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2 Commits
faae0f8005
...
6571eb2ef0
| Author | SHA1 | Date | |
|---|---|---|---|
| 6571eb2ef0 | |||
| 6d5c768a30 |
File diff suppressed because it is too large
Load Diff
@@ -312,11 +312,15 @@
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@@ -32,13 +32,10 @@
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@@ -7,11 +7,11 @@
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@@ -24,12 +24,12 @@
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"func": "atk",
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@@ -88,7 +88,7 @@
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@@ -133,7 +129,7 @@
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@@ -442,9 +416,7 @@
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"preExtrapolation": 1,
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@@ -148,6 +148,8 @@ export enum Attrs {
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SHIELD_UP = 28, //护盾效果提升
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BURN = 29, //攻击带易伤
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DEBURN = 30, //被攻击易伤
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PUNCTURE=31, // 穿刺次数
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PUNCTURE_DMG=32, //穿刺伤害加成
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||||
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}
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||||
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||||
@@ -191,6 +193,7 @@ export const AttrsType: Record<Attrs, BType> = {
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[Attrs.DIS]: BType.VALUE, // 攻击距离 - 数值型
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||||
[Attrs.BURN]: BType.VALUE, // 易伤 - 数值型
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||||
[Attrs.DEBURN]: BType.VALUE, // 被攻击易伤 - 数值型
|
||||
[Attrs.PUNCTURE]: BType.VALUE, // 穿刺次数 - 数值型
|
||||
|
||||
// ========== 百分比型属性 ==========
|
||||
[Attrs.CRITICAL]: BType.RATIO, // 暴击率 - 百分比型
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||||
@@ -214,6 +217,7 @@ export const AttrsType: Record<Attrs, BType> = {
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||||
[Attrs.DBUFF_UP]: BType.RATIO, // debuff效果提升 - 百分比型
|
||||
[Attrs.SPEED]: BType.RATIO, // 移动速度加成 - 百分比型
|
||||
[Attrs.SHIELD_UP]: BType.RATIO, // 护盾效果提升 - 百分比型
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||||
[Attrs.PUNCTURE_DMG]: BType.RATIO,
|
||||
};
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||||
|
||||
/**
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||||
@@ -364,7 +368,7 @@ export const SkillSet: Record<number, SkillConfig> = {
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||||
// ========== 基础攻击 ========== 6001-6099
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||||
6001: {
|
||||
uuid:6001,name:"挥击",sp_name:"atk_s1",AtkedType:AtkedType.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:5,in:0.2,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:10,with:0,
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||||
ap:100,cd:1,in:0.2,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,
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||||
buffs:[],debuffs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害"
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||||
},
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||||
6002: {
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||||
@@ -384,7 +388,7 @@ export const SkillSet: Record<number, SkillConfig> = {
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||||
},
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||||
6005: {
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||||
uuid:6005,name:"火球术",sp_name:"atk_fires",AtkedType:AtkedType.fire,path:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,
|
||||
ap:100,cd:5,in:1,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:10,with:90,
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||||
ap:100,cd:5,in:1,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:20,with:90,
|
||||
buffs:[],debuffs:[],info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"
|
||||
},
|
||||
6006: {
|
||||
|
||||
@@ -107,25 +107,25 @@ export interface heroInfo{
|
||||
export const HeroInfo: Record<number, heroInfo> = {
|
||||
//主将
|
||||
5001:{uuid:5001,name:"火焰骑士",path:"hk1", fac:FacSet.HERO, kind:1,
|
||||
type:HType.warrior,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:100,cd:1,speed:150,skills:[6001,6001],
|
||||
type:HType.warrior,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:100,cd:1,speed:150,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:""},
|
||||
|
||||
5002:{uuid:5002,name:"刺客",path:"hc1", fac:FacSet.HERO, kind:1,
|
||||
type:HType.warrior,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:100,cd:1,speed:150,skills:[6001,6001],
|
||||
type:HType.warrior,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:100,cd:1,speed:150,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:""},
|
||||
|
||||
|
||||
5005:{uuid:5005,name:"绿箭",path:"ha1", fac:FacSet.HERO, kind:2,
|
||||
type:HType.remote,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6001,6001],
|
||||
type:HType.remote,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:""},
|
||||
|
||||
|
||||
5007:{uuid:5007,name:"牧师",path:"hmh1", fac:FacSet.HERO, kind:2,
|
||||
