+肉鸽模式,接下来做boss 动画
This commit is contained in:
29
assets/script/game/map/FlashSprite.ts
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29
assets/script/game/map/FlashSprite.ts
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@@ -0,0 +1,29 @@
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import { _decorator, color, Component, Material, Node, Sprite } from 'cc';
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const { ccclass, property } = _decorator;
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@ccclass('FlashSprite')
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export class FlashSprite extends Component {
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@property(Material)
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hitFlashMaterial: Material;
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orginalFlashMaterial: Material;
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sprite: Sprite;
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start() {
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this.sprite = this.node.getComponent(Sprite);
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this.orginalFlashMaterial = this.sprite.getRenderMaterial(0);
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}
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update(deltaTime: number) {
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}
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public clickFlash() {
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this.sprite.setSharedMaterial(this.hitFlashMaterial, 0);
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this.scheduleOnce(() => {
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this.sprite.setSharedMaterial(this.orginalFlashMaterial, 0);
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}, 0.1);
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}
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}
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9
assets/script/game/map/FlashSprite.ts.meta
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9
assets/script/game/map/FlashSprite.ts.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "df953176-a9fa-4f3e-865e-7956fccc4c52",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -9,6 +9,8 @@ import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { smc } from "../common/SingletonModuleComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { oops } from "db://oops-framework/core/Oops";
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// 导入肉鸽配置
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import { getRogueWaveConfig, RogueConfig, RogueWaveType, AffixCountConfig, MonsterAffixConfig } from "./RogueConfig";
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const { ccclass, property } = _decorator;
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@@ -17,12 +19,23 @@ 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 - 增加level字段
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private monsterQueue: Array<{uuid: number, position: number, isBoss: boolean, level: number}> = [];
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// 添加刷怪队列 - 扩展支持词条
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private monsterQueue: Array<{
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uuid: number,
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position: number,
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isBoss: boolean,
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level: number,
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affixes?: any[],
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buffData?: any[] // 使用BuffAttr格式的buff数据
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}> = [];
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private isSpawning: boolean = false;// 是否正在生成怪物
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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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// 肉鸽模式开关
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@property
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useRogueMode: boolean = true;
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onLoad(){
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this.on(GameEvent.FightStart,this.to_fight,this)
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}
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@@ -63,15 +76,20 @@ export class MissionMonCompComp extends CCComp {
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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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// 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: ${waveConfig.totalAp}`);
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// 根据波次配置生成怪物
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this.generateMonstersFromConfig(waveConfig);
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if (this.useRogueMode) {
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// 使用肉鸽模式配置
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const rogueWaveConfig = getRogueWaveConfig(currentWave);
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console.log(`[MissionMonComp]:肉鸽模式第${currentWave}波配置:`, rogueWaveConfig.description);
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this.generateRogueMonstersFromConfig(rogueWaveConfig);
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} else {
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// 使用原有的波次配置系统
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const waveConfig = this.getWaveConfig(currentWave);
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console.log(`[MissionMonComp]:普通模式第${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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this.generateMonstersFromConfig(waveConfig);
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}
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}
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// 获取波次配置
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@@ -83,7 +101,7 @@ export class MissionMonCompComp extends CCComp {
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}
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}
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// 根据配置生成怪物
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// 根据配置生成怪物(普通模式)
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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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@@ -101,8 +119,61 @@ export class MissionMonCompComp extends CCComp {
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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: ${monsterLevel}`);
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}
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// 根据肉鸽配置生成怪物(肉鸽模式)
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private generateRogueMonstersFromConfig(rogueWaveConfig: any) {
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const { monsters, waveType } = rogueWaveConfig;
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const currentWave = smc.vmdata.mission_data.current_wave;
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const monsterLevel = RogueConfig.getMonsterLevel(currentWave);
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// 处理非战斗波次
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if (waveType === RogueWaveType.SHOP || waveType === RogueWaveType.REST) {
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console.log(`[MissionMonComp]:${waveType}波次,无需生成怪物`);
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// 可以在这里触发商店或休息事件
