refactor: 移除战斗结束相关的FEnd触发逻辑
此次提交全面清理了所有与战斗结束(FEnd)相关的代码: 1. 移除了Hero、Monster等实体中的fend属性与运行时处理 2. 删除了SkillTriggerHelper中的FEnd触发分支 3. 移除了GameEvent中的FightEnd事件与相关监听 4. 清理了配置文件中的FEnd相关枚举、字段与装备 5. 重构了MissionComp的回合逻辑,不再触发战后技能 6. 更新了注释与文档,移除过时的FEnd相关说明 彻底移除了已不再使用的战斗结束触发机制,简化了代码架构。
This commit is contained in:
@@ -478,7 +478,6 @@ export class CHeroComp extends CCComp {
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call: hero.call,
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dead: hero.dead,
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fstart: hero.fstart,
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fend: hero.fend,
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atking: hero.atking,
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atked: hero.atked,
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field: hero.field,
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@@ -13,7 +13,6 @@
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* - Interval (2):监听 FightStart → update 帧驱动按 t_inv 间隔重复触发(按 t_times 控制每回合次数)
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* - Field (3):被动生效,不主动施法(实际由 FieldSkillSet 处理)
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* - FightStart (4):监听 FightStart 事件,按 trigger_limit 全局累计上限
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* - FightEnd (5):监听 FightEnd 事件(每回合结束派发),按 trigger_limit 全局累计上限
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* - HeroDead (6):监听 HeroDead 事件(仅英雄阵营派发,怪物死亡不触发)
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* - HeroCall (7):监听 MasterCalled(主角/技能召唤)+ ReviveSuccess(复活)
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*
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@@ -145,7 +144,6 @@ export class EquipBoxComp extends CCComp {
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oops.message.off(GameEvent.MissionEnd, this.onMissionEnd, this);
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oops.message.off(GameEvent.FightStart, this.onFightStart, this);
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oops.message.off(GameEvent.FightStart, this.onEventTrigger, this);
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oops.message.off(GameEvent.FightEnd, this.onEventTrigger, this);
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oops.message.off(GameEvent.HeroDead, this.onEventTrigger, this);
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oops.message.off(GameEvent.MasterCalled, this.onEventTrigger, this);
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oops.message.off(GameEvent.ReviveSuccess, this.onEventTrigger, this);
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@@ -287,7 +285,6 @@ export class EquipBoxComp extends CCComp {
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* - Interval: 监听 FightStart,进入战斗后由 update 帧驱动计时
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* - Field: 不主动施法(实际生效由 FieldSkillSet 处理)
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* - FightStart: 监听 FightStart 事件
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* - FightEnd: 监听 FightEnd 事件
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* - HeroDead: 监听 HeroDead 事件(已在派发处做阵营过滤)
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* - HeroCall: 监听 MasterCalled(主角/技能召唤)+ ReviveSuccess(复活)
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*
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@@ -313,10 +310,6 @@ export class EquipBoxComp extends CCComp {
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oops.message.on(GameEvent.FightStart, this.onEventTrigger, this);
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break;
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case CardTriggerType.FightEnd:
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oops.message.on(GameEvent.FightEnd, this.onEventTrigger, this);
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break;
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case CardTriggerType.HeroDead:
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oops.message.on(GameEvent.HeroDead, this.onEventTrigger, this);
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break;
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@@ -338,7 +331,7 @@ export class EquipBoxComp extends CCComp {
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* 事件型触发的统一入口:
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* - Instant 类型:按 trigger_times 上限判定,复用 current_trigger_times 跟踪
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* (保持与原 is_instant 行为一致,且 NewWave 中也用 current_trigger_times)
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* - 事件型(FightStart/FightEnd/HeroDead/HeroCall):按 trigger_limit 上限判定,使用 trigger_count 跟踪
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* - 事件型(FightStart/HeroDead/HeroCall):按 trigger_limit 上限判定,使用 trigger_count 跟踪
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*
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* 注意:本方法不读取事件 payload,仅作触发信号使用(避免 MasterCalled 不同 payload 字段引发的兼容问题)。
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*/
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@@ -445,7 +438,6 @@ export class EquipBoxComp extends CCComp {
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const showRemainCount =
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this.trigger_type === CardTriggerType.Interval ||
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this.trigger_type === CardTriggerType.FightStart ||
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this.trigger_type === CardTriggerType.FightEnd ||
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this.trigger_type === CardTriggerType.HeroDead ||
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this.trigger_type === CardTriggerType.HeroCall;
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@@ -454,7 +446,6 @@ export class EquipBoxComp extends CCComp {
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// 事件型按 trigger_limit;Interval 按 t_times
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const isEvent =
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this.trigger_type === CardTriggerType.FightStart ||
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this.trigger_type === CardTriggerType.FightEnd ||
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this.trigger_type === CardTriggerType.HeroDead ||
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this.trigger_type === CardTriggerType.HeroCall;
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const used = isEvent ? this.trigger_count : this.current_trigger_times;
