refactor(monster&cast): 重构怪物移动与AOE技能目标逻辑
1. 移除固定网格站位,怪物从右侧统一出生并向左推进 2. 修改AOE技能索敌逻辑,直接使用最近敌人真实位置 3. 新增怪物自动推进与战斗停船逻辑,优化战斗体验
This commit is contained in:
@@ -2,8 +2,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { HeroViewComp } from "./HeroViewComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { smc } from "../common/SingletonModuleComp";
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import { smc } from "../common/SingletonModuleComp";
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import { FacSet } from "../common/config/GameSet";
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import { BoxSet, FacSet } from "../common/config/GameSet";
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import { HeroDisVal, HType } from "../common/config/heroSet";
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import { Node } from "cc";
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import { Node } from "cc";
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@ecs.register('MonMoveComp')
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@ecs.register('MonMoveComp')
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@@ -30,6 +29,8 @@ export class MonMoveComp extends ecs.Comp {
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@ecs.register('MonMoveSystem')
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@ecs.register('MonMoveSystem')
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export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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/** 怪物接近英雄后的停船距离:小于该阈值即停下交战 */
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private readonly combatHaltDistance = 80;
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/** 渲染层级重排节流,避免每帧排序 */
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/** 渲染层级重排节流,避免每帧排序 */
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private readonly renderSortInterval = 0.05;
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private readonly renderSortInterval = 0.05;
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private lastRenderSortAt = 0;
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private lastRenderSortAt = 0;
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@@ -81,25 +82,22 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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}
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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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/** 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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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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view.node.setPosition(view.node.position.x, move.baseY, 0);
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}
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}
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// 渲染层级统交由 MoveSystem 统一处理,避免两个 System 争抢 setSiblingIndex
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// 渲染层级统交由 MoveSystem 统一处理,避免两个 System 争抢 setSiblingIndex
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// 仅在战斗中才处理索敌
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// 仅在战斗中才处理索敌;非战斗阶段也允许向左推进,让怪物自然逼近英雄阵地
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if (!smc.mission.in_fight) return;
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const nearestEnemy = smc.mission.in_fight ? this.findNearestEnemy(e) : null;
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const nearestEnemy = this.findNearestEnemy(e);
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if (nearestEnemy) {
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if (nearestEnemy) {
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/** 有敌人:进入固定位置攻击逻辑 */
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/** 有敌人:边移动边攻击 */
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this.processCombatLogic(e, move, view, model, nearestEnemy);
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this.processCombatLogic(e, move, view, model, nearestEnemy);
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this.syncCombatTarget(model, view, nearestEnemy);
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this.syncCombatTarget(model, view, nearestEnemy);
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} else {
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} else {
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/** 无敌人:原地待机 */
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/** 无敌人:清目标并继续向左推进 */
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this.clearCombatTarget(model);
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this.clearCombatTarget(model);
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model.is_atking = false;
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model.is_atking = false;
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view.status_change("idle");
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this.moveLeft(view, move, model);
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}
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}
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}
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}
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@@ -131,17 +129,44 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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private processCombatLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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private processCombatLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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const selfX = view.node.position.x;
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const selfX = view.node.position.x;
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const enemyX = enemy.node.position.x;
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const enemyX = enemy.node.position.x;
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const inRange = this.isEnemyInAttackRange(model, selfX, enemyX);
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// 停船判定使用固定阈值(80),不依赖技能攻击范围
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const inRange = Math.abs(selfX - enemyX) <= this.combatHaltDistance;
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// 攻击判定:怪物在固定位置,如果在攻击范围内则攻击,否则原地待机
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if (inRange) {
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if (inRange) {
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// 接触到英雄方:停止移动,进入攻击状态,由 SCastSystem 负责技能释放
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model.is_atking = true;
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model.is_atking = true;
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// 确保朝向敌人
