怪物波次及等级++
This commit is contained in:
@@ -11,110 +11,17 @@
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"speed": 1,
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"speed": 1,
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"wrapMode": 2,
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"wrapMode": 2,
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"enableTrsBlending": false,
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"enableTrsBlending": false,
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"_duration": 0.8333333333333334,
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"_duration": 0,
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"_hash": 500763545,
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"_hash": 500763545,
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"_tracks": [
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"_tracks": [],
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{
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"__id__": 1
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}
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],
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"_exoticAnimation": null,
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"_exoticAnimation": null,
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"_events": [],
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"_events": [],
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"_embeddedPlayers": [],
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"_embeddedPlayers": [],
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"_additiveSettings": {
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"_additiveSettings": {
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"__id__": 6
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"__id__": 1
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},
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"_auxiliaryCurveEntries": []
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"_auxiliaryCurveEntries": []
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},
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{
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"__type__": "cc.animation.ObjectTrack",
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"_binding": {
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"__type__": "cc.animation.TrackBinding",
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"path": {
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"__id__": 2
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"proxy": null
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"_channel": {
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"__id__": 4
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{
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"__type__": "cc.animation.TrackPath",
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"_paths": [
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"__id__": 3
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"spriteFrame"
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]
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"__type__": "cc.animation.ComponentPath",
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"component": "cc.Sprite"
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"__type__": "cc.animation.Channel",
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"_curve": {
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"__id__": 5
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}
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},
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{
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"__type__": "cc.ObjectCurve",
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"_times": [
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0,
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0.08333333333333333,
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0.16666666666666666,
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0.25,
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0.3333333333333333,
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0.4166666666666667,
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0.5,
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0.5833333333333334,
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0.6666666666666666,
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0.75
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],
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"_values": [
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"__uuid__": "093403fd-fec9-42ef-b952-5831234ff06e@e23f5",
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"__expectedType__": "cc.SpriteFrame"
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"__uuid__": "093403fd-fec9-42ef-b952-5831234ff06e@24262",
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"__expectedType__": "cc.SpriteFrame"