type:HType.mage,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6001,6001],
|
||||
type:HType.mage,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,cd:1,speed:100,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:""},
|
||||
|
||||
5008:{uuid:5008,name:"火女",path:"hmf1", fac:FacSet.HERO, kind:2,
|
||||
type:HType.mage,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,cd:1.5,speed:100,skills:[6001,6001],
|
||||
type:HType.mage,lv:1,hp:100,mp:100,map:100,def:5,ap:15,dis:400,cd:1.5,speed:100,skills:[6001,6005],
|
||||
buff:[],debuff:[],info:""},
|
||||
|
||||
// 5009:{uuid:5009,name:"风暴精灵",path:"hk1", fac:FacSet.HERO, kind:2,
|
||||
@@ -143,66 +143,66 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
|
||||
//怪物
|
||||
5201:{uuid:5201,name:"兽人战士",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6001],
|
||||
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6005],
|
||||
buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5202:{uuid:5202,name:"兽人刺客",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.remote,lv:1,hp:20,mp:100,map:100,def:5,ap:5,dis:350,cd:1,speed:100,skills:[6001,6001],
|
||||
type:HType.remote,lv:1,hp:20,mp:100,map:100,def:5,ap:5,dis:350,cd:1,speed:100,skills:[6005],
|
||||
buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5203:{uuid:5203,name:"兽人护卫",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6001],
|
||||
5203:{uuid:5203,name:"兽人护卫",path:"mo3", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6005],
|
||||
buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5204:{uuid:5204,name:"石卫", path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.mage,lv:1,hp:18,mp:100,map:100,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6001,6001],
|
||||
buff:[],debuff:[],info:"法师怪物-高伤害脆弱"},
|
||||
// 5204:{uuid:5204,name:"石卫", path:"mo1", fac:FacSet.MON, kind:1,
|
||||
// type:HType.mage,lv:1,hp:18,mp:100,map:100,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6001,6005],
|
||||
// buff:[],debuff:[],info:"法师怪物-高伤害脆弱"},
|
||||
|
||||
5205:{uuid:5205,name:"土卫", path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.mage,lv:1,hp:18,mp:100,map:100,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6001,6001],
|
||||
buff:[],debuff:[],info:"法师怪物-高伤害脆弱"},
|
||||
// 5205:{uuid:5205,name:"土卫", path:"mo1", fac:FacSet.MON, kind:1,
|
||||
// type:HType.mage,lv:1,hp:18,mp:100,map:100,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6001,6005],
|
||||
// buff:[],debuff:[],info:"法师怪物-高伤害脆弱"},
|
||||
|
||||
5206:{uuid:5206,name:"树卫", path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.mage,lv:1,hp:18,mp:100,map:100,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6001,6001],
|
||||
buff:[],debuff:[],info:"法师怪物-高伤害脆弱"},
|
||||
// 5206:{uuid:5206,name:"树卫", path:"mo1", fac:FacSet.MON, kind:1,
|
||||
// type:HType.mage,lv:1,hp:18,mp:100,map:100,def:5,ap:5,dis:90,cd:2.5,speed:100,skills:[6001,6005],
|
||||
// buff:[],debuff:[],info:"法师怪物-高伤害脆弱"},
|
||||
|
||||
|
||||
|
||||
5219:{uuid:5219,name:"牛头战士",path:"mo1", fac:FacSet.MON,kind:1,
|
||||
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6001],
|
||||
buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
// 5219:{uuid:5219,name:"牛头战士",path:"mo1", fac:FacSet.MON,kind:1,
|
||||
// type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6005],
|
||||
// buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5220:{uuid:5220,name:"牛头战士",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6001],
|
||||
buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
// 5220:{uuid:5220,name:"牛头战士",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
// type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6005],
|
||||
// buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5221:{uuid:5221,name:"牛头战士",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.remote,lv:1,hp:20,mp:100,map:100,def:5,ap:5,dis:350,cd:1.5,speed:100,skills:[6001,6001],
|
||||
buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
// 5221:{uuid:5221,name:"牛头战士",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
// type:HType.remote,lv:1,hp:20,mp:100,map:100,def:5,ap:5,dis:350,cd:1.5,speed:100,skills:[6001,6005],
|
||||
// buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5222:{uuid:5222,name:"独眼巨人",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6001],
|
||||
buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
// 5222:{uuid:5222,name:"独眼巨人",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
// type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6005],
|
||||
// buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5223:{uuid:5223,name:"独眼巨人",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6001],
|
||||
buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
// 5223:{uuid:5223,name:"独眼巨人",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
// type:HType.warrior,lv:1,hp:25,mp:100,map:100,def:5,ap:5,dis:90,cd:2,speed:100,skills:[6001,6005],
|
||||
// buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5224:{uuid:5224,name:"独眼巨人",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.remote,lv:1,hp:20,mp:100,map:100,def:5,ap:5,dis:350,cd:1.5,speed:100,skills:[6001,6001],
|
||||
buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
// 5224:{uuid:5224,name:"独眼巨人",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
// type:HType.remote,lv:1,hp:20,mp:100,map:100,def:5,ap:5,dis:350,cd:1.5,speed:100,skills:[6001,6005],
|
||||
// buff:[],debuff:[],info:"普通怪物-战士型"},
