182 lines
6.8 KiB
TypeScript
182 lines
6.8 KiB
TypeScript
import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D} from "cc";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../common/SingletonModuleComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { MonModelComp } from "./MonModelComp";
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import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
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import { SkillConComp } from "./SkillConComp";
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import { BuffAttr, SkillSet } from "../common/config/SkillSet";
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/** 角色实体 */
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@ecs.register(`Monster`)
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export class Monster extends ecs.Entity {
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HeroModel!: MonModelComp;
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HeroView!: HeroViewComp;
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BattleMove!: BattleMoveComp;
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protected init() {
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this.addComponents<ecs.Comp>(
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BattleMoveComp,
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MonModelComp,
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);
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}
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destroy(): void {
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this.remove(HeroViewComp);
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this.remove(MonModelComp);
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super.destroy();
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,lv:number=1,rogueBuffData?: any[], rogueHp?: number, rogueAttack?: number) {
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scale=-1
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let box_group=BoxSet.MONSTER
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console.log("mon load",uuid)
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// this.addComponents<ecs.Comp>( MonModelComp, BattleMoveComp);
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var scene = smc.map.MapView.scene;
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this.brith_light(pos,scene)
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var path = "game/heros/"+HeroInfo[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.parent = scene.entityLayer!.node!
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const collider = node.getComponent(BoxCollider2D);
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if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
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node.setPosition(pos)
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this.hero_init(uuid,node,scale,box_group,is_boss,is_call,lv,rogueBuffData,rogueHp,rogueAttack)
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oops.message.dispatchEvent("monster_load",this)
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// 初始化移动参数
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const move = this.get(BattleMoveComp);
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move.direction = -1; // 向左移动
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move.targetX = -800; // 左边界
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}
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brith_light(pos:Vec3,scene:any){
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var path = "game/skills/map_birth";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.parent = scene.entityLayer!.node!
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node.setPosition(pos)
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}
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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[], rogueHp?: number, rogueAttack?: number) {
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var hv = node.getComponent(HeroViewComp)!;
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hv.hide_info()
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// console.log("hero_init",buff)
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let hero= HeroInfo[uuid] // 共用英雄数据
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hv.scale = scale;
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hv.fac = FacSet.MON;
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hv.type = hero.type;
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hv.is_boss = is_boss;
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if(!is_boss){
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hv.is_kalami=true
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}
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hv.box_group = box_group;
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hv.hero_uuid= uuid;
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hv.hero_name= hero.name;
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hv.speed =hv.speed_base = hero.speed;
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hv.dis = hero.dis;
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// 肉鸽模式使用固定数值,否则使用等级计算
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if (rogueHp !== undefined && rogueAttack !== undefined) {
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// 肉鸽模式:使用固定数值
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hv.hp = hv.hp_max = rogueHp;
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hv.ap = rogueAttack;
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hv.ap_base = rogueAttack;
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console.log(`[Monster-Rogue]: 怪物${hero.name} - 固定HP:${rogueHp}, 固定AP:${rogueAttack}`);
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} else {
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// 普通模式:根据Design.md设计文档计算怪物等级属性
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const baseHp = hero.hp;
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const baseAp = hero.ap;
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// 怪物属性随等级增长 (根据Design.md中的公式)
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// HP增长: Math.floor(baseHp * (1 + (level-1) * 0.3))
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// AP增长: Math.floor(baseAp * (1 + (level-1) * 0.25))
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const levelHp = Math.floor(baseHp * (1 + (lv - 1) * 0.5));
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const levelAp = Math.floor(baseAp * (1 + (lv - 1) * 0.1));
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hv.hp = hv.hp_max = levelHp;
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hv.ap = levelAp;
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hv.ap_base=levelAp
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console.log(`[Monster]: 怪物${hero.name}(等级${lv}) - 基础HP:${baseHp}->等级HP:${levelHp}, 基础AP:${baseAp}->等级AP:${levelAp}`);
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}
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hv.cd = hero.cd
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for(let i=0;i<hero.skills.length;i++){
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hv.skills.push({
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cd:0,
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uuid:hero.skills[i],
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cd_max:i==0?hero.cd:SkillSet[hero.skills[i]].cd
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})
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}
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// 处理原有Buff
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hero.buff.forEach((buff:any)=>{
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this.applyBuffToMonster(hv, buff);
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})
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// 处理肉鸽模式的词条Buff
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if (rogueBuffData && rogueBuffData.length > 0) {
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console.log(`[Monster]: 怪物${hero.name}应用肉鸽词条:`, rogueBuffData);
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rogueBuffData.forEach((buff:any)=>{
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this.applyBuffToMonster(hv, buff);
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})
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}
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// 重新计算最终HP(因为buff可能修改了hp_max)
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hv.hp = hv.hp_max;
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this.add(hv);
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}
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/**
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* 应用Buff到怪物的通用方法
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*/
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private applyBuffToMonster(hv: any, buff: any) {
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switch(buff.buff_type){
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case BuffAttr.CRITICAL:
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hv.crit+=buff.value
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break
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case BuffAttr.CRITICAL_DMG:
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hv.crit_d+=buff.value
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break
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case BuffAttr.DODGE:
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hv.dod+=buff.value
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break
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case BuffAttr.DODGE_NO:
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hv.dod_no+=buff.value
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break
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case BuffAttr.CRITICAL_NO:
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hv.crit_no+=buff.value
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break
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case BuffAttr.BURN_COUNT:
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hv.burn_count+=buff.value
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break
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case BuffAttr.PUNCTURE:
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hv.puncture+=buff.value
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break
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case BuffAttr.PUNCTURE_DMG:
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hv.puncture_damage+=buff.value
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break
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case BuffAttr.WFUNY:
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hv.wfuny+=buff.value
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break
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case BuffAttr.ATK_CD:
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hv.cd=hv.cd*(100+buff.value)/100
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break
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case BuffAttr.HP:
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hv.hp_max=hv.hp_max*(100+buff.value)/100
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break
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case BuffAttr.DEF:
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hv.def+=buff.value
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break
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case BuffAttr.ATK:
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hv.ap=hv.ap*(100+buff.value)/100
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break
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case BuffAttr.FROST_RATIO:
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hv.frost_ratio+=buff.value
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break
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}
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}
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} |