feat(英雄系统): 实现英雄合并功能
- 在 call_hero 方法中添加英雄合并逻辑,当场上存在两个相同 UUID 和等级的英雄时,会合并为一个更高等级的英雄 - 新增 addMergedHero 方法用于创建合并后的英雄,并继承合并前英雄的攻击力和生命值总和 - 新增 getAliveHeroes 方法获取场上存活的英雄实体列表 - 新增 pickMergeHeroes 方法用于筛选出符合合并条件的英雄 - 修改 clear_heros 方法,使其正确销毁所有存活的英雄 - 优化导入语句,移除未使用的模块导入
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@@ -1,4 +1,4 @@
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import { _decorator, Node, resources, Sprite, SpriteAtlas, SpriteFrame, v3, Vec3 } from "cc";
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import { _decorator, v3, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { Hero } from "../hero/Hero";
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@@ -7,7 +7,9 @@ import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroPos } from "../common/config/heroSet";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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const { ccclass, property } = _decorator;
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { FacSet } from "../common/config/GameSet";
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const { ccclass } = _decorator;
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/** 视图层对象 */
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@ccclass('MissionHeroCompComp')
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@@ -37,7 +39,10 @@ export class MissionHeroCompComp extends CCComp {
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// this.test_call()
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}
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clear_heros(){
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const heroes = this.getAliveHeroes();
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for (let i = 0; i < heroes.length; i++) {
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heroes[i].destroy();
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}
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}
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fight_ready(){
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smc.vmdata.mission_data.hero_num=0
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@@ -51,7 +56,26 @@ export class MissionHeroCompComp extends CCComp {
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}
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private call_hero(event: string, args: any){
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this.addHero(args.uuid,args.hero_lv)
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const uuid = Number(args?.uuid ?? 1001);
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const hero_lv = Math.max(1, Number(args?.hero_lv ?? 1));
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const aliveHeroes = this.getAliveHeroes();
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const mergeHeroes = this.pickMergeHeroes(aliveHeroes, uuid, hero_lv);
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if (mergeHeroes.length === 2) {
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let sumAp = 0;
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let sumHpMax = 0;
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for (let i = 0; i < mergeHeroes.length; i++) {
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const model = mergeHeroes[i].get(HeroAttrsComp);
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if (!model) continue;
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sumAp += model.ap;
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sumHpMax += model.hp_max;
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}
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for (let i = 0; i < mergeHeroes.length; i++) {
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mergeHeroes[i].destroy();
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}
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this.addMergedHero(uuid, hero_lv + 1, sumAp, sumHpMax);
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return;
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}
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this.addHero(uuid, hero_lv);
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}
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/** 添加英雄 */
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private addHero(uuid:number=1001,hero_lv:number=1) {
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@@ -62,6 +86,42 @@ export class MissionHeroCompComp extends CCComp {
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let landingPos:Vec3 = HeroPos[hero_pos].pos;
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let spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
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hero.load(spawnPos,scale,uuid,landingPos.y,hero_lv);
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return hero;
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}
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private addMergedHero(uuid:number, hero_lv:number, ap:number, hp_max:number) {
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const hero = this.addHero(uuid, hero_lv);
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const model = hero.get(HeroAttrsComp);
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if (!model) return;
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model.ap = Math.max(0, ap);
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model.hp_max = Math.max(1, hp_max);
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model.hp = model.hp_max;
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model.dirty_hp = true;
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}
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private getAliveHeroes(): Hero[] {
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const heroes: Hero[] = [];
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ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
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const model = entity.get(HeroAttrsComp);
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if (!model) return;
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if (model.fac !== FacSet.HERO) return;
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if (model.is_dead) return;
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heroes.push(entity as Hero);
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});
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return heroes;
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}
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private pickMergeHeroes(aliveHeroes: Hero[], uuid: number, hero_lv: number): Hero[] {
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const mergeHeroes: Hero[] = [];
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for (let i = 0; i < aliveHeroes.length; i++) {
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const model = aliveHeroes[i].get(HeroAttrsComp);
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if (!model) continue;
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if (model.hero_uuid !== uuid) continue;
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if (model.lv !== hero_lv) continue;
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mergeHeroes.push(aliveHeroes[i]);
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if (mergeHeroes.length === 2) break;
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}
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return mergeHeroes;
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}
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