feat: 重构英雄与怪物系统并添加等级机制
- 调整怪物配置映射,将兽人系列怪物ID从5xxx改为6xxx - 为英雄系统添加等级支持,英雄属性随等级线性增长 - 重构卡牌系统,区分英雄卡和功能卡显示逻辑 - 重新组织英雄配置数据,按职业分类并添加等级字段 - 扩展技能配置,为各等级添加对应技能变体 - 简化特殊卡配置结构,添加名称和描述字段
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@@ -39,7 +39,7 @@ export class Hero extends ecs.Entity {
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001, dropToY:number = pos.y) {
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001, dropToY:number = pos.y,hero_lv:number=1) {
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scale = 1
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// 查找空闲英雄槽位
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let size=1
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@@ -67,7 +67,7 @@ export class Hero extends ecs.Entity {
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// 设置 Model 层属性(数据相关)
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model.hero_uuid = uuid;
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model.hero_name = hero.name;
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model.lv = 1
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model.lv = hero_lv;
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model.type = hero.type;
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model.fac = FacSet.HERO;
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// 只有主角才挂载天赋组件
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@@ -75,15 +75,16 @@ export class Hero extends ecs.Entity {
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// ✅ 初始化技能数据(迁移到 HeroSkillsComp)
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// 设置基础属性
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model.ap = hero.ap;
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model.hp= model.hp_max = hero.hp;
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model.ap = hero.ap*model.lv;
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model.hp= model.hp_max = hero.hp*model.lv;
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model.speed = hero.speed;
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model.a_cd_max=hero.as
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model.s_cd_max=hero.ss
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// 初始化技能信息数组
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if(hero.skills[0]) model.atk_id=hero.skills[0]
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if(hero.skills[1]) {
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model.skill_id=hero.skills[1]
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if(hero.skills[0]) model.atk_id=hero.skills[0]*model.lv
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let s_lv=hero.skills[model.lv]?model.lv:1
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if(hero.skills[s_lv]) {
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model.skill_id=hero.skills[s_lv]
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}
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model.updateSkillDistanceCache(model.skill_id || model.atk_id);
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