|
||||
|
||||
5225:{uuid:5225,name:"精英独眼",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:45,mp:100,map:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6001],
|
||||
buff:[],debuff:[],info:"精英怪物-战士型"},
|
||||
// 5225:{uuid:5225,name:"精英独眼",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
// type:HType.warrior,lv:1,hp:45,mp:100,map:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6001],
|
||||
// buff:[],debuff:[],info:"精英怪物-战士型"},
|
||||
|
||||
5226:{uuid:5226,name:"精英牛头",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:45,mp:100,map:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6001,6001],
|
||||
buff:[],debuff:[],info:"精英怪物-战士型"},
|
||||
// 5226:{uuid:5226,name:"精英牛头",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
// type:HType.warrior,lv:1,hp:45,mp:100,map:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6001,6005],
|
||||
// buff:[],debuff:[],info:"精英怪物-战士型"},
|
||||
|
||||
5227:{uuid:5227,name:"精英兽人",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:45,mp:100,map:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6001,6001],
|
||||
buff:[],debuff:[],info:"精英怪物-战士型"},
|
||||
// 5227:{uuid:5227,name:"精英兽人",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
// type:HType.warrior,lv:1,hp:45,mp:100,map:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6001,6005],
|
||||
// buff:[],debuff:[],info:"精英怪物-战士型"},
|
||||
|
||||
};
|
||||
|
||||
|
||||
@@ -91,6 +91,12 @@ export class BuffComp extends Component {
|
||||
// this.node.getChildByName("top").getChildByName("hp").active = (hp == hp_max) ? false : true;
|
||||
}
|
||||
|
||||
mp_show(mp:number,mp_max:number){
|
||||
this.node.getChildByName("top").getChildByName("pow").getComponent(ProgressBar).progress = mp/mp_max;
|
||||
this.scheduleOnce(()=>{
|
||||
this.node.getChildByName("top").getChildByName("pow").getChildByName("mpb").getComponent(ProgressBar).progress = mp/mp_max;
|
||||
},0.15)
|
||||
}
|
||||
|
||||
update_info_lv(){
|
||||
|
||||
|
||||
@@ -120,7 +120,7 @@ export class HeroViewComp extends CCComp {
|
||||
}
|
||||
/* 显示角色血*/
|
||||
this.node.getChildByName("top").getChildByName("hp").active = true;
|
||||
this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
|
||||
this.node.getChildByName("top").getChildByName("pow").active = true;
|
||||
}
|
||||
|
||||
// ==================== BUFF系统初始====================
|
||||
@@ -494,12 +494,16 @@ export class HeroViewComp extends CCComp {
|
||||
this.processDamageQueue();
|
||||
// 更新临时 buff/debuff 时间
|
||||
this.updateTemporaryBuffsDebuffs(dt);
|
||||
this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX])
|
||||
this.BUFFCOMP.mp_show(this.mp,this.Attrs[Attrs.MP_MAX])
|
||||
this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
|
||||
}
|
||||
BaseUp(dt:number){
|
||||
this.mp += HeroUpSet.MP*dt
|
||||
this.hp += HeroUpSet.HP*dt
|
||||
if(this.mp > this.Attrs[Attrs.MP_MAX]) this.mp = this.Attrs[Attrs.MP_MAX]
|
||||
if(this.hp > this.Attrs[Attrs.HP_MAX]) this.hp = this.Attrs[Attrs.HP_MAX]
|
||||
|
||||
}
|
||||
do_fight_end(){
|
||||
this.as.do_buff()
|
||||
@@ -587,23 +591,15 @@ export class HeroViewComp extends CCComp {
|
||||
|
||||
}
|
||||
|
||||
do_atked(remainingDamage:number,
|
||||
crit:number=0,crit_d:number=0,
|
||||
burn_count:number=0,burn_value:number=0,
|
||||
stun_time:number=0,stun_ratio:number=0,
|
||||
frost_time:number=0,frost_ratio:number=0,
|
||||
atked_anm:string="atked"
|
||||
){
|
||||
do_atked(remainingDamage:number,CAttrs:any,s_uuid:number){
|
||||
let SConf=SkillSet[s_uuid]
|
||||
this.do_atked_trigger()
|
||||
|
||||
|
||||
if(this.check_dodge()) return
|
||||
let is_crit = this.check_crit(crit)
|
||||
|
||||
let is_crit = this.check_crit(CAttrs[Attrs.CRITICAL])
|
||||
if(this == null) return;
|
||||
let damage = this.count_damage(remainingDamage)
|
||||
if(is_crit) {
|
||||
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100))
|
||||
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+CAttrs[Attrs.CRITICAL_DMG])/100))
|
||||
}
|
||||
// console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX])
|
||||
damage=this.check_shield(damage)
|
||||
@@ -625,12 +621,9 @@ export class HeroViewComp extends CCComp {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// this.update_vm
|
||||
this.back()
|
||||
this.showDamage(damage, is_crit,atked_anm);
|
||||
|
||||
this.showDamage(damage, is_crit,SConf.AtkedType);
|
||||
}
|
||||
//后退
|
||||
back(){
|
||||
|
||||
@@ -30,7 +30,7 @@ export class Monster extends ecs.Entity {
|
||||
}
|
||||
|
||||
/** 加载角色 */
|
||||
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,enhancement?: any, stageMultipliers?: any) {
|
||||
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false) {
|
||||
scale=-1
|
||||
let box_group=BoxSet.MONSTER
|
||||
// console.log("mon load",uuid)
|
||||
@@ -45,7 +45,7 @@ export class Monster extends ecs.Entity {
|
||||
const collider = node.getComponent(BoxCollider2D);
|
||||
if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
|
||||
node.setPosition(pos)
|
||||
this.hero_init(uuid,node,scale,box_group,is_boss,is_call,enhancement,stageMultipliers)
|
||||
this.hero_init(uuid,node,scale,box_group,is_boss,is_call)
|
||||
oops.message.dispatchEvent("monster_load",this)
|
||||
|
||||
// 初始化移动参数
|
||||
@@ -62,7 +62,7 @@ export class Monster extends ecs.Entity {
|
||||
node.parent = scene.entityLayer!.node!
|
||||
node.setPosition(pos)
|
||||
