refactor(hero&mission): 调整英雄站位逻辑与配置
1. 修改游戏地平线Y轴偏移至100,适配新的UI布局 2. 为英雄属性组件添加分路与排位字段并初始化 3. 重构英雄站位分配逻辑,使用新增字段记录英雄位置 4. 更新地图与UI预制体的布局偏移适配新的游戏地平线
This commit is contained in:
@@ -587,7 +587,7 @@
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": 0,
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"y": 107.444,
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"y": 237.503,
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"z": 0
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},
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"_lrot": {
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@@ -723,7 +723,7 @@
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": 0,
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"y": 336.936,
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"y": 428.991,
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"z": 0
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},
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"_lrot": {
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@@ -862,7 +862,7 @@
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": 0,
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"y": 102.513,
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"y": 193.723,
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"z": 0
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},
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"_lrot": {
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@@ -978,7 +978,7 @@
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"_left": 0,
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"_right": 0,
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"_top": 0,
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"_bottom": 152.513,
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"_bottom": 243.723,
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"_horizontalCenter": 0,
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"_verticalCenter": 0,
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"_isAbsLeft": true,
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@@ -1037,7 +1037,7 @@
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": 0,
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"y": 102.513,
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"y": 193.723,
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"z": 0
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},
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"_lrot": {
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@@ -1153,7 +1153,7 @@
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"_left": 0,
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"_right": 0,
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"_top": 0,
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"_bottom": 152.513,
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"_bottom": 243.723,
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"_horizontalCenter": 0,
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"_verticalCenter": 0,
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"_isAbsLeft": true,
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@@ -1317,6 +1317,8 @@
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"__id__": 0
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},
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"fileId": "e7P5mh6mhLga+0q7X7vlTP",
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"instance": null,
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"targetOverrides": null,
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"nestedPrefabInstanceRoots": null
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},
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{
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@@ -1346,7 +1348,7 @@
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": 0,
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"y": -233.935,
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"y": -120,
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"z": 0
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},
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"_lrot": {
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@@ -1462,7 +1464,7 @@
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"_left": 0,
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"_right": 0,
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"_top": 0,
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"_bottom": -183.935,
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"_bottom": -70,
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"_horizontalCenter": 0,
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"_verticalCenter": 0,
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"_isAbsLeft": true,
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@@ -1490,6 +1492,8 @@
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"__id__": 0
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},
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"fileId": "6bE0ieRMBGyYHdxvuJ03FA",
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"instance": null,
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"targetOverrides": null,
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"nestedPrefabInstanceRoots": null
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},
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{
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@@ -1201,7 +1201,7 @@
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": 0,
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"y": 309.135,
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"y": 242.874,
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"z": 0
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},
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"_lrot": {
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@@ -1254,7 +1254,7 @@
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": -350,
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"y": 93.364,
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"y": 221.748,
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"z": 0
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},
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"_lrot": {
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@@ -1324,8 +1324,8 @@
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"_target": null,
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"_left": 10,
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"_right": 10,
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"_top": 21.635999999999996,
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"_bottom": 8.364000000000004,
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"_top": -106.74799999999999,
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"_bottom": 136.748,
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"_horizontalCenter": 0,
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"_verticalCenter": 0,
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"_isAbsLeft": true,
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@@ -1357,7 +1357,7 @@
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"__id__": 53
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},
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"_resizeMode": 0,
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"_layoutType": 1,
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"_layoutType": 3,
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"_cellSize": {
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"__type__": "cc.Size",
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"width": 40,
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@@ -1369,10 +1369,10 @@
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"_paddingTop": 0,
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"_paddingBottom": 0,
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"_spacingX": 5,
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"_spacingY": 0,
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"_spacingY": 20,
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"_verticalDirection": 1,
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"_horizontalDirection": 0,
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"_constraint": 0,
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"_constraint": 1,
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"_constraintNum": 2,
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"_affectedByScale": false,
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"_isAlign": true,
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@@ -2126,7 +2126,7 @@
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"_left": 0,
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"_right": 0,
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"_top": 0,
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"_bottom": 309.135,
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"_bottom": 242.874,
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"_horizontalCenter": 0,
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"_verticalCenter": 0,
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"_isAbsLeft": true,
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@@ -11,7 +11,7 @@ export enum BoxSet {
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LETF_END = -360,
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RIGHT_END = 360,
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//游戏地平线
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GAME_LINE = 0,
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GAME_LINE = 100,
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}
