refactor(monster): 重构怪物生成与敌人选择逻辑
1. 统一调整敌人选取算法,加入Y轴权重实现同路优先攻击 2. 重构怪物出生点位配置,改用硬编码数组统一管理 3. 移除怪物生成时的Y轴随机偏移,固定站位避免逻辑冲突 4. 简化怪物生成接口参数,使用索引直接获取预设点位
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@@ -81,6 +81,7 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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}
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/** 所有移动都锁定在 baseY,避免出现“漂移” */
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// 注意:不再在 MonMoveComp 强行重置 X 轴坐标,避免与其他表现逻辑冲突
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if (view.node.position.y !== move.baseY) {
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view.node.setPosition(view.node.position.x, move.baseY, 0);
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}
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@@ -154,13 +155,15 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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let nearest: HeroViewComp | null = null;
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let minDis = Infinity;
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/** 一次遍历筛出最近敌人(仅比较 x 轴距离,忽略 Y,飞行和地面都能互相攻击) */
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/** 遍历筛出最近敌人:以 X 轴距离为主,Y 轴距离作为同排的决胜权重,使角色优先攻击同路的敌人 */
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ecs.query(this.getHeroViewMatcher()).forEach(e => {
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const m = e.get(HeroAttrsComp);
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if (m.fac !== myFac && !m.is_dead) {
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const v = e.get(HeroViewComp);
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if (v?.node) {
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const d = Math.abs(currentPos.x - v.node.position.x);
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const dx = Math.abs(currentPos.x - v.node.position.x);
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const dy = Math.abs(currentPos.y - v.node.position.y);
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const d = dx + dy * 0.1; // Y轴权重较小,仅在 X 相近时起决定作用
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if (d < minDis) {
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minDis = d;
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nearest = v;
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@@ -353,13 +353,15 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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let nearest: HeroViewComp | null = null;
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let minDis = Infinity;
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/** 一次遍历筛出最近敌人(仅比较 x 轴距离) */
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/** 遍历筛出最近敌人:以 X 轴距离为主,Y 轴距离作为同排的决胜权重,使角色优先攻击同路的敌人 */
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ecs.query(this.getHeroViewMatcher()).forEach(e => {
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const m = e.get(HeroAttrsComp);
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if (m.fac !== myFac && !m.is_dead) {
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const v = e.get(HeroViewComp);
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if (v?.node) {
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const d = Math.abs(currentPos.x - v.node.position.x);
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const dx = Math.abs(currentPos.x - v.node.position.x);
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const dy = Math.abs(currentPos.y - v.node.position.y);
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const d = dx + dy * 0.1; // Y轴权重较小,仅在 X 相近时起决定作用
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if (d < minDis) {
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minDis = d;
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nearest = v;
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@@ -53,14 +53,28 @@ export class MissionMonCompComp extends CCComp {
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/** 怪物最多 12 个 */
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private static readonly MAX_MONSTERS = 12;
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/** 怪物出生点起点 X */
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private static readonly MON_SPAWN_START_X = 60;
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/** 怪物出生的 X 间距 (列距) */
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private static readonly MON_SPAWN_GAP_X = 80;
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/** 怪物出生掉落高度 */
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private static readonly MON_DROP_HEIGHT = 0;
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/** 3行高度偏移 (行距) */
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private static readonly ROW_Y_OFFSETS = [90, 0, -90];
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/** 硬编码的 12 个怪物占位点 (3行4列) */
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public static readonly MON_POSITIONS: Vec3[] = [
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// 第 1 列 (X=60)
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v3(60, BoxSet.GAME_LINE + 90, 0), // index 0: Top
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v3(60, BoxSet.GAME_LINE, 0), // index 1: Mid
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v3(60, BoxSet.GAME_LINE - 90, 0), // index 2: Bot
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// 第 2 列 (X=140)
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v3(140, BoxSet.GAME_LINE + 90, 0), // index 3: Top
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v3(140, BoxSet.GAME_LINE, 0), // index 4: Mid
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v3(140, BoxSet.GAME_LINE - 90, 0), // index 5: Bot
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// 第 3 列 (X=220)
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v3(220, BoxSet.GAME_LINE + 90, 0), // index 6: Top
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v3(220, BoxSet.GAME_LINE, 0), // index 7: Mid
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v3(220, BoxSet.GAME_LINE - 90, 0), // index 8: Bot
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// 第 4 列 (X=300)
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v3(300, BoxSet.GAME_LINE + 90, 0), // index 9: Top
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v3(300, BoxSet.GAME_LINE, 0), // index 10: Mid
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v3(300, BoxSet.GAME_LINE - 90, 0), // index 11: Bot