}
|
||||
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false,enhancement?: any, stageMultipliers?: any) {
|
||||
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false) {
|
||||
var hv = node.getComponent(HeroViewComp)!;
|
||||
|
||||
|
||||
@@ -80,28 +80,18 @@ export class Monster extends ecs.Entity {
|
||||
hv.hero_uuid= uuid;
|
||||
hv.hero_name= hero.name;
|
||||
|
||||
// 初始化Attrs属性系统,参考Hero.ts的实
|
||||
// 计算基础属性(使用关卡倍数)
|
||||
// 初始化基础属性
|
||||
const baseHp = hero.hp;
|
||||
const baseAp = hero.ap;
|
||||
|
||||
// 应用关卡倍数
|
||||
let finalHp = baseHp;
|
||||
let finalAp = baseAp;
|
||||
|
||||
if (stageMultipliers) {
|
||||
finalHp = Math.floor(baseHp * stageMultipliers.hp);
|
||||
finalAp = Math.floor(baseAp * stageMultipliers.attack);
|
||||
// console.log(`[Monster]: 怪物${hero.name} 关卡倍数 - HP: ${baseHp} x ${stageMultipliers.hp.toFixed(2)} = ${finalHp}, AP: ${baseAp} x ${stageMultipliers.attack.toFixed(2)} = ${finalAp}`);
|
||||
}
|
||||
for(let i=0;i<hero.skills.length;i++){
|
||||
let skill={ uuid:SkillSet[hero.skills[i]].uuid, cd_max:SkillSet[hero.skills[i]].cd,cost:SkillSet[hero.skills[i]].cost,cd:0 }
|
||||
hv.skills.push(skill)
|
||||
}
|
||||
hv.base_ap=finalAp
|
||||
hv.base_ap=baseAp
|
||||
hv.base_map=hero.mp
|
||||
hv.base_def=hero.def
|
||||
hv.base_hp=finalHp
|
||||
hv.base_hp=baseHp
|
||||
hv.base_mp=hero.mp
|
||||
hv.hp=hv.base_hp
|
||||
hv.mp=hv.base_mp
|
||||
@@ -116,8 +106,6 @@ export class Monster extends ecs.Entity {
|
||||
// 初始化 buff/debuff 系统
|
||||
hv.initAttrs();
|
||||
|
||||
|
||||
|
||||
this.add(hv);
|
||||
}
|
||||
|
||||
|
||||
@@ -7,11 +7,8 @@ import { smc } from "../common/SingletonModuleComp";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
// 导入肉鸽配置
|
||||
import {
|
||||
generateStageConfig,
|
||||
getStageMonsterConfigs,
|
||||
getStageAllMultipliers,
|
||||
getStageMonsterConfigs,
|
||||
MonsterType,
|
||||
StageType,
|
||||
getStageType
|
||||
} from "./RogueConfig";
|
||||
import { MonModelComp } from "../hero/MonModelComp";
|
||||
@@ -21,14 +18,13 @@ const { ccclass, property } = _decorator;
|
||||
/** 视图层对象 */
|
||||
@ccclass('MissionMonCompComp')
|
||||
@ecs.register('MissionMonComp', false)
|
||||
export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使用新的RogueConfig格式
|
||||
export class MissionMonCompComp extends CCComp {
|
||||
// 添加刷怪队列 - 使用新的RogueConfig格式
|
||||
private monsterQueue: Array<{
|
||||
uuid: number,
|
||||
position: number,
|
||||
type: MonsterType,
|
||||
level: number,
|
||||
enhancement?: any, // 增强属性配置
|
||||
stageMultipliers?: any // 关卡倍数配置
|
||||
level: number
|
||||
}> = [];
|
||||
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
|
||||
@@ -41,8 +37,8 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
|
||||
onLoad(){
|
||||
this.on(GameEvent.FightReady,this.fight_ready,this)
|
||||
this.on(GameEvent.NewWave,this.fight_ready,this)
|
||||
|
||||
}
|
||||
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
start() {
|
||||
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
|
||||
@@ -55,7 +51,6 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
|
||||
this.do_mon_wave()
|
||||
}
|
||||
|
||||
|
||||
protected update(dt: number): void {
|
||||
if(!smc.mission.play||smc.mission.pause) return
|
||||
|
||||
@@ -90,7 +85,6 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
do_mon_wave(){
|
||||
// 重置召唤相关状态
|
||||
this.spawnCount = 0;
|
||||
@@ -120,7 +114,7 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
|
||||
|
||||
// 为每个怪物配置生成怪物
|
||||
monsterConfigs.forEach((monsterConfig: any, index: number) => {
|
||||
const { uuid, type, enhancement, stageMultipliers } = monsterConfig;
|
||||
const { uuid, type } = monsterConfig;
|
||||
|
||||
// 位置循环使用 (0-4)
|
||||
const position = index % 5;
|
||||
@@ -129,21 +123,11 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
|
||||
uuid,
|
||||
position,
|
||||
type,
|
||||
1, // 默认等级1
|
||||
enhancement,
|
||||
stageMultipliers
|
||||
1 // 默认等级1
|
||||
);
|
||||
});
|
||||
|
||||
// console.log(`[MissionMonComp]:关卡${currentStage}将生成 ${monsterConfigs.length} 只怪物`);
|
||||
|
||||
// 输出增强属性信息
|
||||
monsterConfigs.forEach((monsterConfig: any) => {
|
||||
if (monsterConfig.enhancement && monsterConfig.enhancement.buffList.length > 0) {
|
||||
// console.log(`[MissionMonComp]:怪物 ${monsterConfig.uuid} (${monsterConfig.type}) 拥有增强属性:`,
|
||||
// monsterConfig.enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`));
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// 添加到关卡刷怪队列 - 使用新的配置格式
|
||||
@@ -151,17 +135,13 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
|
||||
uuid: number,
|
||||
position: number,
|
||||
type: MonsterType,
|
||||
level: number = 1,
|
||||
enhancement?: any,
|
||||
stageMultipliers?: any
|
||||
level: number = 1
|
||||
) {
|
||||
this.monsterQueue.push({
|
||||
uuid: uuid,
|
||||
position: position,
|
||||
type: type,
|
||||
level: level,
|
||||
enhancement: enhancement,
|
||||
stageMultipliers: stageMultipliers
|
||||
level: level
|
||||
});
|
||||
}
|
||||
|
||||
@@ -178,9 +158,7 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
|
||||
monsterData.position,
|
||||
isBoss,
|
||||
false,
|
||||
monsterData.level,
|
||||
monsterData.enhancement,
|
||||
monsterData.stageMultipliers
|
||||
monsterData.level
|
||||
);
|
||||
|
||||
// 增加召唤计数
|
||||
@@ -194,28 +172,16 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
|
||||
i: number = 0,
|
||||