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export enum FacSet {
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@@ -63,6 +63,10 @@ export class HeroAttrsComp extends ecs.Comp {
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maxSkillDistance: number = 0; // 最远技能攻击距离(缓存,受MP影响)
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minSkillDistance: number = 0; // 最近技能攻击距离(缓存,不受MP影响,用于停止位置判断)
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// ==================== 阵型位置 ====================
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lane: number = -1; // 所在分路:0上路, 1中路, 2下路
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lane_index: number = -1; // 所在路中的排位:0前排, 1后排
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// ==================== 标记状态 ====================
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is_dead: boolean = false;
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is_count_dead: boolean = false;
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@@ -308,6 +312,9 @@ export class HeroAttrsComp extends ecs.Comp {
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this.maxSkillDistance = 0;
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this.minSkillDistance = 0;
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this.lane = -1;
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this.lane_index = -1;
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this.is_dead = false;
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this.is_count_dead = false;
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this.is_atking = false;
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@@ -255,6 +255,10 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const col = Math.floor(slotIndex / 3);
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const laneIdx = lanePriority[slotIndex % 3];
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// 动态更新英雄位置数据,为战斗面板排序提供依据
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model.lane = laneIdx;
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model.lane_index = col;
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const targetY = BoxSet.GAME_LINE + laneOffsets[laneIdx];
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const targetX = this.heroFrontAnchorX - col * this.heroAllySpacingX;
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@@ -59,7 +59,7 @@ export class MissionHeroCompComp extends CCComp {
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/** 远程(含中程)英雄起始出生 X 坐标 */
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private static readonly HERO_SPAWN_START_RANGED_X = -320
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/** 三路高度偏移(上路, 中路, 下路) */
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private static readonly HERO_LANE_Y_OFFSETS = [100, 0, -100]
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private static readonly HERO_LANE_Y_OFFSETS = [ BoxSet.GAME_LINE+90, BoxSet.GAME_LINE, BoxSet.GAME_LINE-90]
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/** 每路前排容量 */
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private static readonly HERO_LANE_CAP = 2
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/** 同路内 X 间距 */
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@@ -131,6 +131,8 @@ export class MissionHeroCompComp extends CCComp {
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if (model.is_dead) {
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view.alive();
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const { lane, indexInLane } = this.pickLaneForHero(model.hero_uuid, [hero.eid]);
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model.lane = lane;
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model.lane_index = indexInLane;
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const landingPos = this.resolveHeroLandingPos(model.hero_uuid, lane, indexInLane);
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// 不再直接设置位置,而是播放下落入场动画
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// 计算出出生点(空中)
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@@ -168,6 +170,7 @@ export class MissionHeroCompComp extends CCComp {
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/**
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* 动态分配英雄上场的路和排位(优先中路 -> 上路 -> 下路)
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* 标记英雄的6个登录点
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* @param uuid 英雄 UUID
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* @param excludeEids 排除计算的实体ID数组(避免复活或合成时把自己算成占据的位置)
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*/
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@@ -177,40 +180,32 @@ export class MissionHeroCompComp extends CCComp {
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return m && !m.is_dead && !excludeEids.includes(h.eid);
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});
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const counts = [0, 0, 0];
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const baseY = HeroPos[0].pos.y;
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// 记录6个位置点的占用情况 [lane][indexInLane]
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const occupied = [
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[false, false], // 上路 0
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[false, false], // 中路 1
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[false, false] // 下路 2
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];
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for (const h of heroes) {
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const view = h.get(HeroViewComp);
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if (!view || !view.node) continue;
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let y = view.node.position.y;
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// 处理正在掉落状态的英雄(y 值偏高)
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if (y > baseY + 150) {
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y -= MissionHeroCompComp.HERO_DROP_HEIGHT;
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const m = h.get(HeroAttrsComp);
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if (m && m.lane >= 0 && m.lane <= 2 && m.lane_index >= 0 && m.lane_index <= 1) {
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occupied[m.lane][m.lane_index] = true;
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}
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let nearest = 1, best = Infinity;
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for (let i = 0; i < 3; i++) {
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const d = Math.abs(y - (baseY + MissionHeroCompComp.HERO_LANE_Y_OFFSETS[i]));
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if (d < best) {
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best = d;
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nearest = i;
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}
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}
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counts[nearest]++;
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}
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// 优先中路(1) -> 上路(0) -> 下路(2)
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const priority = [1, 0, 2];
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for (const lane of priority) {
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if (counts[lane] < MissionHeroCompComp.HERO_LANE_CAP) {
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return { lane, indexInLane: counts[lane] };
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for (let indexInLane = 0; indexInLane < MissionHeroCompComp.HERO_LANE_CAP; indexInLane++) {
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if (!occupied[lane][indexInLane]) {
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return { lane, indexInLane };
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}
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}
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}
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// 溢出:仍放中路,沿 X 继续排
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return { lane: 1, indexInLane: counts[1] };
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return { lane: 1, indexInLane: 2 };
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}
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/**
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@@ -235,6 +230,8 @@ export class MissionHeroCompComp extends CCComp {
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// 召唤完成后,派发事件以更新英雄面板
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const model = hero.get(HeroAttrsComp);
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if (model) {
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model.lane = lane;
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model.lane_index = indexInLane;
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oops.message.dispatchEvent(GameEvent.MasterCalled, {
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eid: hero.eid,
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model: model
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@@ -305,6 +302,8 @@ export class MissionHeroCompComp extends CCComp {
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// 召唤完成后,派发事件以更新英雄面板
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const model = hero.get(HeroAttrsComp);
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if (model) {
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model.lane = lane;
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model.lane_index = indexInLane;
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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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