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