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return;
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}
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if (!monsters || monsters.length === 0) {
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console.warn(`[MissionMonComp]:肉鸽波次配置中没有怪物信息`);
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return;
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}
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monsters.forEach((monsterGroup: any) => {
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const { uuid, count, affixes, enhancedStats, buffData, isBoss } = 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.addToSpawnQueueWithAffixes(
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uuid,
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i,
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isBoss || false,
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monsterLevel,
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affixes,
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buffData // 现在传递buffData而不是enhancedStats和specialEffects
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);
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}
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});
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const totalMonsters = monsters.reduce((total: number, group: any) => total + group.count, 0);
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console.log(`[MissionMonComp]:肉鸽模式本波次将生成 ${totalMonsters} 只怪物,等级: ${monsterLevel}`);
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// 输出词条信息
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monsters.forEach((monsterGroup: any) => {
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if (monsterGroup.buffData && monsterGroup.buffData.length > 0) {
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console.log(`[MissionMonComp]:怪物 ${monsterGroup.uuid} 拥有词条:`, monsterGroup.buffData);
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// 输出词条名称
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monsterGroup.buffData.forEach((buff: any) => {
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const config = MonsterAffixConfig[buff.buff_type];
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if (config) {
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console.log(`[MissionMonComp]: - ${config.name}: ${config.description}`);
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}
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});
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}
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});
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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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// 新增:添加到刷怪队列 - 增加level参数(普通模式)
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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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@@ -111,22 +182,62 @@ export class MissionMonCompComp extends CCComp {
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level: level
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});
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}
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// 新增:添加到刷怪队列 - 支持词条(肉鸽模式)
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private addToSpawnQueueWithAffixes(
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uuid: number,
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position: number,
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isBoss: boolean = false,
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level: number = 1,
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affixes?: any[],
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buffData?: any[]
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) {
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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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level: level,
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affixes: affixes,
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buffData: buffData
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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 - 传递level参数
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// 新增:从队列中生成下一个怪物 - 传递词条参数
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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, false, monsterData.level);
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this.addMonster(
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monsterData.uuid,
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monsterData.position,
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monsterData.isBoss,
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false,
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monsterData.level,
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monsterData.buffData
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);
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}
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}
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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,is_call,lv);
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private addMonster(
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uuid: number = 1001,
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i: number = 0,
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is_boss: boolean = false,
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is_call: boolean = false,
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lv: number = 1,
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buffData?: any[]
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) {
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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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// 生成怪物,传递词条buff数据
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mon.load(pos, scale, uuid, is_boss, is_call, lv, buffData);
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// 如果有词条buff数据,记录到控制台
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if (buffData && buffData.length > 0) {
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console.log(`[MissionMonComp]: 怪物 ${uuid} 获得肉鸽词条Buff:`, buffData);
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}
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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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455
assets/script/game/map/RogueConfig.ts
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455
assets/script/game/map/RogueConfig.ts
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@@ -0,0 +1,455 @@
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/**
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* 肉鸽模式配置脚本
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*
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* 功能说明:
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* - 提供肉鸽模式的波次生成配置
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* - 包含词条系统和怪物强化逻辑
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* - 供 MissionMonComp.ts 等组件调用
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*
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* 波次规则:
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* - 固定波次:5(商店)、10(Boss)、15(休息)、20(Boss)、25(商店)、30(Boss)
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* - 精英波次:个位数是4和9的波次(4、9、14、19、24、29...)