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];
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// ======================== 编辑器属性 ========================
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@@ -202,10 +216,9 @@ export class MissionMonCompComp extends CCComp {
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MonList[MonType.LongBoss].includes(item.uuid);
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const spawnIndex = this.waveSpawnedCount++;
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const row = spawnIndex % 3;
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const col = Math.floor(spawnIndex / 3);
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const targetPosIndex = spawnIndex % MissionMonCompComp.MAX_MONSTERS;
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// 构造一个模拟的 GeneratedMonster 数据传递给 addMonsterAt
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// 构造一个模拟的 GeneratedMonster 数据传递给 addMonsterAtGrid
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const base = HeroInfo[item.uuid];
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const monData: GeneratedMonster = {
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uuid: item.uuid,
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@@ -216,7 +229,7 @@ export class MissionMonCompComp extends CCComp {
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isBoss: isBoss,
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spawnIndex: 0
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};
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this.addMonsterAtGrid(row, col, monData, item.level);
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this.addMonsterAtGrid(targetPosIndex, monData, item.level);
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}
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// ======================== 波次管理 ========================
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@@ -243,10 +256,9 @@ export class MissionMonCompComp extends CCComp {
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let count = Math.min(this.pendingMonsters.length, MissionMonCompComp.MAX_MONSTERS);
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for (let i = 0; i < count; i++) {
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const monData = this.pendingMonsters.shift()!;
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const row = this.waveSpawnedCount % 3;
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const col = Math.floor(this.waveSpawnedCount / 3);
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const targetPosIndex = this.waveSpawnedCount % MissionMonCompComp.MAX_MONSTERS;
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console.log(`[MissionMonComp] [PhasePrepareEnd] 准备生成怪物 UUID=${monData.uuid}, 当前已生成数量=${this.waveSpawnedCount}`);
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this.addMonsterAtGrid(row, col, monData);
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this.addMonsterAtGrid(targetPosIndex, monData);
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this.waveSpawnedCount++;
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}
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// 生成完毕后清空 pendingMonsters
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@@ -279,30 +291,28 @@ export class MissionMonCompComp extends CCComp {
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// ======================== 怪物生成 ========================
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/**
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* 在指定层级、指定索引处生成一个怪物:
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* 在指定位置索引处生成一个怪物:
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*
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* @param row 行 (0, 1, 2)
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* @param col 列 (0, 1, 2, 3)
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* @param posIndex 位置索引 (0-11)
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* @param monData 新引擎生成的怪物数据 (含 uuid, hp, ap, affixes 等)
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* @param monLv 怪物等级 (仅对旧有的 level 参数做兼容,实际属性由 monData 决定)
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*/
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private addMonsterAtGrid(
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row: number,
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col: number,
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posIndex: number,
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monData: GeneratedMonster,
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monLv: number = 1
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) {
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let mon = ecs.getEntity<Monster>(Monster);
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let scale = -1;
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// 计算坐标
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const spawnX = MissionMonCompComp.MON_SPAWN_START_X + col * MissionMonCompComp.MON_SPAWN_GAP_X;
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const randomY = Math.random() * 20 - 10; // -10 到 10 的随机Y轴偏移
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const landingY = BoxSet.GAME_LINE + MissionMonCompComp.ROW_Y_OFFSETS[row] + randomY + (monData.isBoss ? 6 : 0);
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// 获取硬编码的占位点坐标,不再使用随机偏移
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const basePos = MissionMonCompComp.MON_POSITIONS[posIndex];
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const spawnX = basePos.x;
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const landingY = basePos.y + (monData.isBoss ? 6 : 0);
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const spawnPos: Vec3 = v3(spawnX, landingY + MissionMonCompComp.MON_DROP_HEIGHT, 0);
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this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;
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mon.load(spawnPos, scale, monData.uuid, monData.isBoss, landingY, monLv, row);
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mon.load(spawnPos, scale, monData.uuid, monData.isBoss, landingY, monLv, posIndex);
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// 设置渲染排序
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const move = mon.get(MonMoveComp);
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