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"__expectedType__": "cc.SpriteFrame"
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"__uuid__": "093403fd-fec9-42ef-b952-5831234ff06e@0f614",
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"__expectedType__": "cc.SpriteFrame"
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"__uuid__": "093403fd-fec9-42ef-b952-5831234ff06e@5450f",
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"__uuid__": "093403fd-fec9-42ef-b952-5831234ff06e@1b16f",
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"__expectedType__": "cc.SpriteFrame"
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"__uuid__": "093403fd-fec9-42ef-b952-5831234ff06e@37953",
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"__type__": "cc.AnimationClipAdditiveSettings",
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"__type__": "cc.AnimationClipAdditiveSettings",
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"enabled": false,
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"enabled": false,
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@@ -35,10 +35,13 @@
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},
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"__id__": 18
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"__id__": 18
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"__id__": 20
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],
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"_prefab": {
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"_prefab": {
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"__id__": 20
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"__id__": 22
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"_lpos": {
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"_lpos": {
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"__type__": "cc.Vec3",
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"__type__": "cc.Vec3",
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@@ -406,6 +409,48 @@
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"__type__": "cc.CompPrefabInfo",
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"__type__": "cc.CompPrefabInfo",
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"fileId": "46vE3s9lxEkZFP/Fm7EHJD"
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"fileId": "46vE3s9lxEkZFP/Fm7EHJD"
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"__type__": "cc.Sprite",
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"_name": "",
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"_objFlags": 0,
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"node": {
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"_enabled": true,
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"__prefab": {
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"__id__": 21
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},
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"_customMaterial": null,
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"_srcBlendFactor": 2,
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"_dstBlendFactor": 4,
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"_color": {
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"__type__": "cc.Color",
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"r": 255,
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"g": 255,
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"b": 255,
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"a": 255
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},
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"_spriteFrame": null,
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"_type": 0,
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"_fillType": 0,
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"_sizeMode": 1,
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"_fillCenter": {
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"__type__": "cc.Vec2",
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"x": 0,
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"y": 0
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},
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"_fillStart": 0,
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"_fillRange": 0,
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"_isTrimmedMode": true,
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"_useGrayscale": false,
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"_atlas": null,
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"_id": ""
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"__type__": "cc.CompPrefabInfo",
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"fileId": "a0ZWkb7iNE9qU/AYLFrtub"
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"__type__": "cc.PrefabInfo",
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"__type__": "cc.PrefabInfo",
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"root": {