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* - 普通波次:其他所有波次
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*
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* @author 游戏开发团队
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* @version 1.0
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* @date 2025-07-12
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*/
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// 导入配置
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import { HQuality, HeroInfo, MonsterSeriesConfig, getRandomSeries } from "../common/config/heroSet";
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import { BuffAttr } from "../common/config/SkillSet";
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// ==================== 核心配置 ====================
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/**
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* 肉鸽模式波次类型枚举
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*/
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export enum RogueWaveType {
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NORMAL = "normal",
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ELITE = "elite",
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BOSS = "boss",
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SHOP = "shop",
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REST = "rest"
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}
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/**
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* 怪物词条配置(直接使用BuffAttr作为词条类型)
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* 这样可以直接复用Mon.ts中的Buff处理逻辑
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*/
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export const MonsterAffixConfig = {
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[BuffAttr.ATK]: {
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name: "狂暴",
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description: "攻击力提升50%",
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value: 50,
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rarity: "common",
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applicableQualities: [HQuality.GREEN, HQuality.BLUE, HQuality.PURPLE]
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},
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[BuffAttr.ATK_CD]: {
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name: "迅捷",
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description: "攻击速度提升30%",
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value: 30, // 正值表示提升,Mon.ts中会转换为负值
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rarity: "common",
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applicableQualities: [HQuality.GREEN, HQuality.BLUE]
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},
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[BuffAttr.CRITICAL]: {
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name: "致命",
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description: "暴击率提升25%",
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value: 25,
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rarity: "uncommon",
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applicableQualities: [HQuality.BLUE, HQuality.PURPLE]
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},
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[BuffAttr.DEF]: {
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name: "装甲",
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description: "减少受到的伤害30%",
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value: 30,
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rarity: "common",
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applicableQualities: [HQuality.GREEN, HQuality.BLUE, HQuality.PURPLE]
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},
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[BuffAttr.HP]: {
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name: "坚韧",
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description: "生命值提升50%",
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value: 50,
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rarity: "common",
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applicableQualities: [HQuality.GREEN, HQuality.BLUE, HQuality.PURPLE]
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},
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[BuffAttr.CRITICAL_DMG]: {
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name: "嗜血",
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description: "暴击伤害提升40%",
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value: 40,
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rarity: "uncommon",
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applicableQualities: [HQuality.BLUE, HQuality.PURPLE]
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},
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[BuffAttr.DODGE]: {
