239 lines
9.4 KiB
TypeScript
239 lines
9.4 KiB
TypeScript
import { _decorator, v3, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { Monster } from "../hero/Mon";
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import { MonSet } from "../common/config/heroSet";
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import { FightSet } from "../common/config/Mission";
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import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { smc } from "../common/SingletonModuleComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { oops } from "db://oops-framework/core/Oops";
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// 导入肉鸽配置
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import { getRogueWaveConfig, RogueConfig, RogueWaveType, AffixCountConfig, MonsterAffixConfig } from "./RogueConfig";
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import { MonModelComp } from "../hero/MonModelComp";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('MissionMonCompComp')
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@ecs.register('MissionMonComp', false)
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export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 扩展支持词条
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private monsterQueue: Array<{
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uuid: number,
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position: number,
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isBoss: boolean,
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level: number,
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affixes?: any[],
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buffData?: any[], // 使用BuffAttr格式的buff数据
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rogueHp?: number, // 肉鸽固定血量
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rogueAttack?: number // 肉鸽固定攻击力
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}> = [];
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private isSpawning: boolean = false;// 是否正在生成怪物
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private spawnInterval: number = 0.1; // 每个怪物生成间隔时间
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private spawnTimer: number = 0; // 生成计时器
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private spawnCount: number = 0; // 召唤计数器
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private pauseInterval: number = 5.0; // 暂停间隔时间(5秒)
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private isPausing: boolean = false; // 是否正在暂停
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onLoad(){
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this.on(GameEvent.NewWave,this.do_mon_wave,this)
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}
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/** 视图层逻辑代码分离演示 */
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start() {
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// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
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// this.on(ModuleEvent.Cmd, this.onHandler, this);
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}
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protected update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause) return
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// 处理刷怪队列
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if (this.monsterQueue.length > 0 && !this.isSpawning) {
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this.spawnTimer += dt;
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// 检查是否需要暂停(每召唤5次后暂停5秒)
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if (this.isPausing) {
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if (this.spawnTimer >= this.pauseInterval) {
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// 暂停结束,重置状态
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this.isPausing = false;
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this.spawnCount = 0;
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this.spawnTimer = 0;
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console.log("[MissionMonComp]: 暂停结束,继续召唤怪物");
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}
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return; // 暂停期间不召唤怪物
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}
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// 正常召唤间隔
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if (this.spawnTimer >= this.spawnInterval) {
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this.spawnNextMonster();
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this.spawnTimer = 0;
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// 检查是否需要进入暂停状态
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if (this.spawnCount >= 5) {
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this.isPausing = true;
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this.spawnTimer = 0; // 重置计时器用于暂停计时
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console.log("[MissionMonComp]: 已召唤5只怪物,开始暂停5秒");
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}
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}
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}
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}
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do_mon_wave(){
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console.log("[MissionMonComp]:怪物登场,当前波次 :",smc.vmdata.mission_data.current_wave)
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// 重置召唤相关状态
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this.spawnCount = 0;
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this.isPausing = false;
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this.spawnTimer = 0;
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const currentWave = smc.vmdata.mission_data.current_wave;
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// 使用肉鸽模式配置
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const rogueWaveConfig = getRogueWaveConfig(currentWave);
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console.log(`[MissionMonComp]:肉鸽模式第${currentWave}波配置:`, rogueWaveConfig.description);
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this.generateRogueMonstersFromConfig(rogueWaveConfig);
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}
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// 根据肉鸽配置生成怪物(肉鸽模式)
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private generateRogueMonstersFromConfig(rogueWaveConfig: any) {
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const { monsters, waveType } = rogueWaveConfig;
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const currentWave = smc.vmdata.mission_data.current_wave;
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const monsterLevel = RogueConfig.getMonsterLevel(currentWave);
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smc.vmdata.mission_data.mon_num=monsters.reduce((total: number, group: any) => total + group.count, 0);
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// 固定9波模式,所有波次都是战斗波次
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console.log(`[MissionMonComp]:第${currentWave}波 - ${waveType}战斗波次`);
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if (!monsters || monsters.length === 0) {
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console.warn(`[MissionMonComp]:肉鸽波次配置中没有怪物信息`);
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return;
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}
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monsters.forEach((monsterGroup: any) => {
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const { uuid, count, affixes, enhancedStats, buffData, isBoss, rogueHp, rogueAttack } = monsterGroup;
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// 为每个怪物组生成指定数量的怪物
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for (let i = 0; i < count; i++) {
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// 位置循环使用 (0-9),如果怪物数量超过10个位置,则循环使用
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const position = i % 5;
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this.addToSpawnQueueWithAffixes(
