fix(map,hero): 完善怪物入场排队逻辑

1. 给怪物刷出生成方法添加rank参数,用于计算出生位置
2. 新增怪物入场归位逻辑,替换原有的闲置状态处理
3. 更新注释描述,修正准备阶段怪物行为说明
This commit is contained in:
panFD
2026-09-13 11:50:05 +08:00
parent d3e7438bca
commit 1754e0d408
2 changed files with 45 additions and 7 deletions

View File

@@ -134,14 +134,14 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
}
}
/** 准备阶段:不推进不索敌;英雄向编队槽位排队移动,怪物原地待命 */
/** 准备阶段:不推进不索敌;英雄向编队槽位排队移动,怪物向出生目标位归位 */
if (!smc.mission.in_fight) {
this.clearCombatTarget(model);
model.is_atking = false;
if (model.fac === FacSet.HERO) {
this.processHeroQueue(e, model, move, view);
} else {
view.status_change("idle");
this.processMonQueue(move, view, model);
}
return;
}
@@ -220,6 +220,42 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
}
}
// ======================== 怪物入场归位(准备阶段) ========================
/**
* 怪物入场归位:从屏幕右边缘向 move.targetX(目标排锚点)移动,到位后 idle。
* 与英雄 processHeroQueue 对称,但怪物目标位在出生时由 MissionMonComp 一次性写入 targetX,无需动态重算槽位。
* 到位容差 2px,与英雄一致。
*/
private processMonQueue(move: MoveComp, view: HeroViewComp, model: HeroAttrsComp): void {
const targetX = move.targetX;
const selfX = view.node.position.x;
if (Math.abs(targetX - selfX) <= 2) {
if (Math.abs(selfX - targetX) > 0.01) {
view.node.setPosition(targetX, view.node.position.y, 0);
}
view.scale = -1;
view.status_change("idle");
return;
}
const dir = targetX > selfX ? 1 : -1;
move.direction = dir;
view.scale = dir;
const dist = Math.abs(targetX - selfX);
const speed = Math.max(model.speed / 3, dist / MoveSystem.QUEUE_ARRIVE_TIME);
const delta = speed * this.dt * dir;
let newX = selfX + delta;
if ((dir > 0 && newX > targetX) || (dir < 0 && newX < targetX)) {
newX = targetX;
}
if (Math.abs(newX - selfX) >= 0.01) {
view.node.setPosition(newX, view.node.position.y, 0);
view.status_change("move");
}
}
/** 查询当前英雄的编队槽位目标 X(无槽位返回 null) */
private resolveHeroQueueTargetX(entity: ecs.Entity): number | null {
const now = Date.now() / 1000;

View File

@@ -172,14 +172,15 @@ export class MissionMonCompComp extends CCComp {
});
// 立即刷出 batch=0 的怪物(处理 delay 字段)
for (const mon of immediate) {
for (let i = 0; i < immediate.length; i++) {
const mon = immediate[i];
if (mon.delay && mon.delay > 0) {
// Boss 延迟刷出
this.scheduleOnce(() => {
this.spawnMonster(mon);
this.spawnMonster(mon, i);
}, mon.delay);
} else {
this.spawnMonster(mon);
this.spawnMonster(mon, i);
}
}
@@ -202,14 +203,15 @@ export class MissionMonCompComp extends CCComp {
/**
* 刷出单个怪物(统一入口)
* @param monData 怪物生成数据
* @param rank 编队优先级排序后的名次(0=前排,1=中排,≥2=后排);缺省回退到 spawnIndex
*/
private spawnMonster(monData: GeneratedMonster) {
private spawnMonster(monData: GeneratedMonster, rank?: number) {
const posIndex = monData.spawnIndex;
let mon = ecs.getEntity<Monster>(Monster);
let scale = -1;
const basePos = MissionMonCompComp.MON_POSITIONS[posIndex % MissionMonCompComp.MON_POSITIONS.length];
const landingX = this.resolveSpawnX(posIndex);
const landingX = this.resolveSpawnX(rank ?? posIndex);
const landingY = basePos.y;
// 出生点位于目标排右侧屏幕外(dropToY=landingY 无下落),落地即 moving=true 从右跑入
const spawnPos: Vec3 = v3(landingX + MissionMonCompComp.MON_SPAWN_OFFSET_X, landingY, 0);