is_boss: boolean = false,
|
||||
is_call: boolean = false,
|
||||
lv: number = 1,
|
||||
enhancement?: any,
|
||||
stageMultipliers?: any
|
||||
lv: number = 1
|
||||
) {
|
||||
let mon = ecs.getEntity<Monster>(Monster);
|
||||
let scale = -1;
|
||||
let pos: Vec3 = v3(MonSet[i].pos);
|
||||
|
||||
// 生成怪物,传递增强属性和关卡倍数
|
||||
mon.load(pos,scale,uuid,is_boss,is_call,enhancement, stageMultipliers);
|
||||
|
||||
// 如果有增强属性,记录到控制台
|
||||
if (enhancement && enhancement.buffList && enhancement.buffList.length > 0) {
|
||||
// console.log(`[MissionMonComp]: 怪物 ${uuid} 获得增强属性:`,
|
||||
// enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`));
|
||||
}
|
||||
|
||||
// 如果有关卡倍数,记录到控制台
|
||||
if (stageMultipliers) {
|
||||
// console.log(`[MissionMonComp]: 怪物 ${uuid} 关卡倍数 - HP: x${stageMultipliers.hp.toFixed(2)}, 攻击: x${stageMultipliers.attack.toFixed(2)}`);
|
||||
}
|
||||
// 生成怪物
|
||||
mon.load(pos,scale,uuid,is_boss,is_call);
|
||||
}
|
||||
|
||||
/** 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();
|
||||
|
||||
@@ -2,17 +2,14 @@
|
||||
* 肉鸽模式配置脚本 - 简化版
|
||||
*
|
||||
* 功能说明:
|
||||
* - 提供基于怪物类型的属性加成配置
|
||||
* - 使用Attrs枚举定义属性增强
|
||||
* - 供游戏系统调用获取怪物增强数据
|
||||
* - 提供基础的刷怪配置:刷什么怪,刷多少怪
|
||||
*
|
||||
* @author 游戏开发团队
|
||||
* @version 3.0 简化版
|
||||
* @date 2025-07-12
|
||||
* @version 1.0 简化版
|
||||
* @date 2025-10-19
|
||||
*/
|
||||
|
||||
import { QualitySet } from "../common/config/BoxSet";
|
||||
import { Attrs } from "../common/config/SkillSet";
|
||||
import { getMonList } from "../common/config/heroSet";
|
||||
|
||||
/**
|
||||
@@ -24,199 +21,48 @@ export enum MonsterType {
|
||||
BOSS = "boss" // Boss怪物
|
||||
}
|
||||
|
||||
/**
|
||||
* 怪物类型增强属性个数配置
|
||||
*/
|
||||
export const MonsterEnhancementCountConfig = {
|
||||
[MonsterType.NORMAL]: 0, // 普通怪物:0个增强属性
|
||||
[MonsterType.ELITE]: 1, // 精英怪物:1个增强属性
|
||||
[MonsterType.BOSS]: 2 // Boss怪物:2个增强属性
|
||||
};
|
||||
|
||||
/**
|
||||
* 关卡类型枚举
|
||||
*/
|
||||
export enum StageType {
|
||||
NORMAL = "normal", // 普通关卡(1-4关)
|
||||
ELITE = "elite", // 精英关卡(5关)
|
||||
BOSS = "boss" // Boss关卡(10关)
|
||||
NORMAL = "normal", // 普通关卡
|
||||
ELITE = "elite", // 精英关卡
|
||||
BOSS = "boss" // Boss关卡
|
||||
}
|
||||
|
||||
/**
|
||||
* 关卡配置数据接口
|
||||
*/
|
||||
export interface StageConfig {
|
||||
stageNumber: number;
|
||||
stageType: StageType;
|
||||
description: string;
|
||||
monsters: Array<{
|
||||
type: MonsterType;
|
||||
count: number;
|
||||
}>;
|
||||
}
|
||||
|
||||
/**
|
||||
* 关卡配置规则
|
||||
* 关卡配置规则 - 只保留刷怪类型和数量
|
||||
*/
|
||||
export const StageConfigRules = {
|
||||
// 普通关卡(1-4关)
|
||||
// 普通关卡
|
||||
[StageType.NORMAL]: {
|
||||
description: "普通关卡",
|
||||
monsters: [
|
||||
{ type: MonsterType.NORMAL, count: 5 } // 5个小怪
|
||||
{ type: MonsterType.NORMAL, count: 1 } // 5个普通怪物
|
||||
]
|
||||
},
|
||||
|
||||
// 精英关卡(5关)
|
||||
// 精英关卡
|
||||
[StageType.ELITE]: {
|
||||
description: "精英关卡",
|
||||
monsters: [
|
||||
{ type: MonsterType.ELITE, count: 2 }, // 2个精英
|
||||
{ type: MonsterType.NORMAL, count: 3 } // 3个小怪
|
||||
{ type: MonsterType.ELITE, count: 1 }, // 2个精英怪物
|
||||
{ type: MonsterType.NORMAL, count: 1 } // 3个普通怪物
|
||||
]
|
||||
},
|
||||
|
||||
// Boss关卡(10关)
|
||||
// Boss关卡
|
||||
[StageType.BOSS]: {
|
||||
description: "Boss关卡",
|
||||
monsters: [
|
||||
{ type: MonsterType.BOSS, count: 1 }, // 1个Boss
|
||||
{ type: MonsterType.ELITE, count: 2 }, // 2个精英
|
||||
{ type: MonsterType.NORMAL, count: 2 } // 2个小怪
|
||||
{ type: MonsterType.BOSS, count: 1 }, // 1个Boss怪物
|
||||
{ type: MonsterType.ELITE, count: 1 }, // 2个精英怪物
|
||||
{ type: MonsterType.NORMAL, count: 1 } // 2个普通怪物
|
||||
]
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* 可用的增强属性池
|
||||
* 按权重排序,数值越大优先级越高
|
||||
*/
|
||||
export const AvailableEnhancementPool = [
|
||||
{ buffType: Attrs.HP_MAX, weight: 10, baseValue: 80, name: "生命值增强" },
|
||||
{ buffType: Attrs.AP, weight: 9, baseValue: 50, name: "攻击力增强" },
|
||||
{ buffType: Attrs.CRITICAL, weight: 8, baseValue: 30, name: "暴击率增强" },
|
||||
{ buffType: Attrs.DEF, weight: 7, baseValue: 40, name: "防御增强" },
|
||||
{ buffType: Attrs.CRITICAL_DMG, weight: 6, baseValue: 60, name: "暴击伤害增强" },
|
||||
{ buffType: Attrs.DODGE, weight: 5, baseValue: 25, name: "闪避增强" },
|
||||
{ buffType: Attrs.AS, weight: 4, baseValue: 20, name: "攻击速度增强" },
|
||||
{ buffType: Attrs.LIFESTEAL, weight: 3, baseValue: 15, name: "吸血" },
|
||||
];
|
||||
|
||||
/**
|
||||
* 基于怪物类型的基础配置
|
||||
*/
|
||||
export const MonsterTypeBaseConfig = {
|
||||
[MonsterType.NORMAL]: {
|
||||
name: "普通怪物",
|
||||
description: "基础属性无增强"
|
||||
},
|
||||
[MonsterType.ELITE]: {
|
||||
name: "精英怪物",
|
||||
description: "单一属性增强"
|
||||
},
|
||||
[MonsterType.BOSS]: {
|
||||
name: "Boss怪物",
|
||||
description: "双重属性增强"
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* 怪物增强数据接口
|
||||
*/
|
||||
export interface MonsterEnhancementData {
|
||||
name: string;
|
||||
description: string;
|
||||
buffs: { [key in Attrs]?: number };
|
||||
buffList: Array<{ buffType: Attrs; value: number; name: string }>;
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据权重随机选择增强属性
|
||||
* @param count 需要选择的属性个数
|
||||
* @param excludeTypes 排除的属性类型
|
||||
* @returns 选中的增强属性数组
|
||||
*/
|
||||
export function selectRandomEnhancements(count: number, excludeTypes: Attrs[] = []): Array<{buffType: Attrs, weight: number, baseValue: number, name: string}> {
|
||||
if (count <= 0) return [];
|
||||