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uuid,
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position,
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isBoss || false,
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monsterLevel,
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affixes,
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buffData, // 现在传递buffData而不是enhancedStats和specialEffects
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rogueHp, // 传递固定血量
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rogueAttack // 传递固定攻击力
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);
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}
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});
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const totalMonsters = monsters.reduce((total: number, group: any) => total + group.count, 0);
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console.log(`[MissionMonComp]:肉鸽模式本波次将生成 ${totalMonsters} 只怪物,等级: ${monsterLevel}`);
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// 输出词条信息
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monsters.forEach((monsterGroup: any) => {
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if (monsterGroup.buffData && monsterGroup.buffData.length > 0) {
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console.log(`[MissionMonComp]:怪物 ${monsterGroup.uuid} 拥有词条:`, monsterGroup.buffData);
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// 输出词条名称
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monsterGroup.buffData.forEach((buff: any) => {
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const config = MonsterAffixConfig[buff.buff_type];
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if (config) {
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console.log(`[MissionMonComp]: - ${config.name}: ${config.description}`);
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}
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});
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}
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});
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}
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// 新增:添加到刷怪队列 - 增加level参数(普通模式)
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private addToSpawnQueue(uuid: number, position: number, isBoss: boolean = false, level: number = 1) {
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this.monsterQueue.push({
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uuid: uuid,
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position: position,
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isBoss: isBoss,
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level: level
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});
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}
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// 新增:添加到刷怪队列 - 支持词条(肉鸽模式)
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private addToSpawnQueueWithAffixes(
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uuid: number,
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position: number,
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isBoss: boolean = false,
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level: number = 1,
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affixes?: any[],
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buffData?: any[],
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rogueHp?: number,
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rogueAttack?: number
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) {
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this.monsterQueue.push({
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uuid: uuid,
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position: position,
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isBoss: isBoss,
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level: level,
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affixes: affixes,
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buffData: buffData,
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rogueHp: rogueHp,
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rogueAttack: rogueAttack
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});
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}
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// 新增:从队列中生成下一个怪物 - 传递词条参数
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private spawnNextMonster() {
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if (this.monsterQueue.length === 0) return;
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const monsterData = this.monsterQueue.shift();
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if (monsterData) {
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this.addMonster(
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monsterData.uuid,
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monsterData.position,
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monsterData.isBoss,
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false,
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monsterData.level,
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monsterData.buffData,
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monsterData.rogueHp,
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monsterData.rogueAttack
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);
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// 增加召唤计数
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this.spawnCount++;
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console.log(`[MissionMonComp]: 召唤第${this.spawnCount}只怪物,剩余队列: ${this.monsterQueue.length}`);
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}
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}
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private addMonster(
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uuid: number = 1001,
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i: number = 0,
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is_boss: boolean = false,
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is_call: boolean = false,
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lv: number = 1,
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buffData?: any[],
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rogueHp?: number,
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rogueAttack?: number
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) {
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let mon = ecs.getEntity<Monster>(Monster);
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let scale = -1;
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let pos: Vec3 = v3(MonSet[i].pos);
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// 生成怪物,传递词条buff数据和肉鸽固定数值
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mon.load(pos, scale, uuid, is_boss, is_call, lv, buffData, rogueHp, rogueAttack);
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// 如果有词条buff数据,记录到控制台
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if (buffData && buffData.length > 0) {
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console.log(`[MissionMonComp]: 怪物 ${uuid} 获得肉鸽词条Buff:`, buffData);
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}
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// 如果有肉鸽固定数值,记录到控制台
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if (rogueHp !== undefined && rogueAttack !== undefined) {
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console.log(`[MissionMonComp]: 怪物 ${uuid} 使用肉鸽固定数值 - HP: ${rogueHp}, 攻击: ${rogueAttack}`);
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}
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}
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/** 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 */
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reset() {
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// this.node.destroy();
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}
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} |