refactor(monster): 重构移动组件体系,统一英雄与怪物移动逻辑
1. 删除废弃的 MonMoveComp,将功能合并到 MoveComp 中 2. 移除 MissionComp 中冗余的怪物最大数量配置计算 3. 优化英雄站位分配逻辑,近战优先靠前站位 4. 统一移动系统的边界约束与渲染排序逻辑 5. 清理 Hero.ts 中未使用的导入项
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@@ -7,7 +7,6 @@ import { HeroInfo, resolveTriggerByLv, resolveReviveByLv } from "../common/confi
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { MoveComp } from "./MoveComp";
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import { MonMoveComp } from "./MonMoveComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { SkillTriggerType, HType } from "../common/config/heroSet";
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import { SkillTriggerHelper } from "./SkillTriggerHelper";
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@@ -19,7 +18,7 @@ export class Monster extends ecs.Entity {
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/** 怪物表现组件引用 */
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HeroView!: HeroViewComp;
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/** 怪物移动组件引用 */
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MonMove!: MonMoveComp;
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MonMove!: MoveComp;
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/** 调试开关,控制生命周期日志输出 */
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private debugMode: boolean = false;
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@@ -98,7 +97,7 @@ export class Monster extends ecs.Entity {
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/** 注册实体必需组件:移动 + 属性 */
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protected init() {
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this.addComponents<ecs.Comp>(
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MonMoveComp,
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MoveComp,
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HeroAttrsComp,
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);
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}
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@@ -249,7 +248,7 @@ export class Monster extends ecs.Entity {
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// 广播怪物加载事件,供刷怪与战斗系统联动
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oops.message.dispatchEvent("monster_load", this)
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// 初始化移动参数:方向、目标 X、站位基准 Y
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const move = this.get(MonMoveComp);
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const move = this.get(MoveComp);
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move.reset();
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move.direction = -1;
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move.targetX = pos.x;
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