feat(怪物系统): 重构怪物生成逻辑并添加多种怪物类型
重构怪物生成系统,使用MonType枚举替代原有布尔标记 添加6种怪物类型配置和属性计算规则 修改关卡配置生成逻辑,支持精英/Boss波次 新增多种怪物配置并调整原有怪物属性
This commit is contained in:
@@ -6,11 +6,9 @@ import { MonSet } from "../common/config/heroSet";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
// 导入肉鸽配置
|
||||
import {
|
||||
MonsterType,
|
||||
EventType,
|
||||
} from "./RogueConfig";
|
||||
import { MonType, EventType, getStageMonConfigs} from "./RogueConfig";
|
||||
import { MonModelComp } from "../hero/MonModelComp";
|
||||
import { BuffConf } from "../common/config/SkillSet";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@@ -19,12 +17,12 @@ const { ccclass, property } = _decorator;
|
||||
@ecs.register('MissionMonComp', false)
|
||||
export class MissionMonCompComp extends CCComp {
|
||||
// 添加刷怪队列 - 使用新的RogueConfig格式
|
||||
private monsterQueue: Array<{
|
||||
private MonQueue: Array<{
|
||||
uuid: number,
|
||||
position: number,
|
||||
type: MonsterType,
|
||||
type: MonType
|
||||
level: number,
|
||||
strengthMultiplier: number
|
||||
buffs: BuffConf[]
|
||||
}> = [];
|
||||
private isSpawning: boolean = false;// 是否正在生成怪物
|
||||
private spawnInterval: number = 0.1; // 每个怪物生成间隔时间
|
||||
@@ -58,12 +56,12 @@ export class MissionMonCompComp extends CCComp {
|
||||
|
||||
// 处理随机事件
|
||||
if (this.currentEvent && !this.eventProcessed) {
|
||||
this.processRandomEvent();
|
||||
|
||||
this.eventProcessed = true;
|
||||
}
|
||||
|
||||
// 处理刷怪队列
|
||||
if (this.monsterQueue.length > 0 && !this.isSpawning) {
|
||||
if (this.MonQueue.length > 0 && !this.isSpawning) {
|
||||
this.spawnTimer += dt;
|
||||
|
||||
// 检查是否需要暂停(每召唤5次后暂停5秒)
|
||||
@@ -100,64 +98,31 @@ export class MissionMonCompComp extends CCComp {
|
||||
this.spawnTimer = 0;
|
||||
this.eventProcessed = false;
|
||||
|
||||
const currentStage = smc.data.mission;
|
||||
const cStage = smc.data.mission;
|
||||
// 使用新的肉鸽关卡配置
|
||||
let level=smc.vmdata.mission_data.level
|
||||
const stageType = getStageType(currentStage,level);
|
||||
|
||||
// 检查是否为事件关卡
|
||||
if (stageType === "event") {
|
||||
this.currentEvent = getRandomEvent();
|
||||
} else {
|
||||
this.currentEvent = null;
|
||||
}
|
||||
|
||||
const monsterConfigs = getStageMonsterConfigs(currentStage,level);
|
||||
// console.log(`[MissionMonComp]:第${currentStage}关 - ${stageType}类型,怪物数量: ${monsterConfigs.length}`);
|
||||
this.generateMonstersFromStageConfig(monsterConfigs);
|
||||
|
||||
|
||||
const monsConf = getStageMonConfigs(cStage);
|
||||
// console.log(`[MissionMonComp]:第${cStage}关 - ${stageType}类型,怪物数量: ${monsConf.length}`);
|
||||
this.generateMonsters(monsConf);
|
||||
}
|
||||
|
||||
// 处理随机事件
|
||||
private processRandomEvent() {
|
||||
if (!this.currentEvent) return;
|
||||
|
||||
switch (this.currentEvent) {
|
||||
case EventType.TREASURE:
|
||||
// 发送获得奖励事件
|
||||
smc.vmdata.mission_data.gold += 50; // 增加50金币
|
||||
// 可以触发UI提示
|
||||
// oops.message.dispatchEvent("event_treasure");
|
||||
break;
|
||||
case EventType.TRAP:
|
||||
// 对玩家造成伤害
|
||||
// 这里可以实现对玩家英雄造成伤害的逻辑
|
||||
// oops.message.dispatchEvent("event_trap");
|
||||
break;
|
||||
case EventType.BUFF:
|
||||
// 给玩家增加临时增益效果
|
||||
// oops.message.dispatchEvent("event_buff");
|
||||
break;
|
||||
case EventType.DEBUFF:
|
||||
// 给玩家增加临时减益效果
|
||||
// oops.message.dispatchEvent("event_debuff");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// 根据新的关卡配置生成怪物
|
||||
private generateMonstersFromStageConfig(monsterConfigs: any[]) {
|
||||
const currentStage = smc.data.mission;
