import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas} from "cc"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { smc } from "../common/SingletonModuleComp"; import { HeroViewComp } from "./HeroViewComp"; import { BoxSet, FacSet } from "../common/config/BoxSet"; import { HeroInfo } from "../common/config/heroSet"; import { MonModelComp } from "./MonModelComp"; import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp"; import { SkillConComp } from "./SkillConComp"; import { BuffAttr } from "../common/config/SkillSet"; /** 角色实体 */ @ecs.register(`Monster`) export class Monster extends ecs.Entity { HeroModel!: MonModelComp; HeroView!: HeroViewComp; BattleMove!: BattleMoveComp; protected init() { this.addComponents( BattleMoveComp, MonModelComp, ); } destroy(): void { this.remove(HeroViewComp); this.remove(MonModelComp); super.destroy(); } /** 加载角色 */ load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,lv:number=1,rogueBuffData?: any[]) { scale=-1 let box_group=BoxSet.MONSTER console.log("mon load",uuid) // this.addComponents( MonModelComp, BattleMoveComp); var path = "game/heros/"+HeroInfo[uuid].path; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); var scene = smc.map.MapView.scene; node.parent = scene.entityLayer!.node! node.setPosition(pos) this.hero_init(uuid,node,scale,box_group,is_boss,is_call,lv,rogueBuffData) oops.message.dispatchEvent("monster_load",this) // 初始化移动参数 const move = this.get(BattleMoveComp); move.direction = -1; // 向左移动 move.targetX = -800; // 左边界 } hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false,lv:number=1,rogueBuffData?: any[]) { var hv = node.getComponent(HeroViewComp)!; hv.hide_info() // console.log("hero_init",buff) let hero= HeroInfo[uuid] // 共用英雄数据 hv.scale = scale; hv.fac = FacSet.MON; hv.type = hero.type; hv.is_boss = is_boss; if(!is_boss){ hv.is_kalami=true } hv.box_group = box_group; hv.hero_uuid= uuid; hv.hero_name= hero.name; hv.speed =hv.ospeed = hero.speed; hv.dis = hero.dis; // 根据Design.md设计文档计算怪物等级属性 const baseHp = hero.hp; const baseAp = hero.ap; // 怪物属性随等级增长 (根据Design.md中的公式) // HP增长: Math.floor(baseHp * (1 + (level-1) * 0.3)) // AP增长: Math.floor(baseAp * (1 + (level-1) * 0.25)) const levelHp = Math.floor(baseHp * (1 + (lv - 1) * 0.5)); const levelAp = Math.floor(baseAp * (1 + (lv - 1) * 0.1)); hv.hp = hv.hp_max = levelHp; hv.ap = levelAp; console.log(`[Monster]: 怪物${hero.name}(等级${lv}) - 基础HP:${baseHp}->等级HP:${levelHp}, 基础AP:${baseAp}->等级AP:${levelAp}`); hv.cd = hero.cd hv.atk_skill=hero.skills[0] // 处理原有Buff hero.buff.forEach((buff:any)=>{ this.applyBuffToMonster(hv, buff); }) // 处理肉鸽模式的词条Buff if (rogueBuffData && rogueBuffData.length > 0) { console.log(`[Monster]: 怪物${hero.name}应用肉鸽词条:`, rogueBuffData); rogueBuffData.forEach((buff:any)=>{ this.applyBuffToMonster(hv, buff); }) } // 重新计算最终HP(因为buff可能修改了hp_max) hv.hp = hv.hp_max; this.add(hv); } /** * 应用Buff到怪物的通用方法 */ private applyBuffToMonster(hv: any, buff: any) { switch(buff.buff_type){ case BuffAttr.CRITICAL: hv.crit+=buff.value break case BuffAttr.CRITICAL_DMG: hv.crit_d+=buff.value break case BuffAttr.DODGE: hv.dod+=buff.value break case BuffAttr.DODGE_NO: hv.dod_no+=buff.value break case BuffAttr.CRITICAL_NO: hv.crit_no+=buff.value break case BuffAttr.BURN_COUNT: hv.burn_count+=buff.value break case BuffAttr.PUNCTURE: hv.puncture+=buff.value break case BuffAttr.PUNCTURE_DMG: hv.puncture_damage+=buff.value break case BuffAttr.WFUNY: hv.wfuny+=buff.value break case BuffAttr.ATK_CD: hv.cd=hv.cd*(100+buff.value)/100 break case BuffAttr.HP: hv.hp_max=hv.hp_max*(100+buff.value)/100 break case BuffAttr.DEF: hv.def+=buff.value break case BuffAttr.ATK: hv.ap=hv.ap*(100+buff.value)/100 break case BuffAttr.FROST_RATIO: hv.frost_ratto+=buff.value break } } }