import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D} 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, getBuffNum, SkillSet } 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,enhancement?: any, stageMultipliers?: any) { scale=-1 let box_group=BoxSet.MONSTER console.log("mon load",uuid) // this.addComponents( MonModelComp, BattleMoveComp); var scene = smc.map.MapView.scene; this.brith_light(pos,scene) var path = "game/heros/"+HeroInfo[uuid].path; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); node.parent = scene.entityLayer!.node! 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) 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 smc.vmdata.mission_data.mon_num++ console.log("[Mon] mission_data.mon_num:",smc.vmdata.mission_data.mon_num) } brith_light(pos:Vec3,scene:any){ var path = "game/skills/map_birth"; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); 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) { 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; // 初始化Attrs属性系统,参考Hero.ts的实现 hv.Attrs = getBuffNum(); // 计算基础属性(使用关卡倍数) 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)} = ${finalAp}`); } else { console.log(`[Monster]: 怪物${hero.name} 使用基础属性 - HP: ${finalHp}, AP: ${finalAp}`); } hv.hp = hv.hp_max = finalHp; hv.ap = finalAp; hv.ap_base = finalAp; // 设置基础属性到Attrs系统 hv.Attrs[BuffAttr.SPEED] = hv.speed = hv.speed_base = hero.speed; hv.Attrs[BuffAttr.DIS] = hv.dis = hero.dis; hv.Attrs[BuffAttr.ATK_CD] = hv.cd = hero.cd; hv.Attrs[BuffAttr.HP_MAX] = hv.hp_max; hv.Attrs[BuffAttr.AP] = hv.ap; hv.Attrs[BuffAttr.DEF] = hv.def; // 处理原有Buff,使用统一的apply_buff方法 hero.buff.forEach((buff:any)=>{ hv.apply_buff(buff.type, buff.value); }) // 处理肉鸽模式的增强属性 if (enhancement && enhancement.buffList && enhancement.buffList.length > 0) { console.log(`[Monster]: 怪物${hero.name}应用增强属性:`, enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`)); enhancement.buffList.forEach((buff:any)=>{ hv.apply_buff(buff.buffType, buff.value); }) } // 重新计算最终HP(因为buff可能修改了hp_max) hv.hp = hv.hp_max; for(let i=0;i