|
||||
private generateMonsters(monsConf: any[]) {
|
||||
const cStage = smc.data.mission;
|
||||
|
||||
// 设置怪物总数
|
||||
// console.log("[MissionMonComp] generateMonstersFromStageConfig",monsterConfigs)
|
||||
if (!monsterConfigs || monsterConfigs.length === 0) {
|
||||
console.warn(`[MissionMonComp]:关卡${currentStage}配置中没有怪物信息`);
|
||||
// console.log("[MissionMonComp] generateMonsters",monsConf)
|
||||
if (!monsConf || monsConf.length === 0) {
|
||||
console.warn(`[MissionMonComp]:关卡${cStage}配置中没有怪物信息`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 为每个怪物配置生成怪物
|
||||
monsterConfigs.forEach((monsterConfig: any, index: number) => {
|
||||
const { uuid, type, strengthMultiplier } = monsterConfig;
|
||||
monsConf.forEach((mon: any, index: number) => {
|
||||
const { uuid, type,level, buffs } = mon;
|
||||
|
||||
// 位置循环使用 (0-4)
|
||||
const position = index % 5;
|
||||
@@ -166,70 +131,68 @@ export class MissionMonCompComp extends CCComp {
|
||||
uuid,
|
||||
position,
|
||||
type,
|
||||
1, // 默认等级1
|
||||
strengthMultiplier // 强度倍率
|
||||
level, // 默认等级1
|
||||
buffs // 强度倍率
|
||||
);
|
||||
});
|
||||
|
||||
// console.log(`[MissionMonComp]:关卡${currentStage}将生成 ${monsterConfigs.length} 只怪物`);
|
||||
// console.log(`[MissionMonComp]:关卡${cStage}将生成 ${monsConf.length} 只怪物`);
|
||||
}
|
||||
|
||||
// 添加到关卡刷怪队列 - 使用新的配置格式
|
||||
private addToStageSpawnQueue(
|
||||
uuid: number,
|
||||
position: number,
|
||||
type: MonsterType,
|
||||
type: MonType,
|
||||
level: number = 1,
|
||||
strengthMultiplier: number = 1.0
|
||||
buffs: BuffConf[] = []
|
||||
) {
|
||||
this.monsterQueue.push({
|
||||
this.MonQueue.push({
|
||||
uuid: uuid,
|
||||
position: position,
|
||||
type: type,
|
||||
level: level,
|
||||
strengthMultiplier: strengthMultiplier
|
||||
buffs: buffs
|
||||
});
|
||||
}
|
||||
|
||||
// 从队列中生成下一个怪物 - 使用新的配置格式
|
||||
private spawnNextMonster() {
|
||||
if (this.monsterQueue.length === 0) return;
|
||||
if (this.MonQueue.length === 0) return;
|
||||
|
||||
const monsterData = this.monsterQueue.shift();
|
||||
const monsterData = this.MonQueue.shift();
|
||||
if (monsterData) {
|
||||
const isBoss = monsterData.type === MonsterType.BOSS;
|
||||
|
||||
this.addMonster(
|
||||
monsterData.uuid,
|
||||
monsterData.position,
|
||||
isBoss,
|
||||
false,
|
||||
monsterData.type,
|
||||
monsterData.level,
|
||||
monsterData.strengthMultiplier
|
||||
monsterData.buffs
|
||||
);
|
||||
|
||||
// 增加召唤计数
|
||||
this.spawnCount++;
|
||||
// console.log(`[MissionMonComp]: 召唤第${this.spawnCount}只${monsterData.type}怪物,剩余队列: ${this.monsterQueue.length}`);
|
||||
// console.log(`[MissionMonComp]: 召唤第${this.spawnCount}只${monsterData.type}怪物,剩余队列: ${this.MonQueue.length}`);
|
||||
}
|
||||
}
|
||||
|
||||
private addMonster(
|
||||
uuid: number = 1001,
|
||||
i: number = 0,
|
||||
is_boss: boolean = false,
|
||||
is_call: boolean = false,
|
||||
monType: MonType = MonType.NORMAL,
|
||||
lv: number = 1,
|
||||
strengthMultiplier: number = 1.0
|
||||
buffs: BuffConf[] = []
|
||||
|
||||
) {
|
||||
let mon = ecs.getEntity<Monster>(Monster);
|
||||
let scale = -1;
|
||||
let pos: Vec3 = v3(MonSet[i].pos);
|
||||
|
||||
// 生成怪物
|
||||
mon.load(pos,scale,uuid,is_boss,is_call,strengthMultiplier);
|
||||
mon.load(pos,scale,uuid,lv,monType,buffs);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/** 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() {
|
||||
// this.node.destroy();
|
||||
|
||||
Reference in New Issue
Block a user