|
||||
// 过滤掉排除的属性类型
|
||||
const availablePool = AvailableEnhancementPool.filter(item => !excludeTypes.includes(item.buffType));
|
||||
|
||||
if (availablePool.length === 0) return [];
|
||||
|
||||
const selectedEnhancements = [];
|
||||
const usedTypes = new Set<Attrs>();
|
||||
|
||||
for (let i = 0; i < count && i < availablePool.length; i++) {
|
||||
// 计算权重总和
|
||||
const totalWeight = availablePool
|
||||
.filter(item => !usedTypes.has(item.buffType))
|
||||
.reduce((sum, item) => sum + item.weight, 0);
|
||||
|
||||
if (totalWeight === 0) break;
|
||||
|
||||
// 随机选择
|
||||
let randomValue = Math.random() * totalWeight;
|
||||
|
||||
for (const enhancement of availablePool) {
|
||||
if (usedTypes.has(enhancement.buffType)) continue;
|
||||
|
||||
randomValue -= enhancement.weight;
|
||||
if (randomValue <= 0) {
|
||||
selectedEnhancements.push(enhancement);
|
||||
usedTypes.add(enhancement.buffType);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return selectedEnhancements;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取怪物类型的属性加成配置
|
||||
* @param monsterType 怪物类型
|
||||
* @param useRandom 是否使用随机生成(默认true)
|
||||
* @returns 属性加成配置,包含buffs字段
|
||||
*/
|
||||
export function getMonsterEnhancement(monsterType: MonsterType, useRandom: boolean = true): MonsterEnhancementData {
|
||||
const baseConfig = MonsterTypeBaseConfig[monsterType];
|
||||
const enhancementCount = MonsterEnhancementCountConfig[monsterType];
|
||||
|
||||
let selectedEnhancements: Array<{buffType: Attrs, weight: number, baseValue: number, name: string}> = [];
|
||||
|
||||
if (useRandom) {
|
||||
// 随机生成增强属性
|
||||
selectedEnhancements = selectRandomEnhancements(enhancementCount);
|
||||
} else {
|
||||
// 使用固定的最高权重属性
|
||||
selectedEnhancements = AvailableEnhancementPool
|
||||
.slice(0, enhancementCount)
|
||||
.map(item => ({...item}));
|
||||
}
|
||||
|
||||
// 构建buffs对象
|
||||
const buffs: { [key in Attrs]?: number } = {};
|
||||
const buffList: Array<{ buffType: Attrs; value: number; name: string }> = [];
|
||||
|
||||
selectedEnhancements.forEach(enhancement => {
|
||||
buffs[enhancement.buffType] = enhancement.baseValue;
|
||||
buffList.push({
|
||||
buffType: enhancement.buffType,
|
||||
value: enhancement.baseValue,
|
||||
name: enhancement.name
|
||||
});
|
||||
});
|
||||
|
||||
return {
|
||||
name: baseConfig.name,
|
||||
description: `${baseConfig.description} (${enhancementCount}个属性)`,
|
||||
buffs: buffs,
|
||||
buffList: buffList
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据关卡号和等级判断关卡类型
|
||||
* @param stageNumber 关卡号(从1开始)
|
||||
* @param level 等级(1-5)
|
||||
@@ -308,90 +154,28 @@ export function getStageMonsterUUIDs(stageNumber: number, level: number = 1): nu
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取关卡怪物配置(包含UUID和增强属性)
|
||||
* 获取关卡怪物配置(只包含UUID)
|
||||
* @param stageNumber 关卡号
|
||||
* @param level 等级(1-5)
|
||||
* @param useRandomBuff 是否使用随机buff
|
||||
* @returns 完整的怪物配置数组
|
||||
* @returns 怪物配置数组
|
||||
*/
|
||||
export function getStageMonsterConfigs(stageNumber: number, level: number = 1, useRandomBuff: boolean = true) {
|
||||
export function getStageMonsterConfigs(stageNumber: number, level: number = 1) {
|
||||
const monsterTypes = generateStageConfig(stageNumber, level);
|
||||
const stageMultipliers = getStageAllMultipliers(stageNumber);
|
||||
const monsterConfigs = [];
|
||||
|
||||
monsterTypes.forEach((monsterType, index) => {
|
||||
const availableUUIDs = getMonsterUUIDsByType(monsterType);
|
||||
if (availableUUIDs.length > 0) {
|
||||
const randomUUID = availableUUIDs[Math.floor(Math.random() * availableUUIDs.length)];
|
||||
const enhancement = getMonsterEnhancement(monsterType, useRandomBuff);
|
||||
|
||||
monsterConfigs.push({
|
||||
id: `stage_${stageNumber}_level_${level}_${index}`,
|
||||
uuid: randomUUID,
|
||||
type: monsterType,
|
||||
stageNumber: stageNumber,
|
||||
level: level,
|
||||
enhancement: enhancement,
|
||||
stageMultipliers: stageMultipliers
|
||||
level: level
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
return monsterConfigs;
|
||||
}
|
||||
|
||||
/**
|
||||
* 关卡基础属性倍数配置
|
||||
*/
|
||||
export const StageMultiplierConfig = {
|
||||
// 每级提升的基础倍数
|
||||
baseMultiplierPerLevel: 0.05, // 每级基础属性提升5%
|
||||
|
||||
// 每10级的大幅提升倍数
|
||||
bigBoostMultiplier: 0.3, // 每10级额外提升30%
|
||||
|
||||
// 不同属性的提升权重
|
||||
attributeWeights: {
|
||||
hp: 1.2, // 生命值提升权重较高
|
||||
attack: 1.0, // 攻击力标准权重
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* 计算关卡的基础属性倍数
|
||||
* @param stageNumber 关卡号(从1开始)
|
||||
* @param attributeType 属性类型(hp, attack)
|
||||
* @returns 属性倍数
|
||||
*/
|
||||
export function calculateStageMultiplier(stageNumber: number, attributeType: 'hp' | 'attack'): number {
|
||||
const config = StageMultiplierConfig;
|
||||
|
||||
// 基础倍数:1.0(第1关不变)
|
||||
let multiplier = 1.0;
|
||||
|
||||
// 每级小提升:(关卡-1) * 每级提升率 * 属性权重
|
||||
const levelBoost = (stageNumber - 1) * config.baseMultiplierPerLevel * config.attributeWeights[attributeType];
|
||||
|
||||
// 每10级大提升:向下取整(关卡/10) * 大幅提升率 * 属性权重
|
||||
const bigBoostCount = Math.floor(stageNumber / 10);
|
||||
const bigBoost = bigBoostCount * config.bigBoostMultiplier * config.attributeWeights[attributeType];
|
||||
|
||||
multiplier += levelBoost + bigBoost;
|
||||
|
||||
return multiplier;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取关卡所有属性的倍数
|
||||
* @param stageNumber 关卡号
|
||||
* @returns 所有属性倍数对象