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const dir = enemyX > selfX ? 1 : -1;
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const dir = enemyX > selfX ? 1 : -1;
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view.scale = dir;
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view.scale = dir;
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if (view.status === "move") {
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view.status_change("idle");
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}
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} else {
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} else {
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// 未接触:继续向左推进
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model.is_atking = false;
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model.is_atking = false;
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view.status_change("idle");
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this.moveLeft(view, move, model);
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}
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}
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/**
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* 持续向左推进:怪物不再固定站位,而是以 speed/3 的速度向左移动,
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* 直到抵达左边界(基地位置)后转入待机,由 SCastSystem 继续负责技能释放。
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*/
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private moveLeft(view: HeroViewComp, move: MonMoveComp, model: HeroAttrsComp) {
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const currentX = view.node.position.x;
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if (currentX <= BoxSet.LETF_END) {
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if (view.status !== "atk") {
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view.status_change("idle");
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}
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return;
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}
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const dir = -1;
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move.direction = dir;
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const speed = model.speed / 3;
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const delta = speed * this.dt * dir;
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const newX = Math.max(BoxSet.LETF_END, currentX + delta);
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if (Math.abs(newX - currentX) >= 0.01) {
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view.node.setPosition(newX, view.node.position.y, 0);
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view.status_change("move");
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}
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}
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}
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}
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@@ -13,7 +13,6 @@ import { GameEvent } from "../common/config/GameEvent";
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import { SkillTriggerType } from "../common/config/heroSet";
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import { SkillTriggerType } from "../common/config/heroSet";
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import { SkillTriggerHelper } from "./SkillTriggerHelper";
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import { SkillTriggerHelper } from "./SkillTriggerHelper";
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import { MissionEconomy } from "../map/MissionEconomy";
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import { MissionEconomy } from "../map/MissionEconomy";
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import { MissionMonCompComp } from "../map/MissionMonComp";
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import { MissionHeroComp } from "../map/MissionHeroComp";
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import { MissionHeroComp } from "../map/MissionHeroComp";
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/**
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/**
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@@ -695,25 +694,13 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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if (config.DTType === DTType.aoe_grid) {
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if (config.DTType === DTType.aoe_grid) {
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const isHero = heroAttrs.fac === FacSet.HERO;
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const isHero = heroAttrs.fac === FacSet.HERO;
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if (isHero) {
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if (isHero) {
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// 英雄打怪物,目标为怪物网格的第2列(idx 1)中路(row 1)或第3列(idx 2)中路
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// 怪物已改为从 X=400 出生后动态向左推进,不再有固定列阵型。
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// MissionMonComp.MON_POSITIONS 顺序:
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// aoe_grid 直接以最近敌人的真实位置作为目标点,
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// 列1: 0,1,2 (X=60)
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// 由技能自身的范围半径负责命中附近的怪物集群。
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// 列2: 3,4,5 (X=140) -> 第2列中路是 index 4
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if (nearestEnemy?.node) {
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// 列3: 6,7,8 (X=220) -> 第3列中路是 index 7
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return nearestEnemy.node.position.clone();
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// 简单起见,可以固定取第2列中路(index 4)或第3列中路(index 7)
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// 若最近的敌人在更后排,也可以取那个敌人的列。
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// 需求:三类 需要以中路 第 2、 3列为目标。
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// 我们直接返回第2列中路坐标(X=140, Y=GAME_LINE)或者根据最近敌人判断。
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// 需求说明为第 2 或 第 3 列,这里我们可以根据目标位置,如果目标在第3列及以后,打第3列,否则打第2列。
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let targetCol = 1; // 0-based, so 1 is 2nd col
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if (nearestEnemy && nearestEnemy.node) {
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// 判断目标所在的列
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const ex = nearestEnemy.node.position.x;
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// X=60(列1), X=140(列2), X=220(列3), X=300(列4)
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if (ex >= 200) targetCol = 2; // 第3列
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}