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"root": {
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@@ -35,10 +35,13 @@
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},
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},
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{
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{
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"__id__": 18
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"__id__": 18
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},
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"_lpos": {
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"_lpos": {
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"__type__": "cc.Vec3",
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"__type__": "cc.Vec3",
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@@ -406,6 +409,48 @@
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"__type__": "cc.CompPrefabInfo",
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"__type__": "cc.CompPrefabInfo",
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"fileId": "46vE3s9lxEkZFP/Fm7EHJD"
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"fileId": "46vE3s9lxEkZFP/Fm7EHJD"
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},
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},
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"__type__": "cc.Sprite",
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"_name": "",
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 1
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},
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"_enabled": true,
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"__prefab": {
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"__id__": 21
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},
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"_customMaterial": null,
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"_srcBlendFactor": 2,
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"_dstBlendFactor": 4,
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"_color": {
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"__type__": "cc.Color",
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"r": 255,
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"g": 255,
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"b": 255,
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"a": 255
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},
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"_spriteFrame": null,
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"_type": 0,
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"_fillType": 0,
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"_sizeMode": 1,
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"_fillCenter": {
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"x": 0,
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"y": 0
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},
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"_fillStart": 0,
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"_fillRange": 0,
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"_isTrimmedMode": true,
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"_useGrayscale": false,
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"_atlas": null,
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"_id": ""
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},
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"fileId": "29ZFrA9ypDKYhdU+r1D6vj"
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"__type__": "cc.PrefabInfo",
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"root": {
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"root": {
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@@ -32,13 +32,10 @@
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],
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"__id__": 12
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"_lpos": {
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"_lpos": {
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"__type__": "cc.Vec3",
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"__type__": "cc.Vec3",
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@@ -203,35 +200,6 @@
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"__type__": "cc.CompPrefabInfo",
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"__type__": "cc.CompPrefabInfo",
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"fileId": "8ahZv91itPcYJm8S0veHYl"
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"fileId": "8ahZv91itPcYJm8S0veHYl"
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"_enabled": true,
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"__id__": 11
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},
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"playOnLoad": true,
