怪物波次及等级++

This commit is contained in:
2025-07-11 10:55:48 +08:00
parent 3072e8eccd
commit 933987eab1
8 changed files with 438 additions and 177 deletions

View File

@@ -4,7 +4,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
import { Monster } from "../hero/Mon";
import { BoxSet } from "../common/config/BoxSet";
import { HeroSet, MonSet } from "../common/config/heroSet";
import { FightSet, Missions, MonNum } from "../common/config/Mission";
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";
import { smc } from "../common/SingletonModuleComp";
@@ -18,10 +18,10 @@ const { ccclass, property } = _decorator;
@ecs.register('MissionMonComp', false)
export class MissionMonCompComp extends CCComp {
timer:Timer=new Timer(1)
// 添加刷怪队列
private monsterQueue: Array<{uuid: number, position: number, isBoss: boolean}> = [];
// 添加刷怪队列 - 增加level字段
private monsterQueue: Array<{uuid: number, position: number, isBoss: boolean, level: number}> = [];
private isSpawning: boolean = false;// 是否正在生成怪物
private spawnInterval: number = 5; // 每个怪物生成间隔时间
private spawnInterval: number = 0.5; // 每个怪物生成间隔时间
private spawnTimer: number = 0; // 生成计时器
private is_fight:boolean = false;
onLoad(){
@@ -57,46 +57,77 @@ export class MissionMonCompComp extends CCComp {
this.timer=new Timer(FightSet.MON_WAVE_TIME)
}
test_call(){
this.addToSpawnQueue(5202, 0, true);
this.addToSpawnQueue(5202, 0, true, 1);
}
do_mon_wave(){
oops.message.dispatchEvent(GameEvent.WaveUpdate)
console.log("[MissionMonComp]:怪物登场,当前波次 :",smc.vmdata.mission_data.current_wave)
let mon_num = RandomManager.instance.getRandomInt(0, MonNum.length, 1);
for(let i=0;i<2;i++){
let x = RandomManager.instance.getRandomInt(0, Missions[0].length, 1);
this.addToSpawnQueue(Missions[0][x], 0, false);
}
// 使用新的波次配置系统
const currentWave = smc.vmdata.mission_data.current_wave;
const waveConfig = this.getWaveConfig(currentWave);
console.log(`[MissionMonComp]:第${currentWave}波配置:`, waveConfig.description);
console.log(`[MissionMonComp]:总HP: ${waveConfig.totalHp}, 总AP: ${waveConfig.totalAp}`);
// 根据波次配置生成怪物
this.generateMonstersFromConfig(waveConfig);
}
// 获取波次配置
private getWaveConfig(waveNumber: number) {
if (waveNumber <= 15) {
return WaveConfig[waveNumber];
} else {
return getInfiniteWaveConfig(waveNumber);
}
}
// 新增:添加到刷怪队列
private addToSpawnQueue(uuid: number, position: number, isBoss: boolean = false) {
// 根据配置生成怪物
private generateMonstersFromConfig(waveConfig: any) {
const { monsters } = waveConfig;
const currentWave = smc.vmdata.mission_data.current_wave;
const monsterLevel = getMonsterLevel(currentWave);
monsters.forEach((monsterGroup: any) => {
const { uuid, count, type } = monsterGroup;
// 为每个怪物组生成指定数量的怪物
for (let i = 0; i < count; i++) {
// 随机选择位置 (0-9)
this.addToSpawnQueue(uuid, i, false, monsterLevel);
}
});
console.log(`[MissionMonComp]:本波次将生成 ${monsters.reduce((total: number, group: any) => total + group.count, 0)} 只怪物,等级: ${monsterLevel}`);
}
// 新增:添加到刷怪队列 - 增加level参数
private addToSpawnQueue(uuid: number, position: number, isBoss: boolean = false, level: number = 1) {
this.monsterQueue.push({
uuid: uuid,
position: position,
isBoss: isBoss
isBoss: isBoss,
level: level
});
}
// 新增:从队列中生成下一个怪物
// 新增:从队列中生成下一个怪物 - 传递level参数
private spawnNextMonster() {
if (this.monsterQueue.length === 0) return;
const monsterData = this.monsterQueue.shift();
if (monsterData) {
this.addMonster(monsterData.uuid, monsterData.position, monsterData.isBoss);
this.addMonster(monsterData.uuid, monsterData.position, monsterData.isBoss, false, monsterData.level);
}
}
private addMonster(uuid:number=1001,i:number=0,is_boss:boolean=false) {
private addMonster(uuid:number=1001,i:number=0,is_boss:boolean=false,is_call:boolean=false,lv:number=1) {
let mon = ecs.getEntity<Monster>(Monster);
let scale = -1
let pos:Vec3 = v3(MonSet[i].pos);
mon.load(pos,scale,uuid,is_boss);
mon.load(pos,scale,uuid,is_boss,is_call,lv);
}
/** 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 */
reset() {