refactor(game): 简化怪物生成逻辑并移除肉鸽配置

- 移除 RogueConfig 及相关动态成长系统
- 简化 Monster.load() 方法参数,直接使用 heroSet 配置
- 移除 MissionMonComp 中的波次生成逻辑和特殊队列
- 清理 MissionComp 中与肉鸽相关的特殊刷怪检查
- 调整 heroSet 配置,移除 buff 字段并统一技能
- 更新技能配置,增加更多攻击特效
This commit is contained in:
panw
2026-03-17 15:59:44 +08:00
parent 8667656e48
commit 8505522c7e
6 changed files with 153 additions and 633 deletions

View File

@@ -6,7 +6,6 @@ import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet";
import { HeroInfo } from "../common/config/heroSet";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { BuffConf, SkillSet } from "../common/config/SkillSet";
import { getMonAttr, MonType } from "../map/RogueConfig";
import { HeroViewComp } from "./HeroViewComp";
import { MoveComp } from "./MoveComp";
import { mLogger } from "../common/Logger";
@@ -89,7 +88,7 @@ export class Monster extends ecs.Entity {
}
/** 加载角色 */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,lv:number=1,monType:MonType=MonType.NORMAL, buffs: BuffConf[] = [],is_call=false, lane: number = 0, spawnOrder: number = 0, gameTime: number = 0) {
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001, is_boss:boolean=false) {
scale=-1
let size=1
var scene = smc.map.MapView.scene;
@@ -124,23 +123,18 @@ export class Monster extends ecs.Entity {
// 设置 View 层属性(表现相关)
view.scale = scale;
view.box_group = BoxSet.MONSTER;
// 设置 Model 层属性(数据相关)
// 设置 Model 层属性 基础属性
model.hero_uuid = uuid;
model.hero_name = hero.name;
model.lv = lv;
model.hp = model.hp_max = hero.hp;
model.ap = hero.ap;
model.speed = hero.speed; // 使用成长后的速度
model.type = hero.type;
model.fac = FacSet.MON;
model.is_boss = monType == MonType.BOSS;
model.is_boss =is_boss
if(!model.is_boss){
model.is_kalami = true;
}
// 根据等级和类型获取怪物属性(使用新的动态成长系统)
const {hp,ap, speed} = getMonAttr(lv, uuid, monType, gameTime);
// 初始化属性数组
model.hp = model.hp_max = hp;
model.ap = ap;
model.speed = speed; // 使用成长后的速度
model.a_cd_max=hero.as
model.s_cd_max=hero.ss
model.back_chance=FightSet.BACK_CHANCE
@@ -148,22 +142,20 @@ export class Monster extends ecs.Entity {
if(hero.skills[0]) model.atk_id=hero.skills[0]
if(hero.skills[1]) model.skill_id=hero.skills[1]
model.updateSkillDistanceCache(model.skill_id || model.atk_id);
//根据刷怪控制脚本对ap和hp进行加强
this.add(view);
// 重置视图状态(对象池复用时必须)
view.init();
oops.message.dispatchEvent("monster_load",this)
// 初始化移动参数,包括线路和生成顺序
const move = this.get(MoveComp);
move.reset();
move.direction = -1; // 向左移动
move.targetX = Math.max(-320, Math.min(320, pos.x));
move.baseY = pos.y;
move.lane = lane; // 设置线路标识
move.spawnOrder = spawnOrder; // 设置生成顺序
smc.vmdata.mission_data.mon_num++
}