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"_clips": [
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"_defaultClip": {
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"__type__": "cc.Sprite",
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"__type__": "cc.Sprite",
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"_name": "",
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"_name": "",
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@@ -242,7 +210,7 @@
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},
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},
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"_enabled": true,
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"_enabled": true,
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"__prefab": {
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"__prefab": {
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"__id__": 13
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"__id__": 11
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},
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},
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"_customMaterial": null,
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"_customMaterial": null,
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"_srcBlendFactor": 2,
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"_srcBlendFactor": 2,
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@@ -11,6 +11,249 @@ export const BossList = {
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}
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}
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}
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}
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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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// 第1-5波(新手期)
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1: {
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monsters: [
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{ uuid: 5201, count: 3, type: "warrior" }, // 3只普通怪物
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],
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totalHp: 75,
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totalAp: 24,
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description: "新手期-基础威胁"
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},
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2: {
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monsters: [
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{ uuid: 5202, count: 4, type: "warrior" }, // 4只普通怪物
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],
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totalHp: 100,
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totalAp: 32,
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description: "新手期-数量增加"
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},
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3: {
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monsters: [
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{ uuid: 5204, count: 2, type: "warrior" }, // 2只普通
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{ uuid: 5203, count: 1, type: "remote" }, // 1只远程
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],
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totalHp: 70,
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totalAp: 28,
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description: "新手期-引入远程威胁"
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},
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4: {
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monsters: [
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{ uuid: 5205, count: 5, type: "warrior" }, // 5只普通怪物
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],
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totalHp: 125,
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totalAp: 40,
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description: "新手期-数量挑战"
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},
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5: {
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monsters: [
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{ uuid: 5206, count: 3, type: "warrior" }, // 3只普通
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{ uuid: 5220, count: 1, type: "remote" }, // 1只远程
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],
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totalHp: 95,
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totalAp: 36,
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description: "新手期-混合威胁"
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},
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// 第6-10波(成长期)
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6: {
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monsters: [
