feat(关卡): 实现基于波次的怪物生成系统
- 将时间轴刷怪改为波次制,每波生成固定数量普通怪 - 每若干波生成一个Boss,Boss波次可配置 - 在界面时间显示前添加当前波次信息 - 添加新波次开始时的事件通知机制 - 调整卡片预制件的Y坐标以适应新布局
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@@ -60,6 +60,7 @@ export class MissionComp extends CCComp {
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private heapTrendTimer: number = 0;
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private heapTrendBaseMB: number = -1;
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private monsterCountSyncTimer: number = 0;
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private currentWave: number = 0;
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private readonly heroViewMatcher = ecs.allOf(HeroViewComp);
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private readonly skillViewMatcher = ecs.allOf(SkillView);
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private readonly heroAttrsMatcher = ecs.allOf(HeroAttrsComp);
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@@ -72,6 +73,7 @@ export class MissionComp extends CCComp {
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// this.on(GameEvent.HeroDead,this.do_hero_dead,this)
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// this.on(GameEvent.FightEnd,this.fight_end,this)
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this.on(GameEvent.MissionEnd,this.mission_end,this)
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this.on(GameEvent.NewWave,this.onNewWave,this)
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this.on(GameEvent.DO_AD_BACK,this.do_ad,this)
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this.removeMemoryPanel()
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}
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@@ -94,7 +96,8 @@ export class MissionComp extends CCComp {
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this.lastTimeSecond = remainSecond;
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let m = Math.floor(remainSecond / 60);
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let s = remainSecond % 60;
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let str = `${m.toString().padStart(2, '0')}:${s.toString().padStart(2, '0')}`;
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const wave = Math.max(1, this.currentWave || smc.vmdata.mission_data.level || 1);
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let str = `W${wave.toString().padStart(2, '0')} ${m.toString().padStart(2, '0')}:${s.toString().padStart(2, '0')}`;
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if(str != this.lastTimeStr){
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this.time_node.getChildByName("time").getComponent(Label).string = str;
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this.lastTimeStr = str;
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@@ -125,10 +128,9 @@ export class MissionComp extends CCComp {
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this.unscheduleAllCallbacks();
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// 确保清理上一局的残留实体
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this.cleanComponents();
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oops.message.dispatchEvent(GameEvent.FightReady)
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this.node.active=true
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this.data_init()
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oops.message.dispatchEvent(GameEvent.FightReady)
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let loading=this.node.parent.getChildByName("loading")
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loading.active=true
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this.scheduleOnce(()=>{
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@@ -197,6 +199,7 @@ export class MissionComp extends CCComp {
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smc.vmdata.mission_data.mon_num=0
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smc.vmdata.mission_data.level=0
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smc.vmdata.mission_data.mon_max = Math.max(1, Math.floor(this.maxMonsterCount))
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this.currentWave = 0;
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this.FightTime=FightSet.FiIGHT_TIME
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this.rewards=[] // 改为数组,用于存储掉落物品列表
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this.revive_times = 1; // 每次任务开始重置复活次数
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@@ -221,6 +224,15 @@ export class MissionComp extends CCComp {
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// mLogger.log(this.debugMode, 'MissionComp', "局内数据初始化",smc.vmdata.mission_data)
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}
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private onNewWave(event: string, data: any) {
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const wave = Number(data?.wave ?? 0);
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if (wave <= 0) return;
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this.currentWave = wave;
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smc.vmdata.mission_data.level = wave;
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this.lastTimeSecond = -1;
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this.update_time();
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}
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private getMonsterThresholds(): { max: number; resume: number } {
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const max = Math.max(1, Math.floor(this.maxMonsterCount));
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const resume = Math.min(max - 1, Math.max(0, Math.floor(this.resumeMonsterCount)));
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