fix(map): 修复抽卡重复英雄和英雄站位偏移问题
1. 新增英雄卡UUID去重逻辑,避免单次抽卡出现重复英雄 2. 调整英雄初始站位坐标,修正布局偏移问题 3. 统一代码格式,修复缩进和类型注解不规范问题
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@@ -98,7 +98,7 @@ export class MissionCardComp extends CCComp {
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/** 抽卡(刷新)按钮节点 */
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@property(Node)
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cards_chou: Node = null!
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/** 英雄卡牌池cards_node显示隐藏 */
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@property(Node)
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showHeros: Node = null!
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@@ -768,6 +768,7 @@ export class MissionCardComp extends CCComp {
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const result: CardConfig[] = [];
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const usedUpgradeTargets = new Set<number>();
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const usedHeroUuids = new Set<number>();
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// 必出 1 张升级卡,按 UUID 升序轮询,放在返回数组首位(对应最左侧卡槽)
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if (upgradeCards.length > 0) {
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@@ -778,23 +779,36 @@ export class MissionCardComp extends CCComp {
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usedUpgradeTargets.add(mandatory.target_hero_eid ?? 0);
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}
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// 剩余张数从混合池抽取,排除已选升级卡 target_hero_eid
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// 剩余张数从混合池抽取,排除已选升级卡 target_hero_eid 和已选英雄卡 uuid
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const remainingCount = 3 - result.length;
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if (remainingCount > 0) {
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const remainingPool = mixedPool.filter(c => {
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if (c.type === CardType.SpecialUpgrade && c.target_hero_eid) {
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return !usedUpgradeTargets.has(c.target_hero_eid);
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}
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if (c.type === CardType.Hero) {
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return !usedHeroUuids.has(c.uuid);
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}
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return true;
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});
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const rest = this.pickMixedCards(remainingPool, remainingCount, upgradeCards);
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result.push(...rest);
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rest.forEach(c => {
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result.push(c);
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if (c.type === CardType.SpecialUpgrade && c.target_hero_eid) {
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usedUpgradeTargets.add(c.target_hero_eid);
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}
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if (c.type === CardType.Hero) {
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usedHeroUuids.add(c.uuid);
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}
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});
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}
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// 兜底:不足 3 张时循环补齐
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// 兜底:不足 3 张时从未使用的英雄卡中补齐,避免出现重复英雄
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while (result.length < 3) {
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if (mixedPool.length === 0) break;
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result.push(mixedPool[result.length % mixedPool.length]);
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const fillCard = availableHeroCards.find(c => !usedHeroUuids.has(c.uuid));
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if (!fillCard) break;
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result.push(fillCard);
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usedHeroUuids.add(fillCard.uuid);
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}
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return result.slice(0, 3);
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}
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@@ -802,17 +816,22 @@ export class MissionCardComp extends CCComp {
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/**
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* 从混合池中按权重抽取 n 张卡。
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* 升级卡之间强制 unique(同一个 target_hero_eid 只能出现一次)。
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* 英雄卡之间强制 unique(同一个 uuid 只能出现一次),避免同一次发牌出现重复英雄。
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*/
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private pickMixedCards(pool: CardConfig[], count: number, upgradeCards: CardConfig[]): CardConfig[] {
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if (pool.length === 0 || count <= 0) return [];
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const selected: CardConfig[] = [];
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const usedUpgradeTargets = new Set<number>();
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const usedHeroUuids = new Set<number>();
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while (selected.length < count) {
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const available = pool.filter(c => {
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if (c.type === CardType.SpecialUpgrade && c.target_hero_eid) {
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return !usedUpgradeTargets.has(c.target_hero_eid);
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}
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if (c.type === CardType.Hero) {
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return !usedHeroUuids.has(c.uuid);
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}
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return true;
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});
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if (available.length === 0) break;
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@@ -822,6 +841,9 @@ export class MissionCardComp extends CCComp {
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if (pick.type === CardType.SpecialUpgrade && pick.target_hero_eid) {
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usedUpgradeTargets.add(pick.target_hero_eid);
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}
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if (pick.type === CardType.Hero) {
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usedHeroUuids.add(pick.uuid);
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}
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}
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return selected;
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}
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@@ -907,6 +929,7 @@ export class MissionCardComp extends CCComp {
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count: 3,
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type: CardType.Hero,
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heroType,
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unique: true, // 保证一次刷新内的英雄卡不重复
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});
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// 过滤掉场上已召唤英雄的普通英雄卡(已召唤的英雄不再重复刷出)
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const aliveHeroUuids = this.getAliveHeroUuids();
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@@ -49,8 +49,8 @@ export class MissionHeroComp extends CCComp {
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/** 硬编码的6个英雄占位点 */
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public static readonly HERO_POSITIONS: Vec3[] = [
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v3(-180, BoxSet.GAME_LINE, 0), // index 0 (node_index 1): Top Front 第二
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v3(-80, BoxSet.GAME_LINE, 0), // index 1 (node_index 2): Mid Front 第一
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v3(-200, BoxSet.GAME_LINE, 0), // index 0 (node_index 1): Top Front 第二
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v3(-120, BoxSet.GAME_LINE, 0), // index 1 (node_index 2): Mid Front 第一
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v3(-280, BoxSet.GAME_LINE, 0), // index 2 (node_index 3): Bot Front 第三
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// v3(-280, BoxSet.GAME_LINE + 100, 0), // index 3 (node_index 4): Top Back
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// v3(-280, BoxSet.GAME_LINE, 0), // index 4 (node_index 5): Mid Back
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@@ -63,37 +63,37 @@ export class MissionHeroComp extends CCComp {
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// ======================== 运行时属性 ========================
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/** 预留计时器 */
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timer:Timer=new Timer(2)
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timer: Timer = new Timer(2)
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/** 预留状态:友方是否全部死亡 */
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Friend_is_dead:boolean=false
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Friend_is_dead: boolean = false
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/** 当前处理的英雄 uuid */
