- 将出战英雄配置由数组改为单个英雄编号,简化相关接口和数据结构 - 统一出战英雄设置和获取方法,移除冗余多英雄管理逻辑 - 增加怪物生成时的强度倍率参数,支持怪物属性随关卡进度递增调整 - 扩展肉鸽模式配置,实现关卡类型区分及怪物数量动态计算 - 新增随机事件系统,支持事件关卡随机触发宝箱、陷阱、增益、减益等事件 - 优化怪物生成流程,整合怪物配置、等级和强度倍率信息,增强游戏体验
240 lines
8.4 KiB
TypeScript
240 lines
8.4 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 { smc } from "../common/SingletonModuleComp";
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import { GameEvent } from "../common/config/GameEvent";
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// 导入肉鸽配置
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import {
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getStageMonsterConfigs,
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MonsterType,
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getStageType,
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EventType,
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getRandomEvent
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} 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 {
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// 添加刷怪队列 - 使用新的RogueConfig格式
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private monsterQueue: Array<{
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uuid: number,
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position: number,
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type: MonsterType,
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level: number,
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strengthMultiplier: number
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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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private currentEvent: EventType | null = null; // 当前关卡的随机事件
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private eventProcessed: boolean = false; // 事件是否已处理
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onLoad(){
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this.on(GameEvent.FightReady,this.fight_ready,this)
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this.on(GameEvent.NewWave,this.fight_ready,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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fight_ready(){
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// console.log("[MissionMonComp]:fight_ready")
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smc.vmdata.mission_data.mon_num=0
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this.do_mon_wave()
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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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// 处理随机事件
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if (this.currentEvent && !this.eventProcessed) {
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this.processRandomEvent();
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this.eventProcessed = true;
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}
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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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// 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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this.eventProcessed = false;
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const currentStage = smc.data.mission;
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// 使用新的肉鸽关卡配置
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let level=smc.vmdata.mission_data.level
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const stageType = getStageType(currentStage,level);
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// 检查是否为事件关卡
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if (stageType === "event") {
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this.currentEvent = getRandomEvent();
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} else {
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this.currentEvent = null;
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}
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const monsterConfigs = getStageMonsterConfigs(currentStage,level);
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// console.log(`[MissionMonComp]:第${currentStage}关 - ${stageType}类型,怪物数量: ${monsterConfigs.length}`);
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this.generateMonstersFromStageConfig(monsterConfigs);
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}
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// 处理随机事件
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private processRandomEvent() {
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if (!this.currentEvent) return;
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switch (this.currentEvent) {
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case EventType.TREASURE:
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// 发送获得奖励事件
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smc.vmdata.mission_data.gold += 50; // 增加50金币
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// 可以触发UI提示
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// oops.message.dispatchEvent("event_treasure");
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break;
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case EventType.TRAP:
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// 对玩家造成伤害
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// 这里可以实现对玩家英雄造成伤害的逻辑
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// oops.message.dispatchEvent("event_trap");
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break;
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case EventType.BUFF:
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// 给玩家增加临时增益效果
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// oops.message.dispatchEvent("event_buff");
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break;
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case EventType.DEBUFF:
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// 给玩家增加临时减益效果
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// oops.message.dispatchEvent("event_debuff");
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break;
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}
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}
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// 根据新的关卡配置生成怪物
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private generateMonstersFromStageConfig(monsterConfigs: any[]) {
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const currentStage = smc.data.mission;
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// 设置怪物总数
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// console.log("[MissionMonComp] generateMonstersFromStageConfig",monsterConfigs)
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if (!monsterConfigs || monsterConfigs.length === 0) {
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console.warn(`[MissionMonComp]:关卡${currentStage}配置中没有怪物信息`);
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return;
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}
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// 为每个怪物配置生成怪物
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monsterConfigs.forEach((monsterConfig: any, index: number) => {
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const { uuid, type, strengthMultiplier } = monsterConfig;
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// 位置循环使用 (0-4)
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const position = index % 5;
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this.addToStageSpawnQueue(
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uuid,
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position,
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type,
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1, // 默认等级1
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strengthMultiplier // 强度倍率
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);
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});
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// console.log(`[MissionMonComp]:关卡${currentStage}将生成 ${monsterConfigs.length} 只怪物`);
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}
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// 添加到关卡刷怪队列 - 使用新的配置格式
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private addToStageSpawnQueue(
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uuid: number,
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position: number,
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type: MonsterType,
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level: number = 1,
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strengthMultiplier: number = 1.0
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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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type: type,
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level: level,
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strengthMultiplier: strengthMultiplier
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});
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}
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// 从队列中生成下一个怪物 - 使用新的配置格式
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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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const isBoss = monsterData.type === MonsterType.BOSS;
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this.addMonster(
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monsterData.uuid,
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monsterData.position,
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isBoss,
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false,
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monsterData.level,
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monsterData.strengthMultiplier
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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${monsterData.type}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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strengthMultiplier: number = 1.0
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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
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mon.load(pos,scale,uuid,is_boss,is_call,strengthMultiplier);
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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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} |