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{ uuid: 5219, count: 2, type: "warrior" }, // 2只普通
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{ uuid: 5224, count: 2, type: "remote" }, // 2只远程
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],
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totalHp: 90,
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totalAp: 40,
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description: "成长期-远程威胁增加"
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},
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7: {
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monsters: [
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{ uuid: 5221, count: 4, type: "warrior" }, // 4只普通
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{ uuid: 5216, count: 1, type: "mage" }, // 1只法师
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],
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totalHp: 118,
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totalAp: 47,
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description: "成长期-引入法师威胁"
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},
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8: {
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monsters: [
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{ uuid: 5222, count: 1, type: "warrior" }, // 1只普通
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{ uuid: 5223, count: 3, type: "remote" }, // 3只远程
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],
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totalHp: 85,
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totalAp: 44,
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description: "成长期-远程主导"
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},
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9: {
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monsters: [
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{ uuid: 5225, count: 3, type: "warrior" }, // 3只普通
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||||||
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{ uuid: 5226, count: 1, type: "remote" }, // 1只远程
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||||||
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{ uuid: 5217, count: 1, type: "mage" }, // 1只法师
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],
|
||||||
|
totalHp: 113,
|
||||||
|
totalAp: 51,
|
||||||
|
description: "成长期-三类型混合"
|
||||||
|
},
|
||||||
|
10: {
|
||||||
|
monsters: [
|
||||||
|
{ uuid: 5227, count: 2, type: "warrior" }, // 2只普通
|
||||||
|
{ uuid: 5218, count: 2, type: "remote" }, // 2只远程
|
||||||
|
{ uuid: 5225, count: 1, type: "mage" }, // 1只法师
|
||||||
|
],
|
||||||
|
totalHp: 108,
|
||||||
|
totalAp: 56,
|
||||||
|
description: "成长期-平衡挑战"
|
||||||
|
},
|
||||||
|
|
||||||
|
// 第11-15波(挑战期)
|
||||||
|
11: {
|
||||||
|
monsters: [
|
||||||
|
{ uuid: 5201, count: 6, type: "warrior" }, // 6只普通怪物
|
||||||
|
],
|
||||||
|
totalHp: 150,
|
||||||
|
totalAp: 48,
|
||||||
|
description: "挑战期-数量压力"
|
||||||
|
},
|
||||||
|
12: {
|
||||||
|
monsters: [
|
||||||
|
{ uuid: 5202, count: 2, type: "warrior" }, // 2只普通
|
||||||
|
{ uuid: 5203, count: 3, type: "remote" }, // 3只远程
|
||||||
|
],
|
||||||
|
totalHp: 110,
|
||||||
|
totalAp: 52,
|
||||||
|
description: "挑战期-远程威胁"
|
||||||
|
},
|
||||||
|
13: {
|
||||||
|
monsters: [
|
||||||
|
{ uuid: 5204, count: 5, type: "warrior" }, // 5只普通
|
||||||
|
{ uuid: 5216, count: 2, type: "mage" }, // 2只法师
|
||||||
|
],
|
||||||
|
totalHp: 161,
|
||||||
|
totalAp: 70,
|
||||||
|
description: "挑战期-法师威胁"
|
||||||
|
},
|
||||||
|
14: {
|
||||||
|
monsters: [
|
||||||
|
{ uuid: 5205, count: 3, type: "warrior" }, // 3只普通
|
||||||
|
{ uuid: 5220, count: 2, type: "remote" }, // 2只远程
|
||||||
|
{ uuid: 5217, count: 2, type: "mage" }, // 2只法师
|
||||||
|
],
|
||||||
|
totalHp: 151,
|
||||||
|
totalAp: 74,
|
||||||
|
description: "挑战期-全面威胁"
|
||||||
|
},
|
||||||
|
15: {
|
||||||
|
monsters: [
|
||||||
|
{ uuid: 5206, count: 1, type: "warrior" }, // 1只普通
|
||||||
|
{ uuid: 5224, count: 4, type: "remote" }, // 4只远程
|
||||||
|
{ uuid: 5218, count: 2, type: "mage" }, // 2只法师
|
||||||
|
],
|
||||||
|
totalHp: 141,
|
||||||
|
totalAp: 78,
|
||||||
|
description: "挑战期-远程法师主导"
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// 无限模式波次生成函数
|
||||||
|
export const getInfiniteWaveConfig = (waveNumber: number) => {
|
||||||
|
if (waveNumber <= 15) {
|
||||||
|
return WaveConfig[waveNumber];
|
||||||
|
}
|
||||||
|
|
||||||
|
// 第16波+ (无限模式)
|
||||||
|
const baseWarriorCount = 3 + Math.floor(waveNumber / 5);
|
||||||
|
const baseRemoteCount = 1 + Math.floor(waveNumber / 8);
|
||||||
|
const baseMageCount = Math.floor(waveNumber / 10);
|
||||||
|
|
||||||
|
// 最大单波总数限制: 12只
|
||||||
|
const totalMonsters = baseWarriorCount + baseRemoteCount + baseMageCount;
|
||||||
|
const maxMonsters = 12;
|
||||||
|
|
||||||
|
let warriorCount = baseWarriorCount;
|
||||||
|
let remoteCount = baseRemoteCount;
|
||||||
|