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name: "敏捷",
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description: "闪避率提升25%",
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value: 25,
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rarity: "uncommon",
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applicableQualities: [HQuality.GREEN, HQuality.BLUE]
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},
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[BuffAttr.BURN_COUNT]: {
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name: "燃烧",
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description: "攻击附带易伤效果,额外持续3次",
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value: 3,
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rarity: "uncommon",
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applicableQualities: [HQuality.GREEN, HQuality.BLUE, HQuality.PURPLE]
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},
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[BuffAttr.PUNCTURE]: {
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name: "穿刺",
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description: "攻击穿透1个敌人",
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value: 1,
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rarity: "uncommon",
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applicableQualities: [HQuality.BLUE, HQuality.PURPLE]
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},
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[BuffAttr.FROST_RATIO]: {
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name: "冰冻",
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description: "攻击有20%概率冰冻敌人",
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value: 20,
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rarity: "rare",
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applicableQualities: [HQuality.BLUE, HQuality.PURPLE]
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}
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};
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/**
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* 词条数量配置
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*/
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export const AffixCountConfig = {
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currentMode: "normal" as "normal" | "enhanced",
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modes: {
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normal: {
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[RogueWaveType.NORMAL]: 0,
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[RogueWaveType.ELITE]: 1,
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[RogueWaveType.BOSS]: 2,
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},
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enhanced: {
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[RogueWaveType.NORMAL]: 1,
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[RogueWaveType.ELITE]: 2,
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[RogueWaveType.BOSS]: 3,
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}
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},
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setMode(mode: "normal" | "enhanced") {
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this.currentMode = mode;
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},
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getAffixCount(waveType: RogueWaveType): number {
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return this.modes[this.currentMode][waveType] || 0;
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},
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enableNormalMode() {
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this.setMode("normal");
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},
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enableEnhancedMode() {
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this.setMode("enhanced");
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}
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};
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/**
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* 波次配置
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*/
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export const RogueWaveConfig = {
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fixedWaves: {
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5: RogueWaveType.SHOP,
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10: RogueWaveType.BOSS,
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15: RogueWaveType.REST,
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20: RogueWaveType.BOSS,
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25: RogueWaveType.SHOP,
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30: RogueWaveType.BOSS
