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heros/assets/script/game/hero/Mon.ts

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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 } 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,lv:number=1,rogueBuffData?: any[]) {
scale=-1
let box_group=BoxSet.MONSTER
console.log("mon load",uuid)
// this.addComponents<ecs.Comp>( MonModelComp, BattleMoveComp);
var path = "game/heros/"+HeroInfo[uuid].path;
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
var scene = smc.map.MapView.scene;
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,lv,rogueBuffData)
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
}
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[]) {
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;
hv.speed =hv.ospeed = hero.speed;
hv.dis = hero.dis;
// 根据Design.md设计文档计算怪物等级属性
const baseHp = hero.hp;
const baseAp = hero.ap;
// 怪物属性随等级增长 (根据Design.md中的公式)
// HP增长: Math.floor(baseHp * (1 + (level-1) * 0.3))
// AP增长: Math.floor(baseAp * (1 + (level-1) * 0.25))
const levelHp = Math.floor(baseHp * (1 + (lv - 1) * 0.5));
const levelAp = Math.floor(baseAp * (1 + (lv - 1) * 0.1));
hv.hp = hv.hp_max = levelHp;
hv.ap = levelAp;
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}`);
hv.cd = hero.cd
hv.atk_skill=hero.skills[0]
// 处理原有Buff
hero.buff.forEach((buff:any)=>{
this.applyBuffToMonster(hv, buff);
})
// 处理肉鸽模式的词条Buff
if (rogueBuffData && rogueBuffData.length > 0) {
console.log(`[Monster]: 怪物${hero.name}应用肉鸽词条:`, rogueBuffData);
rogueBuffData.forEach((buff:any)=>{
this.applyBuffToMonster(hv, buff);
})
}
// 重新计算最终HP因为buff可能修改了hp_max
hv.hp = hv.hp_max;
this.add(hv);
}
/**
* 应用Buff到怪物的通用方法
*/
private applyBuffToMonster(hv: any, buff: any) {
switch(buff.buff_type){
case BuffAttr.CRITICAL:
hv.crit+=buff.value
break
case BuffAttr.CRITICAL_DMG:
hv.crit_d+=buff.value
break
case BuffAttr.DODGE:
hv.dod+=buff.value
break
case BuffAttr.DODGE_NO:
hv.dod_no+=buff.value
break
case BuffAttr.CRITICAL_NO:
hv.crit_no+=buff.value
break
case BuffAttr.BURN_COUNT:
hv.burn_count+=buff.value
break
case BuffAttr.PUNCTURE:
hv.puncture+=buff.value
break
case BuffAttr.PUNCTURE_DMG:
hv.puncture_damage+=buff.value
break
case BuffAttr.WFUNY:
hv.wfuny+=buff.value
break
case BuffAttr.ATK_CD:
hv.cd=hv.cd*(100+buff.value)/100
break
case BuffAttr.HP:
hv.hp_max=hv.hp_max*(100+buff.value)/100
break
case BuffAttr.DEF:
hv.def+=buff.value
break
case BuffAttr.ATK:
hv.ap=hv.ap*(100+buff.value)/100
break
case BuffAttr.FROST_RATIO:
hv.frost_ratto+=buff.value
break
}
}
}