let mageCount = baseMageCount;
|
||||||
|
|
||||||
|
// 如果超过最大数量,按优先级削减
|
||||||
|
if (totalMonsters > maxMonsters) {
|
||||||
|
const excess = totalMonsters - maxMonsters;
|
||||||
|
// 优先削减普通怪物,保留远程和法师
|
||||||
|
warriorCount = Math.max(1, warriorCount - excess);
|
||||||
|
}
|
||||||
|
|
||||||
|
const monsters = [];
|
||||||
|
|
||||||
|
// 添加普通怪物
|
||||||
|
if (warriorCount > 0) {
|
||||||
|
const warriorIds = [5201, 5202, 5204, 5205, 5206, 5219, 5221, 5222, 5223];
|
||||||
|
const randomWarriorId = warriorIds[Math.floor(Math.random() * warriorIds.length)];
|
||||||
|
monsters.push({ uuid: randomWarriorId, count: warriorCount, type: "warrior" });
|
||||||
|
}
|
||||||
|
|
||||||
|
// 添加远程怪物
|
||||||
|
if (remoteCount > 0) {
|
||||||
|
const remoteIds = [5203, 5220, 5224];
|
||||||
|
const randomRemoteId = remoteIds[Math.floor(Math.random() * remoteIds.length)];
|
||||||
|
monsters.push({ uuid: randomRemoteId, count: remoteCount, type: "remote" });
|
||||||
|
}
|
||||||
|
|
||||||
|
// 添加法师怪物
|
||||||
|
if (mageCount > 0) {
|
||||||
|
const mageIds = [5216, 5217, 5218, 5225, 5226, 5227];
|
||||||
|
const randomMageId = mageIds[Math.floor(Math.random() * mageIds.length)];
|
||||||
|
monsters.push({ uuid: randomMageId, count: mageCount, type: "mage" });
|
||||||
|
}
|
||||||
|
|
||||||
|
// 计算总属性
|
||||||
|
let totalHp = 0;
|
||||||
|
let totalAp = 0;
|
||||||
|
monsters.forEach(monster => {
|
||||||
|
const baseHp = monster.type === "warrior" ? 25 : monster.type === "remote" ? 20 : 18;
|
||||||
|
const baseAp = monster.type === "warrior" ? 8 : monster.type === "remote" ? 12 : 15;
|
||||||
|
const level = 1 + Math.floor(waveNumber / 10);
|
||||||
|
const levelHp = Math.floor(baseHp * (1 + (level - 1) * 0.3));
|
||||||
|
const levelAp = Math.floor(baseAp * (1 + (level - 1) * 0.25));
|
||||||
|
totalHp += levelHp * monster.count;
|
||||||
|
totalAp += levelAp * monster.count;
|
||||||
|
});
|
||||||
|
|
||||||
|
return {
|
||||||
|
monsters: monsters,
|
||||||
|
totalHp: totalHp,
|
||||||
|
totalAp: totalAp,
|
||||||
|
description: `无限模式-第${waveNumber}波`
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
// 获取怪物等级
|
||||||
|
export const getMonsterLevel = (waveNumber: number): number => {
|
||||||
|
return 1 + Math.floor(waveNumber / 1);
|
||||||
|
};
|
||||||
|
|
||||||
|
// 获取装备石掉落数量
|
||||||
|
export const getEquipStoneDrops = (monsterType: string, level: number = 1): number => {
|
||||||
|
const baseDrops = {
|
||||||
|
"warrior": 2, // 普通怪物
|
||||||
|
"remote": 3, // 远程怪物
|
||||||
|
"mage": 4 // 法师怪物
|
||||||
|
};
|
||||||
|
|
||||||
|
return Math.floor(baseDrops[monsterType] * (1 + (level - 1) * 0.2));
|
||||||
|
};
|
||||||
|
|
||||||
|
// 获取装备升级成本
|
||||||
|
export const getEquipUpgradeCost = (equipLevel: number, quality: number): number => {
|
||||||
|
const baseCosts = {
|
||||||
|
2: 50, // GREEN
|
||||||
|
3: 80, // BLUE
|
||||||
|
4: 120 // PURPLE
|
||||||
|
};
|
||||||
|
|
||||||
|
// 每次升级成本翻倍
|
||||||
|
return baseCosts[quality] * Math.pow(2, equipLevel - 1);
|
||||||
|
};
|
||||||
|
|
||||||
export const MonNum = [3,4,5]//对应关卡数MissionMons 的索引
|
export const MonNum = [3,4,5]//对应关卡数MissionMons 的索引
|
||||||
export const MissionMons = [
|
export const MissionMons = [
|
||||||
[5201,5202,5203,5204,5205,5206],
|
[5201,5202,5203,5204,5205,5206],
|
||||||
|
|||||||
@@ -61,16 +61,24 @@ export const HQuality = {
|
|||||||
ORANGE:5,
|
ORANGE:5,
|
||||||
}
|
}
|
||||||
export const MonSet = {
|
export const MonSet = {
|
||||||
0:{pos:v3(350,0,0)},
|
0:{pos:v3(340,0,0)},
|
||||||
1:{pos:v3(400,0,0)},
|
1:{pos:v3(360,0,0)},
|
||||||
2:{pos:v3(450,0,0)},
|
2:{pos:v3(380,0,0)},
|
||||||
3:{pos:v3(500,0,0)},
|
3:{pos:v3(400,0,0)},
|
||||||
4:{pos:v3(550,0,0)},
|
4:{pos:v3(420,0,0)},
|
||||||
5:{pos:v3(600,0,0)},
|
5:{pos:v3(440,0,0)},
|
||||||
6:{pos:v3(650,0,0)},
|
6:{pos:v3(460,0,0)},
|
||||||
7:{pos:v3(700,0,0)},
|
7:{pos:v3(480,0,0)},
|
||||||
8:{pos:v3(750,0,0)},
|
8:{pos:v3(500,0,0)},
|
||||||
9:{pos:v3(800,0,0)},
|
9:{pos:v3(520,0,0)},
|
||||||
|
10:{pos:v3(540,0,0)},
|
||||||
|
11:{pos:v3(560,0,0)},
|
||||||
|
12:{pos:v3(580,0,0)},
|
||||||
|
13:{pos:v3(600,0,0)},
|
||||||
|
14:{pos:v3(620,0,0)},
|
||||||
|
15:{pos:v3(640,0,0)},
|
||||||
|
16:{pos:v3(660,0,0)},
|
||||||
|
17:{pos:v3(680,0,0)},
|
||||||
}
|
}
|
||||||
|
|
||||||
// 经验值计算函数 - 复杂递增规律
|
// 经验值计算函数 - 复杂递增规律
|
||||||
@@ -228,43 +236,43 @@ export const HeroInfo = {
|
|||||||
|
|
||||||
//主将
|
//主将
|
||||||
5001:{uuid:5001,name:"刺心.艾吉斯",path:"k1", quality:HQuality.BLUE,lv:1,kind:1,
|
5001:{uuid:5001,name:"刺心.艾吉斯",path:"k1", quality:HQuality.BLUE,lv:1,kind:1,
|
||||||
type:HType.warrior,hp:50,ap:10,dis:700,cd:1.5,speed:50,skills:[6005],
|
type:HType.warrior,hp:50,ap:10,dis:600,cd:1.5,speed:50,skills:[6005],
|
||||||
buff:[
|
buff:[
|
||||||
{buff_type:BuffAttr.PUNCTURE,value:10},
|
{buff_type:BuffAttr.PUNCTURE,value:10},
|
||||||
],info:"剑类专精,穿刺伤害额外+10%"},
|
],info:"剑类专精,穿刺伤害额外+10%"},
|
||||||
|
|
||||||
5002:{uuid:5002,name:"飓风.格罗姆",path:"k2", quality:HQuality.BLUE,lv:1,kind:1,
|