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},
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isEliteWave: (waveNumber: number): boolean => {
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const lastDigit = waveNumber % 10;
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return lastDigit === 4 || lastDigit === 9;
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}
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};
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// ==================== 肉鸽配置生成器 ====================
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/**
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* 肉鸽配置生成器
|
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*/
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export class RogueConfig {
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/**
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* 生成波次配置(主入口)
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*/
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static generateWaveConfig(waveNumber: number) {
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let waveType: RogueWaveType;
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// 判断波次类型
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if (RogueWaveConfig.fixedWaves[waveNumber]) {
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waveType = RogueWaveConfig.fixedWaves[waveNumber];
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} else if (RogueWaveConfig.isEliteWave(waveNumber)) {
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waveType = RogueWaveType.ELITE;
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} else {
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waveType = RogueWaveType.NORMAL;
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}
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||||
|
||||
console.log(`[RogueConfig]: 第${waveNumber}波 - 类型: ${waveType}`);
|
||||
|
||||
// 根据类型生成配置
|
||||
switch (waveType) {
|
||||
case RogueWaveType.NORMAL:
|
||||
return this.generateNormalWave(waveNumber);
|
||||
case RogueWaveType.ELITE:
|
||||
return this.generateEliteWave(waveNumber);
|
||||
case RogueWaveType.BOSS:
|
||||
return this.generateBossWave(waveNumber);
|
||||
case RogueWaveType.SHOP:
|
||||
return this.generateShopWave(waveNumber);
|
||||
case RogueWaveType.REST:
|
||||
return this.generateRestWave(waveNumber);
|
||||
default:
|
||||
return this.generateNormalWave(waveNumber);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成普通波次
|
||||
*/
|
||||
static generateNormalWave(waveNumber: number) {
|
||||
const series = getRandomSeries();
|
||||
const seriesConfig = MonsterSeriesConfig[series];
|
||||
const baseCount = Math.min(3 + Math.floor(waveNumber / 5), 8);
|
||||
const monsters = [];
|
||||
|
||||
// 选择怪物类型
|
||||
const availableTypes = [];
|
||||
if (seriesConfig.monsters.warrior.length > 0) availableTypes.push("warrior");
|
||||
if (seriesConfig.monsters.remote.length > 0) availableTypes.push("remote");
|
||||
if (seriesConfig.monsters.mage.length > 0) availableTypes.push("mage");
|
||||
|
||||
if (availableTypes.length > 0) {
|
||||
const randomType = availableTypes[Math.floor(Math.random() * availableTypes.length)];
|
||||
const typeMonsters = seriesConfig.monsters[randomType];
|
||||
const randomMonster = typeMonsters[Math.floor(Math.random() * typeMonsters.length)];
|
||||
const monsterInfo = HeroInfo[randomMonster];
|
||||
|
||||
// 生成词条
|
||||
const affixes = this.generateMonsterAffixes(
|
||||
monsterInfo.quality,
|
||||
waveNumber,
|
||||
RogueWaveType.NORMAL
|
||||
);
|
||||
|
||||
// 应用强化
|
||||
const enhanced = this.applyAffixesToMonster(affixes, monsterInfo);
|
||||
|
||||
monsters.push({
|
||||
uuid: randomMonster,
|
||||
count: baseCount,
|
||||
type: randomType,
|
||||
series: series,
|
||||
affixes: affixes,
|
||||
enhancedStats: enhanced.stats,
|
||||
buffData: enhanced.buffData
|
||||
});
|
||||
}
|
||||
|
||||
return {
|
||||
waveType: RogueWaveType.NORMAL,
|
||||
monsters: monsters,
|
||||
description: `普通波次 - ${seriesConfig.name}`,
|
||||
waveNumber: waveNumber
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成精英波次
|
||||
*/
|
||||
static generateEliteWave(waveNumber: number) {
|
||||
const series = getRandomSeries();
|
||||
const seriesConfig = MonsterSeriesConfig[series];
|
||||
|
||||
// 查找精英怪物
|
||||
const eliteMonsters = seriesConfig.allMonsters.filter(uuid => {
|
||||
return HeroInfo[uuid] && HeroInfo[uuid].quality === HQuality.BLUE;
|
||||
});
|
||||
|
||||
const monsters = [];
|
||||
|
||||
if (eliteMonsters.length > 0) {
|
||||
const eliteMonster = eliteMonsters[Math.floor(Math.random() * eliteMonsters.length)];
|
||||
const count = Math.max(1, Math.floor(2 + waveNumber / 8));
|
||||
const monsterInfo = HeroInfo[eliteMonster];
|
||||
|
||||
// 生成精英词条
|
||||
const affixes = this.generateMonsterAffixes(
|
||||
monsterInfo.quality,
|
||||
waveNumber,
|
||||
RogueWaveType.ELITE
|
||||
);
|
||||
|
||||
const enhanced = this.applyAffixesToMonster(affixes, monsterInfo);