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}
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const targetIdx = targetCol * 3 + 1; // 1是中路
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return null;
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return MissionMonCompComp.MON_POSITIONS[targetIdx].clone();
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} else {
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} else {
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// 怪物打英雄,英雄网格:
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// 怪物打英雄,英雄网格:
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// 列1: 0,1,2 (X=-210)
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// 列1: 0,1,2 (X=-210)
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@@ -4,11 +4,12 @@
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*
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*
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* 职责:
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* 职责:
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* 1. 管理每一波怪物的生成计划:根据 RogueConfig 生成怪物。
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* 1. 管理每一波怪物的生成计划:根据 RogueConfig 生成怪物。
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* 2. 自动推进波次:在准备阶段结束时(PhasePrepareEnd)统一刷出怪物。
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* 2. 自动推进波次:在准备阶段结束时(PhasePrepareEnd)把怪物转入逐个刷出队列。
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*
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*
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* 关键设计:
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* 关键设计:
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* - 采用 12 个硬编码的网格位置点 (MON_POSITIONS,3行x4列)
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* - 所有怪物统一从右侧 X=400 出生点逐个刷出(MON_SPAWN_INTERVAL 节奏控制)。
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* - 每次生成最多 12 个怪物,固定在位置点。
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* - 实际阵型与推进由 MonMoveComp 在战斗中向左移动自然形成,不再使用固定网格点。
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* - 槽位索引(3行×4列)仅用于 monGrid 寻路与 SCastSystem 索敌定位。
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* - 上一波残留怪在波次结束/开始时统一清理。
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* - 上一波残留怪在波次结束/开始时统一清理。
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*/
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*/
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import { _decorator, v3, Vec3 } from "cc";
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import { _decorator, v3, Vec3 } from "cc";
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@@ -35,25 +36,29 @@ export class MissionMonCompComp extends CCComp {
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private static readonly MAX_MONSTERS = 12;
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private static readonly MAX_MONSTERS = 12;
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/** 怪物出生掉落高度 */
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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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private static readonly MON_DROP_HEIGHT = 0;
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/** 怪物统一从右侧 X=400 出生点逐个刷出,随后向左推进 */
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private static readonly MON_SPAWN_X = 400;
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/** 逐个刷怪间隔(秒):保证怪物排成纵队,避免堆叠 */
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private static readonly MON_SPAWN_INTERVAL = 0.3;
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/** 硬编码的 12 个怪物占位点 (3行4列) */
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/**
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* 12 个怪物占位点:所有槽位统一以右侧出生点 (X=400) 作为坐标,
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* 实际阵型由 MonMoveComp 在战斗中向左推进时自然拉开。
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* 槽位索引仍保留 3 行 × 4 列结构,供 monGrid 寻路与 SCastSystem 索敌使用。
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*/
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public static readonly MON_POSITIONS: Vec3[] = [
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public static readonly MON_POSITIONS: Vec3[] = [
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// 第 1 列 (X=60)
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 0: Col1-Top
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v3(0, BoxSet.GAME_LINE, 0), // index 0: Top
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 1: Col1-Mid
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v3(0, BoxSet.GAME_LINE, 0), // index 1: Mid
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 2: Col1-Bot
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v3(0, BoxSet.GAME_LINE, 0), // index 2: Bot
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 3: Col2-Top
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// 第 2 列 (X=140)
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 4: Col2-Mid
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v3(90, BoxSet.GAME_LINE, 0), // index 3: Top
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 5: Col2-Bot
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v3(90, BoxSet.GAME_LINE, 0), // index 4: Mid
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 6: Col3-Top
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v3(90, BoxSet.GAME_LINE, 0), // index 5: Bot
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 7: Col3-Mid
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// 第 3 列 (X=220)
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 8: Col3-Bot
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v3(180, BoxSet.GAME_LINE, 0), // index 6: Top
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 9: Col4-Top
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v3(180, BoxSet.GAME_LINE, 0), // index 7: Mid
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 10: Col4-Mid
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v3(180, BoxSet.GAME_LINE, 0), // index 8: Bot
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v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 11: Col4-Bot
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// 第 4 列 (X=300)
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v3(270, BoxSet.GAME_LINE, 0), // index 9: Top
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v3(270, BoxSet.GAME_LINE, 0), // index 10: Mid
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v3(270, BoxSet.GAME_LINE, 0), // index 11: Bot
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];
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];
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// ======================== 编辑器属性 ========================
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// ======================== 编辑器属性 ========================
