diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index de3433fc..db0bccc6 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -47,23 +47,23 @@ export const getMonList = ()=>{ } export const HeroPos={ - 0:{pos:v3(-240,BoxSet.GAME_LINE,0)}, + 0:{pos:v3(-360,BoxSet.GAME_LINE,0)}, 1:{pos:v3(0,BoxSet.GAME_LINE,0)}, 2:{pos:v3(0,BoxSet.GAME_LINE,0)}, } export const MonSet = { - 0:{pos:v3(240,BoxSet.GAME_LINE+10,0)}, - 1:{pos:v3(240,BoxSet.GAME_LINE-10,0)}, - 2:{pos:v3(300,BoxSet.GAME_LINE+10,0)}, - 3:{pos:v3(300,BoxSet.GAME_LINE-10,0)}, - 4:{pos:v3(320,BoxSet.GAME_LINE+10,0)}, - 5:{pos:v3(320,BoxSet.GAME_LINE-10,0)}, + 0:{pos:v3(360,BoxSet.GAME_LINE+10,0)}, + 1:{pos:v3(360,BoxSet.GAME_LINE-10,0)}, + 2:{pos:v3(360,BoxSet.GAME_LINE+10,0)}, + 3:{pos:v3(360,BoxSet.GAME_LINE-10,0)}, + 4:{pos:v3(360,BoxSet.GAME_LINE+10,0)}, + 5:{pos:v3(360,BoxSet.GAME_LINE-10,0)}, 6:{pos:v3(360,BoxSet.GAME_LINE+10,0)}, 7:{pos:v3(360,BoxSet.GAME_LINE-10,0)}, - 8:{pos:v3(400,BoxSet.GAME_LINE+10,0)}, - 9:{pos:v3(400,BoxSet.GAME_LINE-10,0)}, - 10:{pos:v3(440,BoxSet.GAME_LINE+10,0)}, - 11:{pos:v3(440,BoxSet.GAME_LINE-10,0)}, + 8:{pos:v3(360,BoxSet.GAME_LINE+10,0)}, + 9:{pos:v3(360,BoxSet.GAME_LINE-10,0)}, + 10:{pos:v3(360,BoxSet.GAME_LINE+10,0)}, + 11:{pos:v3(360,BoxSet.GAME_LINE-10,0)}, } export enum MonStart { diff --git a/assets/script/game/hero/MoveComp.ts b/assets/script/game/hero/MoveComp.ts index a321644a..deeb1736 100644 --- a/assets/script/game/hero/MoveComp.ts +++ b/assets/script/game/hero/MoveComp.ts @@ -128,15 +128,11 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate const currentX = view.node.position.x; const enemyX = enemy.node.position.x; const dist = Math.abs(currentX - enemyX); - const [rawMinRange] = this.resolveCombatRange(model, 0, this.minSpacingX); const maxRange = this.minSpacingX; - const minRange = Math.min(rawMinRange, Math.max(0, maxRange - 1)); move.direction = enemyX > currentX ? 1 : -1; - if (dist < minRange) { - this.performRetreat(view, move, model, currentX); - } else if (dist <= maxRange) { + if (dist <= maxRange) { view.status_change("idle"); model.is_atking = true; } else { @@ -151,14 +147,11 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate const enemyX = enemy.node.position.x; const dist = Math.abs(currentX - enemyX); - const [minRange, maxRange] = this.resolveCombatRange(model, 120, 360); + const [, maxRange] = this.resolveCombatRange(model, 120, 360); move.direction = enemyX > currentX ? 1 : -1; - if (dist < minRange) { - // 太近了,后撤 - this.performRetreat(view, move, model, currentX); - } else if (dist > maxRange) { + if (dist > maxRange) { const speed = model.speed / 3; this.moveEntity(view, move.direction, speed); model.is_atking = true; @@ -173,14 +166,11 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate const enemyX = enemy.node.position.x; const dist = Math.abs(currentX - enemyX); - const [minRange, maxRange] = this.resolveCombatRange(model, 360, 720); + const [, maxRange] = this.resolveCombatRange(model, 360, 720); move.direction = enemyX > currentX ? 1 : -1; - if (dist < minRange) { - // 太近了,后撤 (远程单位对距离更敏感) - this.performRetreat(view, move, model, currentX); - } else if (dist > maxRange) { + if (dist > maxRange) { const speed = model.speed / 3; this.moveEntity(view, move.direction, speed); model.is_atking = true; @@ -239,7 +229,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate } const side = model.fac === FacSet.MON ? 1 : -1; if (rangeType === SkillRange.Long) { - return 240 * side; + return 300 * side; } if (rangeType === SkillRange.Mid) { return 200 * side;