Files
heros/assets/script/game/hero/Mon.ts
walkpan 6d5c768a30 refactor(game): 精简肉鸽模式关卡配置并优化怪物加载逻辑
- 调整SkillSet基础攻击技能参数,降低CD时间和技能消耗
- 更新HeroInfo中英雄和怪物的技能组合,替换为更合理的技能ID
- 注释掉部分法师及精英怪物的定义,简化怪物列表
- 优化Monster类load和hero_init方法,移除不再使用的增强属性和关卡倍数参数
- 精简MissionMonComp刷怪队列逻辑,移除增强属性和关卡倍数支持
- 调整RogueConfig,去除怪物增强属性相关代码,仅保留基础刷怪类型和数量配置
- 修正SkillCom中使用属性枚举的地方,使用统一Attrs枚举
- 清理代码注释和多余空行,提升代码规范性和可读性
2025-10-19 12:06:18 +08:00

112 lines
4.0 KiB
TypeScript

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 { Attrs, getAttrs, 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<ecs.Comp>(
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) {
scale=-1
let box_group=BoxSet.MONSTER
// console.log("mon load",uuid)
// this.addComponents<ecs.Comp>( 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)
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) {
var hv = node.getComponent(HeroViewComp)!;
// 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;
// 初始化基础属性
const baseHp = hero.hp;
const baseAp = hero.ap;
for(let i=0;i<hero.skills.length;i++){
let skill={ uuid:SkillSet[hero.skills[i]].uuid, cd_max:SkillSet[hero.skills[i]].cd,cost:SkillSet[hero.skills[i]].cost,cd:0 }
hv.skills.push(skill)
}
hv.base_ap=baseAp
hv.base_map=hero.mp
hv.base_def=hero.def
hv.base_hp=baseHp
hv.base_mp=hero.mp
hv.hp=hv.base_hp
hv.mp=hv.base_mp
hv.Attrs=getAttrs()
hv.Attrs[Attrs.HP_MAX]=hv.base_hp
hv.Attrs[Attrs.MP_MAX]=hv.base_mp
hv.Attrs[Attrs.DEF]=hv.base_def
hv.Attrs[Attrs.AP]=hv.base_ap
hv.Attrs[Attrs.MAP]=hv.base_map
hv.Attrs[Attrs.SPEED]=hero.speed
hv.Attrs[Attrs.DIS]=hero.dis
// 初始化 buff/debuff 系统
hv.initAttrs();
this.add(hv);
}
}