5002:{uuid:5002,name:"飓风.格罗姆",path:"k2", quality:HQuality.BLUE,lv:1,kind:1,
|
||||||
type:HType.warrior,hp:50,ap:10,dis:700,cd:1.5,speed:50,skills:[6006],
|
type:HType.warrior,hp:50,ap:10,dis:600,cd:1.5,speed:50,skills:[6006],
|
||||||
buff:[
|
buff:[
|
||||||
{buff_type:BuffAttr.WFUNY,value:10},
|
{buff_type:BuffAttr.WFUNY,value:10},
|
||||||
],info:"斧类专精,风怒概率增加10%"},
|
],info:"斧类专精,风怒概率增加10%"},
|
||||||
|
|
||||||
5003:{uuid:5003,name:"碎颅.赫克托",path:"k4", quality:HQuality.BLUE,lv:1,kind:1,
|
5003:{uuid:5003,name:"碎颅.赫克托",path:"k4", quality:HQuality.BLUE,lv:1,kind:1,
|
||||||
type:HType.warrior,hp:50,ap:10,dis:700,cd:1.5,speed:50,skills:[6007],
|
type:HType.warrior,hp:50,ap:10,dis:600,cd:1.5,speed:50,skills:[6007],
|
||||||
buff:[
|
buff:[
|
||||||
{buff_type:BuffAttr.CRITICAL,value:10},
|
{buff_type:BuffAttr.CRITICAL,value:10},
|
||||||
],info:"锤类专精,暴击概率增加10%"},
|
],info:"锤类专精,暴击概率增加10%"},
|
||||||
|
|
||||||
5004:{uuid:5004,name:"裂伤.塔米拉",path:"k3", quality:HQuality.BLUE,lv:1,kind:1,
|
5004:{uuid:5004,name:"裂伤.塔米拉",path:"k3", quality:HQuality.BLUE,lv:1,kind:1,
|
||||||
type:HType.warrior,hp:50,ap:10,dis:700,cd:1.5,speed:50,skills:[6008],
|
type:HType.warrior,hp:50,ap:10,dis:600,cd:1.5,speed:50,skills:[6008],
|
||||||
buff:[
|
buff:[
|
||||||
{buff_type:BuffAttr.BURN_COUNT,value:1},
|
{buff_type:BuffAttr.BURN_COUNT,value:1},
|
||||||
],info:"刀类专精,易伤效果额外持续1次"},
|
],info:"刀类专精,易伤效果额外持续1次"},
|
||||||
|
|
||||||
5005:{uuid:5005,name:"烈焰.艾尔文",path:"zh1", quality:HQuality.BLUE,lv:1,kind:2,
|
5005:{uuid:5005,name:"烈焰.艾尔文",path:"zh1", quality:HQuality.BLUE,lv:1,kind:2,
|
||||||
type:HType.mage,hp:50,ap:10,dis:700,cd:1.5,speed:50,skills:[6005],
|
type:HType.mage,hp:50,ap:10,dis:600,cd:1.5,speed:50,skills:[6005],
|
||||||
buff:[
|
buff:[
|
||||||
|
|
||||||
],info:"说明"},
|
],info:"说明"},
|
||||||
|
|
||||||
5006:{uuid:5006,name:"风暴.艾尔文",path:"zh2", quality:HQuality.BLUE,lv:1,kind:2,
|
5006:{uuid:5006,name:"风暴.艾尔文",path:"zh2", quality:HQuality.BLUE,lv:1,kind:2,
|
||||||
type:HType.mage,hp:50,ap:10,dis:700,cd:1.5,speed:50,skills:[6005],
|
type:HType.mage,hp:50,ap:10,dis:600,cd:1.5,speed:50,skills:[6005],
|
||||||
buff:[
|
buff:[
|
||||||
|
|
||||||
],info:"说明"},
|
],info:"说明"},
|
||||||
|
|
||||||
5007:{uuid:5007,name:"战争.艾尔文",path:"zh3", quality:HQuality.BLUE,lv:1,kind:2,
|
5007:{uuid:5007,name:"战争.艾尔文",path:"zh3", quality:HQuality.BLUE,lv:1,kind:2,
|
||||||
type:HType.mage,hp:50,ap:10,dis:700,cd:1.5,speed:50,skills:[6005],
|
type:HType.mage,hp:50,ap:10,dis:600,cd:1.5,speed:50,skills:[6005],
|
||||||
buff:[
|
buff:[
|
||||||
|
|
||||||
],info:"说明"},
|
],info:"说明"},
|
||||||
@@ -272,48 +280,48 @@ export const HeroInfo = {
|
|||||||
|
|
||||||
//伙伴
|
//伙伴
|
||||||
5021:{uuid:5021,name:"幽灵射手",path:"a4", quality:HQuality.BLUE,lv:1,kind:2,
|
5021:{uuid:5021,name:"幽灵射手",path:"a4", quality:HQuality.BLUE,lv:1,kind:2,
|
||||||
type:HType.remote,hp:50,ap:15,dis:700,cd:1.5,speed:50,skills:[6002],
|
type:HType.remote,hp:50,ap:15,dis:600,cd:1.5,speed:50,skills:[6002],
|
||||||
buff:[
|
buff:[
|
||||||
|
|
||||||
],info:"说明"},
|
],info:"说明"},
|
||||||
5022:{uuid:5022,name:"战争领主",path:"k5", quality:HQuality.BLUE,lv:1,kind:2,
|
5022:{uuid:5022,name:"战争领主",path:"k5", quality:HQuality.BLUE,lv:1,kind:2,
|
||||||
type:HType.warrior,hp:50,ap:10,dis:700,cd:1.5,speed:50,skills:[6001],
|
type:HType.warrior,hp:50,ap:10,dis:600,cd:1.5,speed:50,skills:[6001],
|
||||||
buff:[
|
buff:[
|
||||||
|
|
||||||
],info:"说明"},
|
],info:"说明"},
|
||||||
|
|
||||||
5023:{uuid:5023,name:"混沌法师",path:"zh1", quality:HQuality.BLUE,lv:1,kind:2,
|
5023:{uuid:5023,name:"混沌法师",path:"zh1", quality:HQuality.BLUE,lv:1,kind:2,
|
||||||
type:HType.mage,hp:50,ap:10,dis:700,cd:1.5,speed:50,skills:[6001],
|
type:HType.mage,hp:50,ap:10,dis:600,cd:1.5,speed:50,skills:[6001],
|
||||||
buff:[
|
buff:[
|
||||||
|
|
||||||
],info:"说明"},
|
],info:"说明"},
|
||||||
|
|
||||||
5024:{uuid:5024,name:"火焰法师",path:"zh2", quality:HQuality.BLUE,lv:1,kind:2,
|
5024:{uuid:5024,name:"火焰法师",path:"zh2", quality:HQuality.BLUE,lv:1,kind:2,
|
||||||
type:HType.mage,hp:50,ap:15,dis:700,cd:1.5,speed:50,skills:[6001],
|
type:HType.mage,hp:50,ap:15,dis:600,cd:1.5,speed:50,skills:[6001],
|
||||||
buff:[
|
buff:[
|
||||||
|
|
||||||
],info:"说明"},
|
],info:"说明"},
|
||||||
|
|
||||||
5025:{uuid:5025,name:"风暴精灵",path:"m4", quality:HQuality.BLUE,lv:1,kind:2,
|
5025:{uuid:5025,name:"风暴精灵",path:"m4", quality:HQuality.BLUE,lv:1,kind:2,
|
||||||
type:HType.mage,hp:50,ap:15,dis:700,cd:1.5,speed:50,skills:[6001],
|
type:HType.mage,hp:50,ap:15,dis:600,cd:1.5,speed:50,skills:[6001],
|
||||||
buff:[
|
buff:[
|
||||||
|
|
||||||
],info:"说明"},
|
],info:"说明"},
|
||||||
|
|
||||||
5026:{uuid:5026,name:"战争祭祀",path:"d2", quality:HQuality.BLUE,lv:1,kind:2,
|
5026:{uuid:5026,name:"战争祭祀",path:"d2", quality:HQuality.BLUE,lv:1,kind:2,
|
||||||
type:HType.mage,hp:50,ap:10,dis:700,cd:1.5,speed:50,skills:[6001],
|
type:HType.mage,hp:50,ap:10,dis:600,cd:1.5,speed:50,skills:[6001],
|
||||||
buff:[
|
buff:[
|
||||||
|
|
||||||
],info:"说明"},
|
],info:"说明"},
|
||||||
|
|
||||||
5027:{uuid:5027,name:"暴风射手",path:"a5", quality:HQuality.BLUE,lv:1,kind:2,
