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heros/assets/script/game/map/MissionMonComp.ts

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import { _decorator, v3, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { Monster } from "../hero/Mon";
import { MonSet } from "../common/config/heroSet";
import { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent";
// 导入肉鸽配置
import { MonType, EventType, getStageMonConfigs} from "./RogueConfig";
import { BuffConf } from "../common/config/SkillSet";
import { IndexSet } from "../common/config/GameSet";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MissionMonCompComp')
@ecs.register('MissionMonComp', false)
export class MissionMonCompComp extends CCComp {
// 添加刷怪队列 - 使用新的RogueConfig格式
private MonQueue: Array<{
uuid: number,
position: number,
type: MonType
level: number,
buffs: BuffConf[]
}> = [];
private isSpawning: boolean = false;// 是否正在生成怪物
private spawnInterval: number = 0.1; // 每个怪物生成间隔时间
private spawnTimer: number = 0; // 生成计时器
private spawnCount: number = 0; // 召唤计数器
private pauseInterval: number = 5.0; // 暂停间隔时间5秒
private isPausing: boolean = false; // 是否正在暂停
private currentEvent: EventType | null = null; // 当前关卡的随机事件
private eventProcessed: boolean = false; // 事件是否已处理
/** 全局生成顺序计数器,用于层级管理 */
private globalSpawnOrder: number = 0;
onLoad(){
this.on(GameEvent.FightReady,this.fight_ready,this)
this.on(GameEvent.NewWave,this.fight_ready,this)
}
/** 视图层逻辑代码分离演示 */
start() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
// this.on(ModuleEvent.Cmd, this.onHandler, this);
}
fight_ready(){
// console.log("[MissionMonComp]:fight_ready")
smc.vmdata.mission_data.mon_num=0
// 重置生成顺序计数器
this.globalSpawnOrder = 0
this.do_mon_wave()
}
protected update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
// 处理随机事件
if (this.currentEvent && !this.eventProcessed) {
this.eventProcessed = true;
}
// 处理刷怪队列
if (this.MonQueue.length > 0 && !this.isSpawning) {
this.spawnTimer += dt;
// 检查是否需要暂停每召唤5次后暂停5秒
if (this.isPausing) {
if (this.spawnTimer >= this.pauseInterval) {
// 暂停结束,重置状态
this.isPausing = false;
this.spawnCount = 0;
this.spawnTimer = 0;
// console.log("[MissionMonComp]: 暂停结束,继续召唤怪物");
}
return; // 暂停期间不召唤怪物
}
// 正常召唤间隔
if (this.spawnTimer >= this.spawnInterval) {
this.spawnNextMonster();
this.spawnTimer = 0;
// 检查是否需要进入暂停状态
if (this.spawnCount >= 5) {
this.isPausing = true;
this.spawnTimer = 0; // 重置计时器用于暂停计时
// console.log("[MissionMonComp]: 已召唤5只怪物开始暂停5秒");
}
}
}
}
do_mon_wave(){
// 重置召唤相关状态
this.spawnCount = 0;
this.isPausing = false;
this.spawnTimer = 0;
this.eventProcessed = false;
const cStage = smc.data.mission;
// 使用新的肉鸽关卡配置
let level=smc.vmdata.mission_data.level
const monsConf = getStageMonConfigs(cStage);
// console.log(`[MissionMonComp]:第${cStage}关 - ${stageType}类型,怪物数量: ${monsConf.length}`);
const monsConfFiltered = monsConf.filter((mon: any, index) => index === 0);
this.generateMonsters(monsConfFiltered);
}
// 根据新的关卡配置生成怪物
private generateMonsters(monsConf: any[]) {
const cStage = smc.data.mission;
// 设置怪物总数
// console.log("[MissionMonComp] generateMonsters",monsConf)
if (!monsConf || monsConf.length === 0) {
console.warn(`[MissionMonComp]:关卡${cStage}配置中没有怪物信息`);
return;
}
// 为每个怪物配置生成怪物
monsConf.forEach((mon: any, index: number) => {
const { uuid, type,level, buffs } = mon;
// 位置循环使用 (0-4)
const position = index % 5;
this.addToStageSpawnQueue(
uuid,
position,
type,
level, // 默认等级1
buffs // 强度倍率
);
});
// console.log(`[MissionMonComp]:关卡${cStage}将生成 ${monsConf.length} 只怪物`);
}
// 添加到关卡刷怪队列 - 使用新的配置格式
private addToStageSpawnQueue(
uuid: number,
position: number,
type: MonType,
level: number = 1,
buffs: BuffConf[] = []
) {
this.MonQueue.push({
uuid: uuid,
position: position,
type: type,
level: level,
buffs: buffs
});
}
// 从队列中生成下一个怪物 - 使用新的配置格式
private spawnNextMonster() {
if (this.MonQueue.length === 0) return;
const monsterData = this.MonQueue.shift();
if (monsterData) {
this.addMonster(
monsterData.uuid,
monsterData.position,
monsterData.type,
monsterData.level,
monsterData.buffs
);
// 增加召唤计数
this.spawnCount++;
// console.log(`[MissionMonComp]: 召唤第${this.spawnCount}只${monsterData.type}怪物,剩余队列: ${this.MonQueue.length}`);
}
}
private addMonster(
uuid: number = 1001,
i: number = 0,
monType: MonType = MonType.NORMAL,
lv: number = 1,
buffs: BuffConf[] = []
) {
let mon = ecs.getEntity<Monster>(Monster);
let scale = -1;
let pos: Vec3 = v3(MonSet[i].pos);
// 根据位置判断线路y=110为一线(lane=0)y=80为二线(lane=1)
const lane = pos.y === 130 ? 0 : 1;
// 递增全局生成顺序 - 🔥 添加溢出保护
this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999; // 防止无限增长在999处循环重置
// 生成怪物,传递线路和生成顺序
mon.load(pos, scale, uuid, lv, monType, buffs, false, lane, this.globalSpawnOrder);
}
/** 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 */
reset() {
// this.node.destroy();
}
}