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current_hero_uuid:number=0
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current_hero_uuid: number = 0
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/** 当前英雄数量缓存 */
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current_hero_num:number=-1
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current_hero_num: number = -1
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/** 是否正在消费召唤队列(防止并发) */
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is_processing_queue:boolean=false
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is_processing_queue: boolean = false
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/** 召唤请求队列:保证召唤按顺序串行执行 */
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summon_queue:{ uuid: number; hero_lv: number; pool_lv: number }[]=[]
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summon_queue: { uuid: number; hero_lv: number; pool_lv: number }[] = []
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/** 预留英雄列表 */
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heros:any=[]
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heros: any = []
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// ======================== 生命周期 ========================
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onLoad(){
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onLoad() {
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// 注册节点级事件
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this.on(GameEvent.FightReady,this.fight_ready,this)
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this.on(GameEvent.Zhaohuan,this.zhao_huan,this)
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this.on(GameEvent.MissionEnd,this.clear_heros,this)
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this.on(GameEvent.FightReady, this.fight_ready, this)
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this.on(GameEvent.Zhaohuan, this.zhao_huan, this)
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this.on(GameEvent.MissionEnd, this.clear_heros, this)
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// 注册全局消息
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oops.message.on(GameEvent.CallHero,this.call_hero,this)
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oops.message.on("PhasePrepareStart",this.fight_ready,this)
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oops.message.on(GameEvent.CallHero, this.call_hero, this)
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oops.message.on("PhasePrepareStart", this.fight_ready, this)
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}
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onDestroy(){
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onDestroy() {
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super.onDestroy();
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// 清理全部监听
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oops.message.off(GameEvent.CallHero,this.call_hero,this)
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oops.message.off("PhasePrepareStart",this.fight_ready,this)
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oops.message.off(GameEvent.CallHero, this.call_hero, this)
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oops.message.off("PhasePrepareStart", this.fight_ready, this)
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}
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start() {
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@@ -102,7 +102,7 @@ export class MissionHeroComp extends CCComp {
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// ======================== 事件处理 ========================
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/** 关卡结束时清理全部英雄 ECS 实体 */
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clear_heros(){
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clear_heros() {
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const heroes = this.getAllHeroes();
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for (let i = 0; i < heroes.length; i++) {
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heroes[i].destroy();
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@@ -110,7 +110,7 @@ export class MissionHeroComp extends CCComp {
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}
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/** 战斗准备阶段:重置出战英雄计数,恢复满血重新登场 */
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fight_ready(){
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fight_ready() {
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const heroes = this.getAllHeroes();
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smc.vmdata.mission_data.hero_num = heroes.length;
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for (let i = 0; i < heroes.length; i++) {
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@@ -135,7 +135,7 @@ export class MissionHeroComp extends CCComp {
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}
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/** 预留:召唤事件扩展入口 */
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private zhao_huan(event: string, args: any){
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private zhao_huan(event: string, args: any) {
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}
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@@ -147,7 +147,7 @@ export class MissionHeroComp extends CCComp {
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* @param event 事件名
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* @param args { uuid, hero_lv, pool_lv }
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*/
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private async call_hero(event: string, args: any){
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private async call_hero(event: string, args: any) {
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const payload = args ?? event;
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const uuid = Number(payload?.uuid ?? 1001);
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const hero_lv = Math.max(1, Number(payload?.hero_lv ?? 1));
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@@ -196,7 +196,7 @@ export class MissionHeroComp extends CCComp {
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const m = h.get(HeroAttrsComp);
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if (m && m.posIndex >= 0) occupied.add(m.posIndex);
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}
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// 优先中前(1) -> 上前(0) -> 下前(2) -> 中后(4) -> 上后(3) -> 下后(5)
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const slotPriority = [1, 0, 2, 4, 3, 5];
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for (const idx of slotPriority) {
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@@ -204,7 +204,7 @@ export class MissionHeroComp extends CCComp {
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return idx;
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}
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}
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// 溢出:默认中前
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return 1;
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}
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@@ -219,14 +219,14 @@ export class MissionHeroComp extends CCComp {
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* @param pool_lv 卡池等级(历史遗留,新机制下不再使用)
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* @returns 创建的 Hero 实体
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*/
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private addHero(uuid:number=1001,hero_lv:number=1, pool_lv:number=1) {
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private addHero(uuid: number = 1001, hero_lv: number = 1, pool_lv: number = 1) {
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let hero = ecs.getEntity<Hero>(Hero);
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let scale = 1
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const posIndex = this.pickPositionIndexForHero();
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const landingPos = MissionHeroComp.HERO_POSITIONS[posIndex];
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let spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroComp.HERO_DROP_HEIGHT, 0);
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hero.load(spawnPos,scale,uuid,landingPos.y,hero_lv,pool_lv,posIndex);
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let spawnPos: Vec3 = v3(landingPos.x, landingPos.y + MissionHeroComp.HERO_DROP_HEIGHT, 0);
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hero.load(spawnPos, scale, uuid, landingPos.y, hero_lv, pool_lv, posIndex);
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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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@@ -235,7 +235,7 @@ export class MissionHeroComp extends CCComp {
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model: model
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});
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}
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return hero;
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}
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@@ -285,7 +285,7 @@ export class MissionHeroComp extends CCComp {
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this.addHero(uuid, hero_lv, pool_lv);
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}
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/** ECS 组件移除时触发(当前不销毁节点,保留引用) */
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reset() {
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// this.node.destroy();
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