138 lines
5.5 KiB
TypeScript
138 lines
5.5 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, getBuffNum, 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,enhancement?: any, stageMultipliers?: any) {
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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,enhancement,stageMultipliers)
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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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smc.vmdata.mission_data.mon_num++
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// console.log("[Mon] mission_data.mon_num:",smc.vmdata.mission_data.mon_num)
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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,enhancement?: any, stageMultipliers?: any) {
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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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// 初始化Attrs属性系统,参考Hero.ts的实现
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hv.Attrs = getBuffNum();
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// 计算基础属性(使用关卡倍数)
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const baseHp = hero.hp;
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const baseAp = hero.ap;
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// 应用关卡倍数
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let finalHp = baseHp;
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let finalAp = baseAp;
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if (stageMultipliers) {
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finalHp = Math.floor(baseHp * stageMultipliers.hp);
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finalAp = Math.floor(baseAp * stageMultipliers.attack);
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// 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)} = ${finalAp}`);
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} else {
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// console.log(`[Monster]: 怪物${hero.name} 使用基础属性 - HP: ${finalHp}, AP: ${finalAp}`);
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}
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hv.hp = hv.hp_max = finalHp;
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hv.ap = finalAp;
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hv.ap_base = finalAp;
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// 设置基础属性到Attrs系统
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hv.Attrs[BuffAttr.SPEED] = hv.speed = hv.speed_base = hero.speed;
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hv.Attrs[BuffAttr.DIS] = hv.dis = hero.dis;
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hv.Attrs[BuffAttr.ATK_CD] = hv.cd = hero.cd;
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hv.Attrs[BuffAttr.HP_MAX] = hv.hp_max;
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hv.Attrs[BuffAttr.AP] = hv.ap;
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hv.Attrs[BuffAttr.DEF] = hv.def;
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// 处理原有Buff,使用统一的apply_buff方法
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hero.buff.forEach((buff:any)=>{
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hv.apply_buff(buff.type, buff.value);
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})
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// 处理肉鸽模式的增强属性
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if (enhancement && enhancement.buffList && enhancement.buffList.length > 0) {
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// console.log(`[Monster]: 怪物${hero.name}应用增强属性:`, enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`));
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enhancement.buffList.forEach((buff:any)=>{
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hv.apply_buff(buff.buffType, buff.value);
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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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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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this.add(hv);
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}
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} |