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@@ -514,7 +505,7 @@ export class EquipBoxComp extends CCComp {
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* 处理维持回合逻辑:递减剩余回合,或者重置触发次数。
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*
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* 各类型在新一回合的行为:
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* - Instant/Interval/FightStart/FightEnd:按 keep_waves 决定维持/销毁,并在新一回合开始时重置本地计数
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* - Instant/Interval/FightStart:按 keep_waves 决定维持/销毁,并在新一回合开始时重置本地计数
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* - Field:被动生效,跟随 keep_waves 决定存活
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* - HeroDead/HeroCall:跨回合触发的事件型,trigger_count(全局)不重置,仅 keep_waves 控制存活
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*/
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@@ -217,7 +217,6 @@ export class HeroBoxComp extends CCComp {
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call: hero.call,
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dead: hero.dead,
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fstart: hero.fstart,
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fend: hero.fend,
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atking: hero.atking,
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atked: hero.atked,
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field: hero.field,
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@@ -2264,7 +2264,6 @@ export class MissionCardComp extends CCComp {
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model.runtime_call = resolveTriggerByLv(model.call, nextLv);
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model.runtime_dead = resolveTriggerByLv(model.dead, nextLv);
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model.runtime_fstart = resolveTriggerByLv(model.fstart, nextLv);
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model.runtime_fend = resolveTriggerByLv(model.fend, nextLv);
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model.runtime_atking = resolveTriggerByLv(model.atking, nextLv);
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model.runtime_atked = resolveTriggerByLv(model.atked, nextLv);
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model.runtime_field = resolveFieldByLv(model.field, nextLv);
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@@ -225,7 +225,7 @@ export class MissionComp extends CCComp {
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protected update(dt: number): void {
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if (!smc.mission.play) return
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// 如果是暂停状态,且不在 BattleEnd 阶段(全灭时需要播放完 fend 技能动画并自动流转),才真正停止 update 逻辑
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// 如果是暂停状态,且不在 BattleEnd 阶段(全灭时需要自动流转),才真正停止 update 逻辑
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if (smc.mission.pause && this.currentPhase !== MissionPhase.BattleEnd) return
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// 回合间倒计时:PrepareStart 复用为倒计时阶段,5 秒后自动进入下一回合
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@@ -515,7 +515,7 @@ export class MissionComp extends CCComp {
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case MissionPhase.BattleStart:
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// 触发战斗开始技能(fstart)
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this.triggerHeroBattleSkills(true);
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this.triggerHeroBattleSkills();
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// Boss 预警:Boss 同步场立即登场(eta=0)
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if (this.isBossWave) {
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oops.message.dispatchEvent(GameEvent.BossWarning, {
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@@ -576,14 +576,9 @@ export class MissionComp extends CCComp {
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smc.vmdata.scores.passed_wave_20 = true;
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}
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// 触发战斗结束技能(fend)
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this.triggerHeroBattleSkills(false);
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// 战斗结束阶段,按 FightSet.WAVE_HEAL_RATE 恢复所有英雄血量
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this.healAllHeroes();
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// 【新增】派发每回合战斗结束事件,供卡牌技能监听(区别于整局结束的 MissionEnd)
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oops.message.dispatchEvent(GameEvent.FightEnd);
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break;
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case MissionPhase.Settle:
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@@ -669,32 +664,26 @@ export class MissionComp extends CCComp {
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* - 标记非战斗
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* - 暂停刷怪
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* - 显示开始按钮
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* - 触发英雄战斗结束技能
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*/
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private enterPreparePhase() {
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this.changePhase(MissionPhase.PrepareStart);
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}
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/**
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* 触发英雄的战斗开始/结束技能
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* @param isStart 是否为战斗开始
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* 触发英雄的战斗开始技能
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*/
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private triggerHeroBattleSkills(isStart: boolean) {
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private triggerHeroBattleSkills() {
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let triggerCount = 1;
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if (isStart) {
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triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.StartCount);
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} else {
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triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.EndCount);
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}
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triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.StartCount);
