refactor(game): 精简肉鸽模式关卡配置并优化怪物加载逻辑
- 调整SkillSet基础攻击技能参数,降低CD时间和技能消耗 - 更新HeroInfo中英雄和怪物的技能组合,替换为更合理的技能ID - 注释掉部分法师及精英怪物的定义,简化怪物列表 - 优化Monster类load和hero_init方法,移除不再使用的增强属性和关卡倍数参数 - 精简MissionMonComp刷怪队列逻辑,移除增强属性和关卡倍数支持 - 调整RogueConfig,去除怪物增强属性相关代码,仅保留基础刷怪类型和数量配置 - 修正SkillCom中使用属性枚举的地方,使用统一Attrs枚举 - 清理代码注释和多余空行,提升代码规范性和可读性
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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,enhancement?: any, stageMultipliers?: any) {
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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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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,enhancement,stageMultipliers)
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this.hero_init(uuid,node,scale,box_group,is_boss,is_call)
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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,enhancement?: any, stageMultipliers?: any) {
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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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var hv = node.getComponent(HeroViewComp)!;
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@@ -80,28 +80,18 @@ 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Attrs属性系统,参考Hero.ts的实
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// 计算基础属性(使用关卡倍数)
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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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// 应用关卡倍数
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let finalHp = baseHp;
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let finalAp = baseAp;
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if (stageMultipliers) {
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finalHp = Math.floor(baseHp * stageMultipliers.hp);
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finalAp = Math.floor(baseAp * stageMultipliers.attack);
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// console.log(`[Monster]: 怪物${hero.name} 关卡倍数 - HP: ${baseHp} x ${stageMultipliers.hp.toFixed(2)} = ${finalHp}, AP: ${baseAp} x ${stageMultipliers.attack.toFixed(2)} = ${finalAp}`);
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}
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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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hv.skills.push(skill)
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}
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hv.base_ap=finalAp
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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_hp=finalHp
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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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hv.mp=hv.base_mp
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@@ -116,8 +106,6 @@ export class Monster extends ecs.Entity {
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// 初始化 buff/debuff 系统
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hv.initAttrs();
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this.add(hv);
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}
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