refactor(MissionHeroComp): 重构英雄登场点位逻辑
1. 将动态生成的英雄站位改为硬编码固定3列位置 2. 更新站位分配优先级适配新的点位数组 3. 优化注释说明,明确点位规则和分配逻辑
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@@ -54,19 +54,16 @@ export class MissionHeroComp extends CCComp {
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// ======================== 常量 ========================
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/**
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* 英雄登场占位点:
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* - 从 x=-300 开始,每个点位间隔 60(x 向右递增表示更靠前)。
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* - 分配规则:近战优先靠前(靠近 0 的高索引),远程/中程优先靠后(低索引)。
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* 英雄登场占位点(固定 3 列):
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* - index 0/1/2 分别对应 x=-320/-260/-200。
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* - 分配规则:近战优先靠前(x 更大),远程/中程优先靠后(x 更小);
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* 同类型按召唤先后从该类型的一侧开始依次填充。
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*/
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public static readonly HERO_POSITIONS: Vec3[] = (() => {
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const startX = -300;
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const step = 60;
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const positions: Vec3[] = [];
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for (let i = 0; i < FightSet.HERO_MAX_NUM; i++) {
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positions.push(v3(startX + i * step, BoxSet.GAME_LINE, 0));
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}
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return positions;
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})();
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public static readonly HERO_POSITIONS: Vec3[] = [
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v3(-320, BoxSet.GAME_LINE, 0),
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v3(-260, BoxSet.GAME_LINE, 0),
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v3(-200, BoxSet.GAME_LINE, 0),
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];
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/** 英雄出生时的掉落高度(从空中落到地面的像素差) */
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private static readonly HERO_DROP_HEIGHT = 260
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@@ -218,8 +215,8 @@ export class MissionHeroComp extends CCComp {
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// 近战优先靠前(x 更大,索引更大);远程/中程优先靠后(x 更小,索引更小)
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const slotPriority = heroType === HType.Melee
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? [9, 8, 7, 6, 5, 4, 3, 2, 1, 0]
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: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9];
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? [2, 1, 0]
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: [0, 1, 2];
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for (const idx of slotPriority) {
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if (!occupied.has(idx) && MissionHeroComp.HERO_POSITIONS[idx]) {
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return idx;
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