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triggerCount = Math.max(1, Math.floor(triggerCount));
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ecs.query(this.heroAttrsMatcher).forEach(entity => {
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const attrs = entity.get(HeroAttrsComp);
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const view = entity.get(HeroViewComp);
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if (!attrs || !view || attrs.is_dead || attrs.fac !== FacSet.HERO) return;
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// 触发战斗开始/结束技能
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// 触发战斗开始技能
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for (let i = 0; i < triggerCount; i++) {
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SkillTriggerHelper.trigger(isStart ? SkillTriggerType.FStart : SkillTriggerType.FEnd, attrs, view);
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SkillTriggerHelper.trigger(SkillTriggerType.FStart, attrs, view);
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}
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});
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}
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@@ -755,8 +744,7 @@ export class MissionComp extends CCComp {
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open_Victory(e: any, is_hero_dead: boolean = false) {
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// 战斗失败或胜利,标记暂停状态以切断回合流转逻辑
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smc.mission.pause = true;
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// 直接切入 BattleEnd,触发 fend 表现
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// 倒计时逻辑已在 update 中由 PhaseTime 接管,2s 后将触发 autoNextPhase 弹窗结算
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// 直接切入 BattleEnd,2s 后由 autoNextPhase 自动流转弹窗结算
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this.changePhase(MissionPhase.BattleEnd);
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}
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@@ -859,7 +847,7 @@ export class MissionComp extends CCComp {
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this.isBossWave = true; // 单场 Boss 战,恒为 Boss 战(超时阈值/预警走 Boss 档)
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if (wave > 1) {
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// 在新一回合到来时,先进入 BattleEnd,触发上一回合的战斗结束技能 (fend),2秒后自动进入下一回合的准备阶段
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// 在新一回合到来时,先进入 BattleEnd,2秒后自动进入下一回合的准备阶段
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this.changePhase(MissionPhase.BattleEnd);
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} else {
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// 第1回合不需要结束上一回合,延迟一点播放提示,避免被开始游戏的loading遮挡
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@@ -171,7 +171,7 @@ export function pickBossCombo(): BossComboConfig | null {
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/**
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* 怪物技能套装(一套完整的触发技能配置)
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* 覆盖触发时机:call / atking / atked / dead / fstart / fend / revive
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* 覆盖触发时机:call / atking / atked / dead / fstart / revive
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*/
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export interface MonSkillSet {
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id: string;
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@@ -188,8 +188,6 @@ export interface MonSkillSet {
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dead?: TriggerGrouped;
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/** 战斗开始触发 */
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fstart?: TriggerGrouped;
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/** 战斗结束触发 */
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fend?: TriggerGrouped;
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/** 复活 */
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revive?: LvReviveEntry[];
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/** 在技能池中的抽取权重 */
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@@ -343,7 +341,6 @@ export interface GeneratedMonster {
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atked?: TriggerGrouped;
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dead?: TriggerGrouped;
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fstart?: TriggerGrouped;
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fend?: TriggerGrouped;
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revive?: LvReviveEntry[];
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};
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}
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@@ -363,7 +360,6 @@ export const TestModeConfig = {
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atked: undefined as TriggerGrouped | undefined,
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dead: undefined as TriggerGrouped | undefined,
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fstart: undefined as TriggerGrouped | undefined,
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fend: undefined as TriggerGrouped | undefined,
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};
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// ======================== 8. 生成引擎 ========================
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@@ -452,7 +448,6 @@ export class RogueSpawningEngine {
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atked: TestModeConfig.atked,
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dead: TestModeConfig.dead,
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fstart: TestModeConfig.fstart,
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fend: TestModeConfig.fend,
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},
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});
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}
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@@ -519,7 +514,6 @@ export class RogueSpawningEngine {
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atked: picked.atked,
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dead: picked.dead,
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fstart: picked.fstart,
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fend: picked.fend,
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revive: picked.revive,
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};
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}