|
5027:{uuid:5027,name:"暴风射手",path:"a5", quality:HQuality.BLUE,lv:1,kind:2,
|
||||||
type:HType.remote,hp:50,ap:15,dis:700,cd:1.5,speed:50,skills:[6002],
|
type:HType.remote,hp:50,ap:15,dis:600,cd:1.5,speed:50,skills:[6002],
|
||||||
buff:[
|
buff:[
|
||||||
|
|
||||||
],info:"说明"},
|
],info:"说明"},
|
||||||
|
|
||||||
5028:{uuid:5028,name:"苍穹射手",path:"a3", quality:HQuality.BLUE,lv:1,kind:1,
|
5028:{uuid:5028,name:"苍穹射手",path:"a3", quality:HQuality.BLUE,lv:1,kind:1,
|
||||||
type:HType.remote,hp:50,ap:15,dis:700,cd:1.5,speed:50,skills:[6002],
|
type:HType.remote,hp:50,ap:15,dis:600,cd:1.5,speed:50,skills:[6002],
|
||||||
buff:[
|
buff:[
|
||||||
|
|
||||||
],info:"说明"},
|
],info:"说明"},
|
||||||
|
|||||||
@@ -68,8 +68,22 @@ export class Monster extends ecs.Entity {
|
|||||||
hv.hero_name= hero.name;
|
hv.hero_name= hero.name;
|
||||||
hv.speed =hv.ospeed = hero.speed;
|
hv.speed =hv.ospeed = hero.speed;
|
||||||
hv.dis = hero.dis;
|
hv.dis = hero.dis;
|
||||||
hv.hp= hv.hp_max =hero.hp;
|
|
||||||
hv.ap = hero.ap;
|
// 根据Design.md设计文档计算怪物等级属性
|
||||||
|
const baseHp = hero.hp;
|
||||||
|
const baseAp = hero.ap;
|
||||||
|
|
||||||
|
// 怪物属性随等级增长 (根据Design.md中的公式)
|
||||||
|
// HP增长: Math.floor(baseHp * (1 + (level-1) * 0.3))
|
||||||
|
// AP增长: Math.floor(baseAp * (1 + (level-1) * 0.25))
|
||||||
|
const levelHp = Math.floor(baseHp * (1 + (lv - 1) * 0.3));
|
||||||
|
const levelAp = Math.floor(baseAp * (1 + (lv - 1) * 0.25));
|
||||||
|
|
||||||
|
hv.hp = hv.hp_max = levelHp;
|
||||||
|
hv.ap = levelAp;
|
||||||
|
|
||||||
|
console.log(`[Monster]: 怪物${hero.name}(等级${lv}) - 基础HP:${baseHp}->等级HP:${levelHp}, 基础AP:${baseAp}->等级AP:${levelAp}`);
|
||||||
|
|
||||||
hv.cd = hero.cd
|
hv.cd = hero.cd
|
||||||
hv.atk_skill=hero.skills[0]
|
hv.atk_skill=hero.skills[0]
|
||||||
hero.buff.forEach((buff:any)=>{
|
hero.buff.forEach((buff:any)=>{
|
||||||
|
|||||||
@@ -4,7 +4,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
|
|||||||
import { Monster } from "../hero/Mon";
|
import { Monster } from "../hero/Mon";
|
||||||
import { BoxSet } from "../common/config/BoxSet";
|
import { BoxSet } from "../common/config/BoxSet";
|
||||||
import { HeroSet, MonSet } from "../common/config/heroSet";
|
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 { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
|
||||||
import { Timer } from "db://oops-framework/core/common/timer/Timer";
|
import { Timer } from "db://oops-framework/core/common/timer/Timer";
|
||||||
import { smc } from "../common/SingletonModuleComp";
|
import { smc } from "../common/SingletonModuleComp";
|
||||||
@@ -18,10 +18,10 @@ const { ccclass, property } = _decorator;
|
|||||||
@ecs.register('MissionMonComp', false)
|
@ecs.register('MissionMonComp', false)
|
||||||
export class MissionMonCompComp extends CCComp {
|
export class MissionMonCompComp extends CCComp {
|
||||||
timer:Timer=new Timer(1)
|
timer:Timer=new Timer(1)
|
||||||
// 添加刷怪队列
|
// 添加刷怪队列 - 增加level字段
|
||||||
private monsterQueue: Array<{uuid: number, position: number, isBoss: boolean}> = [];
|
private monsterQueue: Array<{uuid: number, position: number, isBoss: boolean, level: number}> = [];
|
||||||
private isSpawning: boolean = false;// 是否正在生成怪物
|
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 spawnTimer: number = 0; // 生成计时器
|
||||||
private is_fight:boolean = false;
|
private is_fight:boolean = false;
|
||||||
onLoad(){
|
onLoad(){
|
||||||
@@ -57,46 +57,77 @@ export class MissionMonCompComp extends CCComp {
|
|||||||
this.timer=new Timer(FightSet.MON_WAVE_TIME)
|
this.timer=new Timer(FightSet.MON_WAVE_TIME)
|
||||||
}
|
}
|
||||||
test_call(){
|
test_call(){
|
||||||
this.addToSpawnQueue(5202, 0, true);
|
this.addToSpawnQueue(5202, 0, true, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
do_mon_wave(){
|
do_mon_wave(){
|
||||||
oops.message.dispatchEvent(GameEvent.WaveUpdate)
|
oops.message.dispatchEvent(GameEvent.WaveUpdate)
|
||||||
console.log("[MissionMonComp]:怪物登场,当前波次 :",smc.vmdata.mission_data.current_wave)
|
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
|
// 根据配置生成怪物
|
||||||
private addToSpawnQueue(uuid: number, position: number, isBoss: boolean = false) {
|
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({
|
this.monsterQueue.push({
|
||||||
uuid: uuid,
|
uuid: uuid,
|
||||||
position: position,
|
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() {
|
private spawnNextMonster() {
|
||||||
if (this.monsterQueue.length === 0) return;
|
if (this.monsterQueue.length === 0) return;
|
||||||
|
|
||||||
const monsterData = this.monsterQueue.shift();
|
const monsterData = this.monsterQueue.shift();
|
||||||
if (monsterData) {
|
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 mon = ecs.getEntity<Monster>(Monster);
|
||||||
let scale = -1
|
let scale = -1
|
||||||
let pos:Vec3 = v3(MonSet[i].pos);
|
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 */
|
/** 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() {
|
reset() {
|
||||||
|
|||||||
Reference in New Issue
Block a user