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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, getBuffNum, 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,enhancement?: any, stageMultipliers?: any) {
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,enhancement,stageMultipliers)
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,enhancement?: any, stageMultipliers?: 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;
// 初始化Attrs属性系统参考Hero.ts的实现
hv.Attrs = getBuffNum();
// 计算基础属性(使用关卡倍数)
const baseHp = hero.hp;
const baseAp = hero.ap;
// 应用关卡倍数
let finalHp = baseHp;
let finalAp = baseAp;
if (stageMultipliers) {
finalHp = Math.floor(baseHp * stageMultipliers.hp);
finalAp = Math.floor(baseAp * stageMultipliers.attack);
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)} = ${finalAp}`);
} else {
console.log(`[Monster]: 怪物${hero.name} 使用基础属性 - HP: ${finalHp}, AP: ${finalAp}`);
}
hv.hp = hv.hp_max = finalHp;
hv.ap = finalAp;
hv.ap_base = finalAp;
// 设置基础属性到Attrs系统
hv.Attrs[BuffAttr.SPEED] = hv.speed = hv.speed_base = hero.speed;
hv.Attrs[BuffAttr.DIS] = hv.dis = hero.dis;
hv.Attrs[BuffAttr.ATK_CD] = hv.cd = hero.cd;
hv.Attrs[BuffAttr.HP_MAX] = hv.hp_max;
hv.Attrs[BuffAttr.AP] = hv.ap;
hv.Attrs[BuffAttr.DEF] = hv.def;
// 处理原有Buff使用统一的apply_buff方法
hero.buff.forEach((buff:any)=>{
hv.apply_buff(buff.type, buff.value);
})
// 处理肉鸽模式的增强属性
if (enhancement && enhancement.buffList && enhancement.buffList.length > 0) {
console.log(`[Monster]: 怪物${hero.name}应用增强属性:`, enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`));
enhancement.buffList.forEach((buff:any)=>{
hv.apply_buff(buff.buffType, buff.value);
})
}
// 重新计算最终HP因为buff可能修改了hp_max
hv.hp = hv.hp_max;
for(let i=0;i<hero.skills.length;i++){
hv.skills.push({
cd:0,
uuid:hero.skills[i],
cd_max:i==0?hero.cd:SkillSet[hero.skills[i]].cd
})
}
this.add(hv);
}
}