|
||||
|
||||
monsters.push({
|
||||
uuid: eliteMonster,
|
||||
count: count,
|
||||
type: "warrior",
|
||||
series: series,
|
||||
affixes: affixes,
|
||||
enhancedStats: enhanced.stats,
|
||||
buffData: enhanced.buffData
|
||||
});
|
||||
}
|
||||
|
||||
return {
|
||||
waveType: RogueWaveType.ELITE,
|
||||
monsters: monsters,
|
||||
description: `精英波次 - ${seriesConfig.name}精锐`,
|
||||
waveNumber: waveNumber
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成Boss波次
|
||||
*/
|
||||
static generateBossWave(waveNumber: number) {
|
||||
const series = getRandomSeries();
|
||||
const seriesConfig = MonsterSeriesConfig[series];
|
||||
|
||||
// 查找Boss怪物
|
||||
const bossMonsters = seriesConfig.allMonsters.filter(uuid => {
|
||||
return HeroInfo[uuid] && HeroInfo[uuid].quality === HQuality.PURPLE;
|
||||
});
|
||||
|
||||
const bossMonster = bossMonsters.length > 0 ?
|
||||
bossMonsters[Math.floor(Math.random() * bossMonsters.length)] :
|
||||
seriesConfig.allMonsters[Math.floor(Math.random() * seriesConfig.allMonsters.length)];
|
||||
|
||||
const bossInfo = HeroInfo[bossMonster];
|
||||
|
||||
// 生成Boss词条
|
||||
const bossAffixes = this.generateMonsterAffixes(
|
||||
bossInfo.quality,
|
||||
waveNumber,
|
||||
RogueWaveType.BOSS
|
||||
);
|
||||
|
||||
const enhancedBoss = this.applyAffixesToMonster(bossAffixes, bossInfo);
|
||||
|
||||
const monsters = [{
|
||||
uuid: bossMonster,
|
||||
count: 1,
|
||||
type: "boss",
|
||||
series: series,
|
||||
isBoss: true,
|
||||
affixes: bossAffixes,
|
||||
enhancedStats: enhancedBoss.stats,
|
||||
buffData: enhancedBoss.buffData
|
||||
}];
|
||||
|
||||
return {
|
||||
waveType: RogueWaveType.BOSS,
|
||||
monsters: monsters,
|
||||
description: `Boss战 - ${seriesConfig.name}首领`,
|
||||
waveNumber: waveNumber
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成商店波次
|
||||
*/
|
||||
static generateShopWave(waveNumber: number) {
|
||||
return {
|
||||
waveType: RogueWaveType.SHOP,
|
||||
description: "商店波次",
|
||||
waveNumber: waveNumber
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成休息波次
|
||||
*/
|
||||
static generateRestWave(waveNumber: number) {
|
||||
return {
|
||||
waveType: RogueWaveType.REST,
|
||||
description: "休息波次",
|
||||
waveNumber: waveNumber
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成怪物词条(现在直接返回BuffAttr数组)
|
||||
*/
|
||||
static generateMonsterAffixes(
|
||||
monsterQuality: number,
|
||||
waveNumber: number,
|
||||
waveType: RogueWaveType
|
||||
): BuffAttr[] {
|
||||
const affixCount = AffixCountConfig.getAffixCount(waveType);
|
||||
if (affixCount === 0) return [];
|
||||
|
||||
const availableAffixes = Object.keys(MonsterAffixConfig).filter(affixType => {
|
||||
const buffAttr = parseInt(affixType) as BuffAttr;
|
||||
const config = MonsterAffixConfig[buffAttr];
|
||||
return config.applicableQualities.includes(monsterQuality);
|
||||
}).map(key => parseInt(key) as BuffAttr);
|
||||
|
||||
const selectedAffixes: BuffAttr[] = [];
|
||||
|
||||
for (let i = 0; i < affixCount && availableAffixes.length > 0; i++) {
|
||||
const randomIndex = Math.floor(Math.random() * availableAffixes.length);
|
||||
const selectedAffix = availableAffixes[randomIndex];
|
||||
selectedAffixes.push(selectedAffix);
|
||||
availableAffixes.splice(randomIndex, 1);
|
||||
}
|
||||
|
||||
return selectedAffixes;
|
||||
}
|
||||
|
||||
/**
|
||||
* 应用词条到怪物(简化版本,主要用于日志显示)
|
||||
*/
|
||||
static applyAffixesToMonster(affixes: BuffAttr[], baseStats: any) {
|
||||
const modifiedStats = { ...baseStats };
|
||||
const buffData = [];
|
||||
|
||||
for (const affix of affixes) {
|
||||
const config = MonsterAffixConfig[affix];
|
||||
if (config) {
|
||||
buffData.push({
|
||||
buff_type: affix,
|
||||
value: config.value
|
||||
});
|
||||
|
||||
// 预览属性变化(实际应用在Mon.ts中)
|
||||
switch (affix) {
|
||||
case BuffAttr.ATK:
|
||||
modifiedStats.ap = Math.floor(modifiedStats.ap * (1 + config.value / 100));
|
||||
break;
|
||||
case BuffAttr.HP:
|
||||
modifiedStats.hp = Math.floor(modifiedStats.hp * (1 + config.value / 100));
|
||||
break;
|
||||
case BuffAttr.ATK_CD:
|
||||
modifiedStats.cd = Math.max(0.1, modifiedStats.cd * (1 - config.value / 100));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
stats: modifiedStats,
|
||||
buffData: buffData, // 返回Buff数据格式,与Mon.ts兼容
|
||||
affixes: affixes
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取怪物等级
|
||||
*/
|
||||
static getMonsterLevel(waveNumber: number): number {
|
||||
return Math.max(1, Math.floor(waveNumber / 5) + 1);
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== 导出接口 ====================
|
||||
|
||||
/**
|
||||
* 外部调用接口 - 获取波次配置
|
||||
*/
|
||||
export const getRogueWaveConfig = (waveNumber: number) => {
|
||||
return RogueConfig.generateWaveConfig(waveNumber);
|
||||
};
|
||||
9
assets/script/game/map/RogueConfig.ts.meta
Normal file
9
assets/script/game/map/RogueConfig.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "f432a03f-6b3c-43a9-bdd8-845aeec7a019",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
Reference in New Issue
Block a user