|
||||
*/
|
||||
export function getStageAllMultipliers(stageNumber: number) {
|
||||
return {
|
||||
stageNumber: stageNumber,
|
||||
hp: calculateStageMultiplier(stageNumber, 'hp'),
|
||||
attack: calculateStageMultiplier(stageNumber, 'attack'),
|
||||
description: `第${stageNumber}关基础属性倍数`
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
import { _decorator, Animation, CCBoolean, Collider2D, Contact2DType, Tween, v3, Vec3 } from "cc";
|
||||
import { _decorator, Animation, CCBoolean, Collider2D, Contact2DType, Tween, UITransform, v3, Vec3 } from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { BezierMove } from "../BezierMove/BezierMove";
|
||||
import { DTType, EType, SkillSet, SType } from "../common/config/SkillSet";
|
||||
import { Attrs, DTType, EType, SkillSet, SType } from "../common/config/SkillSet";
|
||||
import { BoxSet, FacSet } from "../common/config/BoxSet";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
@@ -28,6 +28,7 @@ export class AtkConCom extends CCComp {
|
||||
run_time:number = 0;
|
||||
// 战斗相关运行时数据
|
||||
Attrs:any=null
|
||||
hit_count:number = 0;
|
||||
// 组件引用
|
||||
anim:Animation=null;
|
||||
tweenInstance:Tween<any> = null;
|
||||
@@ -133,29 +134,16 @@ export class AtkConCom extends CCComp {
|
||||
// if(this.hit_count > 0&&!is_range) this.ap=this.ap*(50+this.puncture_damage)/100 // 穿刺后 伤害减半,过滤范围伤害
|
||||
if(target == null) return;
|
||||
if (!this.Config) return;
|
||||
// let ap=this.ap
|
||||
// if(this.hit_count > 0 &&!is_range ){
|
||||
// ap=ap*(50+this.puncture_damage)/100
|
||||
// }
|
||||
// target.do_atked(ap,this.caster_crit,this.caster_crit_d,
|
||||
// this.burn_count,this.burn_value,
|
||||
// this.stun_time,this.stun_ratio,
|
||||
// this.frost_time,this.frost_ratio,
|
||||
// this.Config.AtkedType
|
||||
// ) // ap 及暴击 属性已经在skill.ts 处理
|
||||
// // console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
|
||||
// if(this.Config.debuff>0){
|
||||
// let debuff=this.Config
|
||||
// let dev=debuff.deV*(100+this.debuff_value)/100
|
||||
// let deR=debuff.deR+this.debuff_up
|
||||
// dev=Math.round(dev*100)/100
|
||||
// let deC=debuff.deC+this.debuff_count //dec只作为次数叠加
|
||||
// // //console.log("[SkillCom]:debuff",this.Config.name,debuff.debuff,deUP.deV,deUP.deC)
|
||||
// target.add_debuff(debuff.debuff,dev,deC,deR)
|
||||
// }
|
||||
// this.hit_count++
|
||||
// // console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture)
|
||||
// if(this.hit_count>=(this.Config.hit+this.puncture)&&(this.Config.DTType!=DTType.range)&&(this.Config.EType!=EType.animationEnd)&&(this.Config.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
|
||||
let damage=Math.floor(this.Attrs[Attrs.AP]*(SkillSet[this.s_uuid].ap/100))
|
||||
if(this.hit_count > 0 &&!is_range ){
|
||||
let Percentage=Math.pow((50+this.Attrs[Attrs.PUNCTURE_DMG])/100, this.hit_count)
|
||||
damage=damage*Percentage
|
||||
}
|
||||
target.do_atked(damage,this.Attrs,this.s_uuid) // ap 及暴击 属性已经在skill.ts 处理
|
||||
// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
|
||||
this.hit_count++
|
||||
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture)
|
||||
if(this.hit_count>=(this.Config.hit+this.Attrs[Attrs.PUNCTURE])&&(this.Config.DTType!=DTType.range)&&(this.Config.EType!=EType.animationEnd)&&(this.Config.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
|
||||
}
|
||||
update(deltaTime: number) {
|
||||
// 确保配置已初始化(处理 update 可能先于 start 执行的情况)
|
||||
@@ -181,7 +169,50 @@ export class AtkConCom extends CCComp {
|
||||
|
||||
this.toDestroy();
|
||||
}
|
||||
|
||||
public atk(args:any){
|
||||
let dis=this.node.getComponent(UITransform).width/2
|
||||
let targetsInRange: HeroViewComp[] = []
|
||||
|
||||
// 收集范围内所有敌方目标
|
||||
ecs.query(ecs.allOf(HeroViewComp)).some(e => {
|
||||
const view = e.get(HeroViewComp);
|
||||
if(view.fac!=this.fac) {
|
||||
const distance = Math.abs(this.node.position.x - view.node.position.x);
|
||||
if(distance <= dis) {
|
||||
targetsInRange.push(view);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 根据配置的hit_num决定攻击模式
|
||||
const hitNum = SkillSet[this.s_uuid].hit_num || 0;
|
||||
if(hitNum > 0) {
|
||||
// 限制目标数量:按距离排序,选择最近的N个目标
|
||||
if(targetsInRange.length > 0) {
|
||||
// 按距离排序(从近到远)
|
||||
targetsInRange.sort((a, b) => {
|
||||
const distanceA = Math.abs(this.node.position.x - a.node.position.x);
|
||||
const distanceB = Math.abs(this.node.position.x - b.node.position.x);
|
||||
return distanceA - distanceB;
|
||||
});
|
||||
|
||||
// 限制目标数量
|
||||
const maxTargets = Math.min(hitNum, targetsInRange.length);
|
||||
const selectedTargets = targetsInRange.slice(0, maxTargets);
|
||||
|
||||
selectedTargets.forEach(target => {
|
||||
this.single_damage(target, false);
|
||||
});
|
||||
}
|
||||
} else {
|
||||
// 范围伤害:对所有范围内目标造成伤害
|
||||
if(targetsInRange.length > 0) {
|
||||
targetsInRange.forEach(target => {
|
||||
this.single_damage(target, false);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
toDestroy() {
|
||||
if(this.is_destroy){
|
||||
if (this.ent) {
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { _decorator, CCBoolean, CCInteger, instantiate, Node, Prefab, v3, Vec3 } from "cc";
|
||||
import { _decorator, CCBoolean, CCFloat, CCInteger, instantiate, Node, Prefab, v3, Vec3 } from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
@@ -17,23 +17,29 @@ export class SkillViewCom extends CCComp {
|
||||
atkPrefab: Prefab = null!
