import { _decorator, 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 { Monster } from "../hero/Mon"; import { MonSet } from "../common/config/heroSet"; import { smc } from "../common/SingletonModuleComp"; import { GameEvent } from "../common/config/GameEvent"; // 导入肉鸽配置 import { MonType, EventType, getStageMonConfigs} from "./RogueConfig"; import { BuffConf } from "../common/config/SkillSet"; import { IndexSet } from "../common/config/GameSet"; 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 private MonQueue: Array<{ uuid: number, position: number, type: MonType level: 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 private spawnTimer: number = 0; // 生成计时器 private spawnCount: number = 0; // 召唤计数器 private pauseInterval: number = 5.0; // 暂停间隔时间(5秒) private isPausing: boolean = false; // 是否正在暂停 private currentEvent: EventType | null = null; // 当前关卡的随机事件 private eventProcessed: boolean = false; // 事件是否已处理 /** 全局生成顺序计数器,用于层级管理 */ private globalSpawnOrder: number = 0; 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 // this.on(ModuleEvent.Cmd, this.onHandler, this); } fight_ready(){ // console.log("[MissionMonComp]:fight_ready") smc.vmdata.mission_data.mon_num=0 // 重置生成顺序计数器 this.globalSpawnOrder = 0 this.do_mon_wave() } protected update(dt: number): void { if(!smc.mission.play||smc.mission.pause) return // 处理随机事件 if (this.currentEvent && !this.eventProcessed) { this.eventProcessed = true; } // 处理刷怪队列 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) if (this.isPausing) { if (this.spawnTimer >= this.pauseInterval) { // 暂停结束,重置状态 this.isPausing = false; this.spawnCount = 0; this.spawnTimer = 0; // console.log("[MissionMonComp]: 暂停结束,继续召唤怪物"); } return; // 暂停期间不召唤怪物 } // 正常召唤间隔 if (this.spawnTimer >= this.spawnInterval) { this.spawnNextMonster(); this.spawnTimer = 0; // 检查是否需要进入暂停状态 if (this.spawnCount >= 5) { this.isPausing = true; this.spawnTimer = 0; // 重置计时器用于暂停计时 // console.log("[MissionMonComp]: 已召唤5只怪物,开始暂停5秒"); } } } } do_mon_wave(){ // 重置召唤相关状态 this.spawnCount = 0; this.isPausing = false; this.spawnTimer = 0; this.eventProcessed = false; const cStage = smc.data.mission; // 使用新的肉鸽关卡配置 let level=smc.vmdata.mission_data.level const monsConf = getStageMonConfigs(cStage); // console.log(`[MissionMonComp]:第${cStage}关 - ${stageType}类型,怪物数量: ${monsConf.length}`); const monsConfFiltered = monsConf.filter((mon: any, index) => index === 0); this.generateMonsters(monsConfFiltered); } // 根据新的关卡配置生成怪物 private generateMonsters(monsConf: any[]) { const cStage = smc.data.mission; // 设置怪物总数 // console.log("[MissionMonComp] generateMonsters",monsConf) if (!monsConf || monsConf.length === 0) { console.warn(`[MissionMonComp]:关卡${cStage}配置中没有怪物信息`); return; } // 为每个怪物配置生成怪物 monsConf.forEach((mon: any, index: number) => { const { uuid, type,level, buffs } = mon; // 位置循环使用 (0-4) const position = index % 5; this.addToStageSpawnQueue( uuid, position, type, level, // 默认等级1 buffs // 强度倍率 ); }); // console.log(`[MissionMonComp]:关卡${cStage}将生成 ${monsConf.length} 只怪物`); } // 添加到关卡刷怪队列 - 使用新的配置格式 private addToStageSpawnQueue( uuid: number, position: number, type: MonType, level: number = 1, buffs: BuffConf[] = [] ) { this.MonQueue.push({ uuid: uuid, position: position, type: type, level: level, buffs: buffs }); } // 从队列中生成下一个怪物 - 使用新的配置格式 private spawnNextMonster() { if (this.MonQueue.length === 0) return; const monsterData = this.MonQueue.shift(); if (monsterData) { this.addMonster( monsterData.uuid, monsterData.position, monsterData.type, monsterData.level, monsterData.buffs ); // 增加召唤计数 this.spawnCount++; // console.log(`[MissionMonComp]: 召唤第${this.spawnCount}只${monsterData.type}怪物,剩余队列: ${this.MonQueue.length}`); } } private addMonster( uuid: number = 1001, i: number = 0, monType: MonType = MonType.NORMAL, lv: number = 1, buffs: BuffConf[] = [] ) { let mon = ecs.getEntity(Monster); let scale = -1; let pos: Vec3 = v3(MonSet[i].pos); // 根据位置判断线路:y=110为一线(lane=0),y=80为二线(lane=1) const lane = pos.y === 110 ? 0 : 1; // 递增全局生成顺序 - 🔥 添加溢出保护 this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999; // 防止无限增长,在999处循环重置 // 生成怪物,传递线路和生成顺序 mon.load(pos, scale, uuid, lv, monType, buffs, false, lane, this.globalSpawnOrder); } /** 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(); } }