Node, Prefab } from 'cc';
|
||||
import { SkillCom } from './SkillCom';
|
||||
import { ecs } from 'db://oops-framework/libs/ecs/ECS';
|
||||
import { Hero } from '../hero/Hero';
|
||||
import { BoxSet } from '../common/config/BoxSet';
|
||||
import { BoxSet, FacSet } from '../common/config/BoxSet';
|
||||
import { Monster } from '../hero/Mon';
|
||||
import { HeroViewComp } from '../hero/HeroViewComp';
|
||||
import { smc } from '../common/SingletonModuleComp';
|
||||
import { HeroInfo } from '../common/config/heroSet';
|
||||
import { oops } from 'db://oops-framework/core/Oops';
|
||||
import { HeroInfo } from '../common/config/heroSet';
|
||||
const { ccclass, property } = _decorator;
|
||||
//这是召唤技能
|
||||
@ccclass('ZhanCom')
|
||||
@@ -23,12 +23,12 @@ export class ZhanCom extends Component {
|
||||
var node = instantiate(prefab);
|
||||
node.parent = this.node.parent;
|
||||
node.setPosition(pos);
|
||||
if(this.base.box_group==BoxSet.HERO) {
|
||||
if(this.base.fac==FacSet.HERO) {
|
||||
hero = ecs.getEntity<Hero>(Hero);
|
||||
let scale = 1
|
||||
hero.load(pos,scale,this.base.hero,true,this.base.lv);
|
||||
hero.load(pos,scale,this.base.hero,true,HeroInfo[this.base.hero].lv);
|
||||
}
|
||||
if(this.base.box_group==BoxSet.MONSTER) {
|
||||
if(this.base.fac==FacSet.MON) {
|
||||
hero = ecs.getEntity<Monster>(Monster);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user