|
||||
@property
|
||||
hasReady: boolean = false;
|
||||
@property
|
||||
ReadyLoop: boolean = false // 预备是否循环
|
||||
@property({ type: CCFloat })
|
||||
SkillTime: number = 0 // 技能控制存续时间时间
|
||||
@property({ type: CCFloat })
|
||||
ReadyTime: number = 0 // 技能前摇时间
|
||||
@property({ type: CCInteger })
|
||||
ReadyTime: number = 0
|
||||
@property({ type: CCInteger })
|
||||
runType: number = 0
|
||||
runType: number = 0 //技能运行类型 0-线性 1-贝塞尔 2-开始位置固定 3-目标位置固定
|
||||
@property({ type: CCInteger })
|
||||
ready_y: number = 0
|
||||
@property({ type: CCInteger })
|
||||
atk_x: number = 0
|
||||
@property({ type: CCInteger })
|
||||
atk_y: number = 0
|
||||
@property({ type: CCInteger })
|
||||
s_count:number=1;
|
||||
@property({ type: CCFloat })
|
||||
s_interval:number=0.2;
|
||||
|
||||
endTime: number = 0;
|
||||
readyFinish: boolean = false;
|
||||
caster:HeroViewComp=null!;
|
||||
s_uuid:number=0;
|
||||
s_count:number=1;
|
||||
s_interval:number=0.2;
|
||||
s_cd:number=0;
|
||||
scale: number = 0;
|
||||
cName:string="";
|
||||
@@ -60,7 +66,7 @@ export class SkillViewCom extends CCComp {
|
||||
}
|
||||
doEnd(dt: number) {
|
||||
this.endTime += dt
|
||||
if(this.endTime >= SkillSet[this.s_uuid].in) {
|
||||
if(this.endTime >= this.SkillTime) {
|
||||
this.ent.destroy()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,7 +3,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { AType, DTType, EType, SkillSet, SType, TGroup } from "../common/config/SkillSet";
|
||||
import { Attrs, AType, DTType, EType, SkillSet, SType, TGroup } from "../common/config/SkillSet";
|
||||
import { BoxSet, FacSet } from "../common/config/BoxSet";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
import { BezierMove } from "../BezierMove/BezierMove";
|
||||
@@ -156,7 +156,7 @@ export class SkillCom extends CCComp {
|
||||
|
||||
switch(this.skillConfig.SType){
|
||||
case SType.shield:
|
||||
this.caster.add_shield(this.caster[BuffAttr.HP_MAX]*(100+this.skillConfig.buV/100))
|
||||
this.caster.add_shield(this.caster[Attrs.HP_MAX]*(100+this.skillConfig.buV/100))
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -184,7 +184,7 @@ export class SkillCom extends CCComp {
|
||||
dev=Math.round(dev*100)/100
|
||||
let deC=debuff.deC+this.debuff_count //dec只作为次数叠加
|
||||
// //console.log("[SkillCom]:debuff",this.skillConfig.name,debuff.debuff,deUP.deV,deUP.deC)
|
||||
target.add_debuff(debuff.debuff,dev,deC,deR)
|
||||
target.addDebuff(debuff.debuff)
|
||||
}
|
||||
this.hit_count++
|
||||
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.skillConfig.hit,this.puncture)
|
||||
|
||||
@@ -4,6 +4,7 @@ import { CCComp } from "../../../../../extensions/oops-plugin-framework/assets/m
|
||||
import { HeroViewComp } from "../../hero/HeroViewComp";
|
||||
import { SkillCom } from "../SkillCom";
|
||||
import { AtkConCom } from "../../skill/AtkConCom";
|
||||
import { SkillSet } from "../../common/config/SkillSet";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@@ -17,53 +18,7 @@ export class AtkComComp extends CCComp {
|
||||
// this.on(ModuleEvent.Cmd, this.onHandler, this);
|
||||
}
|
||||
|
||||
public atk(args:any){
|
||||
let scom=this.node.getComponent(SkillCom)
|
||||
let acom=this.node.getComponent(AtkConCom)
|
||||
let skill=scom?scom:acom
|
||||
let dis=this.node.getComponent(UITransform).width/2
|
||||
let targetsInRange: HeroViewComp[] = []
|
||||
|
||||
// 收集范围内所有敌方目标
|
||||
ecs.query(ecs.allOf(HeroViewComp)).some(e => {
|
||||
const view = e.get(HeroViewComp);
|
||||
if(view.fac!=skill.fac) {
|
||||
const distance = Math.abs(skill.node.position.x - view.node.position.x);
|
||||
if(distance <= dis) {
|
||||
targetsInRange.push(view);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 根据配置的hit_num决定攻击模式
|
||||
const hitNum = skill.skillConfig?.hit_num || 0;
|
||||
if(hitNum > 0) {
|
||||
// 限制目标数量:按距离排序,选择最近的N个目标
|
||||
if(targetsInRange.length > 0) {
|
||||
// 按距离排序(从近到远)
|
||||
targetsInRange.sort((a, b) => {
|
||||
const distanceA = Math.abs(skill.node.position.x - a.node.position.x);
|
||||
const distanceB = Math.abs(skill.node.position.x - b.node.position.x);
|
||||
return distanceA - distanceB;
|
||||
});
|
||||
|
||||
// 限制目标数量
|
||||
const maxTargets = Math.min(hitNum, targetsInRange.length);
|
||||
const selectedTargets = targetsInRange.slice(0, maxTargets);
|
||||
|
||||
selectedTargets.forEach(target => {
|
||||
skill.single_damage(target, false);
|
||||
});
|
||||
}
|
||||
} else {
|
||||
// 范围伤害:对所有范围内目标造成伤害
|
||||
if(targetsInRange.length > 0) {
|
||||
targetsInRange.forEach(target => {
|
||||
skill.single_damage(target, false);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** 全局消息逻辑处理 */
|
||||
// private onHandler(event: string, args: any) {
|
||||
// switch (event) {
|
||||
|
||||
Reference in New Issue
Block a user