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@@ -13,7 +13,6 @@
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* - Interval (2):监听 FightStart → update 帧驱动按 t_inv 间隔重复触发(按 t_times 控制每回合次数)
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* - Field (3):被动生效,不主动施法(实际由 FieldSkillSet 处理)
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* - FightStart (4):监听 FightStart 事件,按 trigger_limit 全局累计上限
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* - FightEnd (5):监听 FightEnd 事件(每回合结束派发),按 trigger_limit 全局累计上限
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* - HeroDead (6):监听 HeroDead 事件(仅英雄阵营派发,怪物死亡不触发)
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* - HeroCall (7):监听 MasterCalled(主角/技能召唤)+ ReviveSuccess(复活)
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*
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@@ -145,7 +144,6 @@ export class SkillBoxComp extends CCComp {
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oops.message.off(GameEvent.MissionEnd, this.onMissionEnd, this);
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oops.message.off(GameEvent.FightStart, this.onFightStart, this);
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oops.message.off(GameEvent.FightStart, this.onEventTrigger, this);
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oops.message.off(GameEvent.FightEnd, this.onEventTrigger, this);
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oops.message.off(GameEvent.HeroDead, this.onEventTrigger, this);
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oops.message.off(GameEvent.MasterCalled, this.onEventTrigger, this);
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oops.message.off(GameEvent.ReviveSuccess, this.onEventTrigger, this);
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@@ -289,7 +287,6 @@ export class SkillBoxComp extends CCComp {
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* - Interval: 监听 FightStart,进入战斗后由 update 帧驱动计时
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* - Field: 不主动施法(实际生效由 FieldSkillSet 处理)
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* - FightStart: 监听 FightStart 事件
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* - FightEnd: 监听 FightEnd 事件
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* - HeroDead: 监听 HeroDead 事件(已在派发处做阵营过滤)
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* - HeroCall: 监听 MasterCalled(主角/技能召唤)+ ReviveSuccess(复活)
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*
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@@ -320,10 +317,6 @@ export class SkillBoxComp extends CCComp {
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oops.message.on(GameEvent.FightStart, this.onEventTrigger, this);
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break;
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case CardTriggerType.FightEnd:
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oops.message.on(GameEvent.FightEnd, this.onEventTrigger, this);
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break;
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case CardTriggerType.HeroDead:
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oops.message.on(GameEvent.HeroDead, this.onEventTrigger, this);
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break;
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@@ -345,7 +338,7 @@ export class SkillBoxComp extends CCComp {
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* 事件型触发的统一入口:
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* - Instant 类型:按 trigger_times 上限判定,复用 current_trigger_times 跟踪
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* (保持与原 is_instant 行为一致,且 NewWave 中也用 current_trigger_times)
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* - 事件型(FightStart/FightEnd/HeroDead/HeroCall):按 trigger_limit 上限判定,使用 trigger_count 跟踪
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* - 事件型(FightStart/HeroDead/HeroCall):按 trigger_limit 上限判定,使用 trigger_count 跟踪
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*
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* 注意:本方法不读取事件 payload,仅作触发信号使用(避免 MasterCalled 不同 payload 字段引发的兼容问题)。
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*/
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@@ -441,7 +434,6 @@ export class SkillBoxComp extends CCComp {
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const showRemainCount =
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this.trigger_type === CardTriggerType.Interval ||
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this.trigger_type === CardTriggerType.FightStart ||
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this.trigger_type === CardTriggerType.FightEnd ||
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this.trigger_type === CardTriggerType.HeroDead ||
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this.trigger_type === CardTriggerType.HeroCall;
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@@ -450,7 +442,6 @@ export class SkillBoxComp extends CCComp {
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// 事件型按 trigger_limit;Interval 按 t_times
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const isEvent =
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this.trigger_type === CardTriggerType.FightStart ||
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this.trigger_type === CardTriggerType.FightEnd ||
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this.trigger_type === CardTriggerType.HeroDead ||
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this.trigger_type === CardTriggerType.HeroCall;
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const used = isEvent ? this.trigger_count : this.current_trigger_times;
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@@ -520,7 +511,7 @@ export class SkillBoxComp extends CCComp {
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* 处理维持回合逻辑:递减剩余回合,或者重置触发次数。
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*
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* 各类型在新一回合的行为:
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* - Instant/Interval/FightStart/FightEnd:按 keep_waves 决定维持/销毁,并在新一回合开始时重置本地计数
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* - Instant/Interval/FightStart:按 keep_waves 决定维持/销毁,并在新一回合开始时重置本地计数
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* - Field:被动生效,跟随 keep_waves 决定存活
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* - HeroDead/HeroCall:跨回合触发的事件型,trigger_count(全局)不重置,仅 keep_waves 控制存活
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*/
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