diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index 5dd255b0..3e24906e 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -66,12 +66,12 @@ export const MonSet = { } export enum MonStart { - SLINE_1=130, //上线y - SLINE_2=110, //下线y - SLINE_3=150, //下线y - SLINE_4=90, //y起始点 - START_X=240, //x起始点 - START_I=60, //x轴间隔 + SLINE_1=140, //上线y + SLINE_2=100, //下线y + SLINE_3=180, //下线y + SLINE_4=60, //y起始点 + START_X=360, //x起始点 + START_I=90, //x轴间隔 } export enum HeroConf{ diff --git a/assets/script/game/map/MissionMonComp.ts b/assets/script/game/map/MissionMonComp.ts index 85fe84e1..49b52b6a 100644 --- a/assets/script/game/map/MissionMonComp.ts +++ b/assets/script/game/map/MissionMonComp.ts @@ -26,11 +26,11 @@ export class MissionMonCompComp extends CCComp { buffs: BuffConf[] }> = []; private isSpawning: boolean = false;// 是否正在生成怪物 - private spawnInterval: number = 0.1; // 每个怪物生成间隔时间 + private spawnInterval: number = 0.6; // 每个怪物生成间隔时间(减半速度) private spawnTimer: number = 0; // 生成计时器 private spawnCount: number = 0; // 召唤计数器 - private pauseInterval: number = 5.0; // 暂停间隔时间(5秒) - private isPausing: boolean = false; // 是否正在暂停 + // private pauseInterval: number = 5.0; // 暂停间隔时间(5秒) + // private isPausing: boolean = false; // 是否正在暂停 private eventProcessed: boolean = false; // 事件是否已处理 /** 全局生成顺序计数器,用于层级管理 */ private globalSpawnOrder: number = 0; @@ -97,29 +97,10 @@ export class MissionMonCompComp extends CCComp { if (this.MonQueue.length > 0 && !this.isSpawning) { this.spawnTimer += dt; - // 检查是否需要暂停(每召唤5次后暂停5秒) - if (this.isPausing) { - if (this.spawnTimer >= this.pauseInterval) { - // 暂停结束,重置状态 - this.isPausing = false; - this.spawnCount = 0; - this.spawnTimer = 0; - // console.log("[MissionMonComp]: 暂停结束,继续召唤怪物"); - } - return; // 暂停期间不召唤怪物 - } - // 正常召唤间隔 if (this.spawnTimer >= this.spawnInterval) { this.spawnNextMonster(); this.spawnTimer = 0; - - // 检查是否需要进入暂停状态 - if (this.spawnCount >= 5) { - this.isPausing = true; - this.spawnTimer = 0; // 重置计时器用于暂停计时 - // console.log("[MissionMonComp]: 已召唤5只怪物,开始暂停5秒"); - } } } } @@ -127,7 +108,7 @@ export class MissionMonCompComp extends CCComp { do_mon_wave(){ // 重置召唤相关状态 this.spawnCount = 0; - this.isPausing = false; + // this.isPausing = false; this.spawnTimer = 0; this.eventProcessed = false; diff --git a/assets/script/game/map/RogueConfig.ts b/assets/script/game/map/RogueConfig.ts index cb2fb679..e1057ff1 100644 --- a/assets/script/game/map/RogueConfig.ts +++ b/assets/script/game/map/RogueConfig.ts @@ -256,7 +256,8 @@ function getSpawnWeights(timeInSeconds: number): SpawnWeight[] { export function calculateBudget(timeInSeconds: number, heroHpRatio: number = 1.0): number { // 基础预算:每秒产生的点数 // 假设1分钟时为20点,公式: Budget = Base * (1 + 60/60 * 0.2) = Base * 1.2 = 20 => Base ≈ 16 - const Base_Budget = 16; + // 修改:降低基础预算,避免队列积压。每秒 1.5 点左右(减半)。 + const Base_Budget = 1.5; // 时间因子:随时间增加难度 const timeFactor = 1 + (timeInSeconds / 60) * 0.2;