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
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@@ -134,14 +134,14 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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}
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}
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/** 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 */
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/** 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 */
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if (!smc.mission.in_fight) {
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this.clearCombatTarget(model);
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model.is_atking = false;
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if (model.fac === FacSet.HERO) {
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this.processHeroQueue(e, model, move, view);
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} else {
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view.status_change("idle");
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this.processMonQueue(move, view, model);
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}
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return;
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}
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@@ -220,6 +220,42 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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}
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}
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// ======================== 怪物入场归位(准备阶段) ========================
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/**
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* 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。
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* 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。
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* 到位容差 2px,与英雄一致。
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*/
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private processMonQueue(move: MoveComp, view: HeroViewComp, model: HeroAttrsComp): void {
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const targetX = move.targetX;
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const selfX = view.node.position.x;
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if (Math.abs(targetX - selfX) <= 2) {
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if (Math.abs(selfX - targetX) > 0.01) {
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view.node.setPosition(targetX, view.node.position.y, 0);
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}
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view.scale = -1;
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view.status_change("idle");
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return;
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}
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const dir = targetX > selfX ? 1 : -1;
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move.direction = dir;
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view.scale = dir;
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const dist = Math.abs(targetX - selfX);
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const speed = Math.max(model.speed / 3, dist / MoveSystem.QUEUE_ARRIVE_TIME);
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const delta = speed * this.dt * dir;
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let newX = selfX + delta;
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if ((dir > 0 && newX > targetX) || (dir < 0 && newX < targetX)) {
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newX = targetX;
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}
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if (Math.abs(newX - selfX) >= 0.01) {
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view.node.setPosition(newX, view.node.position.y, 0);
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view.status_change("move");
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}
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}
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/** 查询当前英雄的编队槽位目标 X(无槽位返回 null) */
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private resolveHeroQueueTargetX(entity: ecs.Entity): number | null {
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const now = Date.now() / 1000;
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