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@@ -71,8 +76,12 @@ export class MissionMonCompComp extends CCComp {
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private waveTargetCount: number = 0;
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private waveTargetCount: number = 0;
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/** 当前波已生成的怪物数量 */
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/** 当前波已生成的怪物数量 */
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private waveSpawnedCount: number = 0;
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private waveSpawnedCount: number = 0;
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/** 等待生成的怪物队列 */
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/** 等待生成的怪物队列(波次总池) */
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private pendingMonsters: GeneratedMonster[] = [];
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private pendingMonsters: GeneratedMonster[] = [];
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/** 逐个刷怪队列:从 pendingMonsters 转入,按节奏在 update 中释放 */
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private spawnQueue: GeneratedMonster[] = [];
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/** 逐个刷怪累计计时(秒) */
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private spawnTimer: number = 0;
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// ======================== 生命周期 ========================
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// ======================== 生命周期 ========================
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@@ -83,7 +92,20 @@ export class MissionMonCompComp extends CCComp {
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}
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}
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protected update(dt: number): void {
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protected update(dt: number): void {
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smc.vmdata.mission_data.pending_mon_num = this.pendingMonsters.length;
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// pending_mon_num 同时统计未刷出的总池与正在释放的队列,确保 UI 与全灭判定一致
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smc.vmdata.mission_data.pending_mon_num = this.pendingMonsters.length + this.spawnQueue.length;
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// 逐个刷怪:按 MON_SPAWN_INTERVAL 节奏从队列释放
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if (this.spawnQueue.length > 0) {
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this.spawnTimer += dt;
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if (this.spawnTimer >= MissionMonCompComp.MON_SPAWN_INTERVAL) {
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this.spawnTimer = 0;
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const monData = this.spawnQueue.shift()!;
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const targetPosIndex = this.waveSpawnedCount % MissionMonCompComp.MAX_MONSTERS;
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this.addMonsterAtGrid(targetPosIndex, monData, this.currentWave);
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this.waveSpawnedCount++;
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}
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}
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}
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}
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start() {}
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start() {}
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@@ -115,6 +137,8 @@ export class MissionMonCompComp extends CCComp {
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this.waveTargetCount = 0;
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this.waveTargetCount = 0;
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this.waveSpawnedCount = 0;
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this.waveSpawnedCount = 0;
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this.pendingMonsters = [];
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this.pendingMonsters = [];
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this.spawnQueue = [];
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this.spawnTimer = 0;
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// 预生成第一波数据以获取数量和 Boss 信息
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// 预生成第一波数据以获取数量和 Boss 信息
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const monsters = spawningEngine.generateWave(this.currentWave);
|
const monsters = spawningEngine.generateWave(this.currentWave);
|
||||||
@@ -142,24 +166,24 @@ export class MissionMonCompComp extends CCComp {
|
|||||||
|
|
||||||
private onPhasePrepareEnd() {
|
private onPhasePrepareEnd() {
|
||||||
this.resetSlotSpawnData();
|
this.resetSlotSpawnData();
|
||||||
|
|
||||||
// 准备结束阶段,立即刷出本波所有怪物
|
// 准备结束阶段:把本波待刷怪物转入逐个释放队列,
|
||||||
|
// 实际生成时机由 update() 按 MON_SPAWN_INTERVAL 节奏触发,
|
||||||
|
// 让怪物从 X=400 出生点排成纵队依次向左推进。
|
||||||
if (this.pendingMonsters.length > 0) {
|
if (this.pendingMonsters.length > 0) {
|
||||||
let count = Math.min(this.pendingMonsters.length, MissionMonCompComp.MAX_MONSTERS);
|
const count = Math.min(this.pendingMonsters.length, MissionMonCompComp.MAX_MONSTERS);
|
||||||
for (let i = 0; i < count; i++) {
|
for (let i = 0; i < count; i++) {
|
||||||
const monData = this.pendingMonsters.shift()!;
|
this.spawnQueue.push(this.pendingMonsters.shift()!);
|
||||||
const targetPosIndex = this.waveSpawnedCount % MissionMonCompComp.MAX_MONSTERS;
|
|
||||||
this.addMonsterAtGrid(targetPosIndex, monData, this.currentWave);
|
|
||||||
this.waveSpawnedCount++;
|
|
||||||
}
|
}
|
||||||
this.pendingMonsters = [];
|
// 让首个怪物在下一帧立即刷出,避免额外延迟
|
||||||
|
this.spawnTimer = MissionMonCompComp.MON_SPAWN_INTERVAL;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ======================== 槽位管理 ========================
|
// ======================== 槽位管理 ========================
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 清理上一波残留怪物,并重置生成计数
|
* 清理上一波残留怪物,并重置生成计数与逐个刷怪队列
|
||||||
*/
|
*/
|
||||||
private resetSlotSpawnData() {
|
private resetSlotSpawnData() {
|
||||||
ecs.query(ecs.allOf(HeroAttrsComp)).forEach(e => {
|
ecs.query(ecs.allOf(HeroAttrsComp)).forEach(e => {
|
||||||
@@ -168,8 +192,11 @@ export class MissionMonCompComp extends CCComp {
|
|||||||
e.destroy();
|
e.destroy();
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
this.waveSpawnedCount = 0;
|
this.waveSpawnedCount = 0;
|
||||||
|
// 同步丢弃上一波未释放的队列,避免与新一波混合
|
||||||
|
this.spawnQueue = [];
|
||||||
|
this.spawnTimer = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ======================== 怪物生成 ========================
|
// ======================== 怪物生成 ========================
|
||||||
|
|||||||
Reference in New Issue
Block a user