From 9579c4f75ead6eda78050901f662007fcd5665ab Mon Sep 17 00:00:00 2001 From: panFD Date: Thu, 13 Aug 2026 23:05:51 +0800 Subject: [PATCH] =?UTF-8?q?refactor(monster):=20=E9=87=8D=E6=9E=84?= =?UTF-8?q?=E6=80=AA=E7=89=A9=E5=88=86=E5=B1=82=E6=98=BE=E7=A4=BA=E4=B8=8E?= =?UTF-8?q?=E6=88=98=E6=96=97=E9=80=BB=E8=BE=91?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 1. 重构怪物挂载逻辑,按Boss/小怪分别挂载到对应场景层 2. 调整怪物出生落点逻辑,移除额外Y轴偏移 3. 优化场景节点清理范围,新增MON/BOSS层清理 4. 重构渲染排序逻辑,分层管理怪物渲染层级 5. 新增5套攻击技能预制体与动画资源 6. 修复技能配置参数冗余注释与类型错误 --- assets/resources/game/map/map_rpg.prefab | 30 +- .../resources/game/skill/anm/atk/atk01.anim | 85 +-- .../resources/game/skill/anm/atk/atk02.anim | 116 ++++ .../game/skill/anm/atk/atk02.anim.meta | 13 + .../resources/game/skill/anm/atk/atk03.anim | 116 ++++ .../game/skill/anm/atk/atk03.anim.meta | 13 + .../resources/game/skill/anm/atk/atk04.anim | 116 ++++ .../game/skill/anm/atk/atk04.anim.meta | 13 + .../resources/game/skill/anm/atk/atk05.anim | 116 ++++ .../game/skill/anm/atk/atk05.anim.meta | 13 + assets/resources/game/skill/atk/atk1.prefab | 372 +++++++++++ .../atk/{atk.prefab.meta => atk1.prefab.meta} | 2 +- .../skill/atk/{atk.prefab => atk2.prefab} | 14 +- .../resources/game/skill/atk/atk2.prefab.meta | 13 + assets/resources/game/skill/atk/atk3.prefab | 375 +++++++++++ .../resources/game/skill/atk/atk3.prefab.meta | 13 + assets/resources/game/skill/atk/atk4.prefab | 375 +++++++++++ .../resources/game/skill/atk/atk4.prefab.meta | 13 + assets/resources/game/skill/atk/atk5.prefab | 375 +++++++++++ .../resources/game/skill/atk/atk5.prefab.meta | 13 + .../resources/game/skill/buff/tooltip.prefab | 618 ++++++++++++++---- assets/script/game/common/config/SkillSet.ts | 16 +- assets/script/game/hero/Mon.ts | 5 +- assets/script/game/hero/MoveComp.ts | 37 +- assets/script/game/map/MissionComp.ts | 18 +- assets/script/game/map/MissionMonComp.ts | 2 +- 26 files changed, 2639 insertions(+), 253 deletions(-) create mode 100644 assets/resources/game/skill/anm/atk/atk02.anim create mode 100644 assets/resources/game/skill/anm/atk/atk02.anim.meta create mode 100644 assets/resources/game/skill/anm/atk/atk03.anim create mode 100644 assets/resources/game/skill/anm/atk/atk03.anim.meta create mode 100644 assets/resources/game/skill/anm/atk/atk04.anim create mode 100644 assets/resources/game/skill/anm/atk/atk04.anim.meta create mode 100644 assets/resources/game/skill/anm/atk/atk05.anim create mode 100644 assets/resources/game/skill/anm/atk/atk05.anim.meta create mode 100644 assets/resources/game/skill/atk/atk1.prefab rename assets/resources/game/skill/atk/{atk.prefab.meta => atk1.prefab.meta} (87%) rename assets/resources/game/skill/atk/{atk.prefab => atk2.prefab} (96%) create mode 100644 assets/resources/game/skill/atk/atk2.prefab.meta create mode 100644 assets/resources/game/skill/atk/atk3.prefab create mode 100644 assets/resources/game/skill/atk/atk3.prefab.meta create mode 100644 assets/resources/game/skill/atk/atk4.prefab create mode 100644 assets/resources/game/skill/atk/atk4.prefab.meta create mode 100644 assets/resources/game/skill/atk/atk5.prefab create mode 100644 assets/resources/game/skill/atk/atk5.prefab.meta diff --git a/assets/resources/game/map/map_rpg.prefab b/assets/resources/game/map/map_rpg.prefab index 46e03ff4..24a4b44c 100644 --- a/assets/resources/game/map/map_rpg.prefab +++ b/assets/resources/game/map/map_rpg.prefab @@ -8218,7 +8218,7 @@ }, { "__type__": "cc.Node", - "_name": "LINE2", + "_name": "BOSS", "_objFlags": 0, "__editorExtras__": {}, "_parent": { @@ -8289,7 +8289,7 @@ }, { "__type__": "cc.CompPrefabInfo", - "fileId": "ea767WaZRHo4s0bZQfN8zP" + "fileId": "3fVB8r2UFAB5QujD6LOw6s" }, { "__type__": "cc.PrefabInfo", @@ -8299,14 +8299,14 @@ "asset": { "__id__": 0 }, - "fileId": "60UdPtJn9ALLHCveLwT1bT", + "fileId": "f4iFaXCXNKorfGJFH32POa", "instance": null, "targetOverrides": null, "nestedPrefabInstanceRoots": null }, { 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可命中次数 hitcd: number, // 持续伤害的伤害间隔(秒) - /** @deprecated 已下沉到 SkillView @property(prefab 配置),此处仅作兜底 */ speed: number, // 移动速度 with: number, // 宽度(暂时无用) ready: number, // 前摇时间 @@ -143,14 +142,11 @@ export interface SkillConfig { EAnm: number, // 结束动画ID DAnm: string, // 命中后动画ID IType: IType, // 技能类型(近战/远程/辅助) - /** @deprecated 已下沉到 SkillView @property(prefab 配置),此处仅作兜底 */ RType: RType, // 技能运行类型(直线/贝塞尔/固定起点/固定终点) - /** @deprecated 已下沉到 SkillView @property(prefab 配置),此处仅作兜底 */ EType: EType, // 结束条件(动画结束/时间结束/距离结束/碰撞/次数结束) bezier_start_y?: number, // 贝塞尔起始抬升高度 bezier_mid_y?: number, // 贝塞尔中间高度增量 bezier_arc?: number, // 贝塞尔弧度系数 - /** @deprecated 已下沉到 SkillView @property(prefab 配置),此处仅作兜底 */ time?: number, // timeEnd 持续时间(秒) kind?: SkillKind, // 主效果类型 crt?: number, // 额外暴击率 @@ -222,22 +218,22 @@ export const SkillSet: Record = { DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true, RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害", }, - 6002: { + 6002: { uuid: 6002, name: "飞刀", sp_name: "a2", icon: "Sword-FA_WP_Main_Sword_009_GraySilver", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true, RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害", }, - 6003: { + 6003: { uuid: 6003, name: "匕首", sp_name: "a3", icon: "Sword-FA_WP_Main_Sword_019_WoodSilver", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true, RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害", }, - 6004: { + 6004: { uuid: 6004, name: "飞斧", sp_name: "a4", icon: "Axe-FA_WP_Main_Axe_004_WoodGray", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true, RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害", }, - 6005: { + 6005: { uuid: 6005, name: "飞枪", sp_name: "a5", icon: "Spear-FA_WP_Main_Spear_010_MetalBlue", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true, RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害", @@ -245,7 +241,7 @@ export const SkillSet: Record = { 6006: { uuid: 6006, name: "攻击", sp_name: "atk", icon: "Stat_Attack_01", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true, - RType: RType.fixed, EType: EType.collision, info: "造成攻击力100%的伤害", + RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害", }, 6007: { uuid: 6007, name: "飞棒", sp_name: "b1", icon: "Blunt-FA_WP_Main_Blunt_002_Wood", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", diff --git a/assets/script/game/hero/Mon.ts b/assets/script/game/hero/Mon.ts index c2da950b..80eb684b 100644 --- a/assets/script/game/hero/Mon.ts +++ b/assets/script/game/hero/Mon.ts @@ -148,8 +148,9 @@ export class Monster extends ecs.Entity { (node as any)._baseScale = node.scale.clone(); } - // 统一挂到实体显示层 HERO 节点下 - node.parent = scene.entityLayer!.node!.getChildByName("HERO")!; + // 按身份挂载显示层:Boss → BOSS 层(最底),小怪 → MON 层(编辑器已配置好层级顺序) + const layerName = is_boss ? "BOSS" : "MON"; + node.parent = scene.entityLayer!.node!.getChildByName(layerName)!; var view = node.getComponent(HeroViewComp)!; const collider = node.getComponent(BoxCollider2D); // 入场期间关闭碰撞,防止下落时提前参与战斗 diff --git a/assets/script/game/hero/MoveComp.ts b/assets/script/game/hero/MoveComp.ts index 3da80f12..a60d1918 100644 --- a/assets/script/game/hero/MoveComp.ts +++ b/assets/script/game/hero/MoveComp.ts @@ -145,7 +145,9 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate const enemyX = enemy.node.position.x; const dist = Math.abs(selfX - enemyX); const attackRange = model.dis; - const inRange = dist <= attackRange; + /** 近战贴身作战:攻击距离 dis(100) 大于技能范围(60),推进到与敌人相隔 60 才停下,保证技能可命中且不过度贴身 */ + const stopRange = model.type === 0 ? 60 : attackRange; + const inRange = dist <= stopRange; if (inRange) { /** 进入攻击范围:停止移动,进入攻击状态,由 SCastSystem 负责技能释放 */ @@ -216,13 +218,19 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate private updateRenderOrder() { const scene = smc.map?.MapView?.scene; - const actorRoot = scene?.entityLayer?.node?.getChildByName("HERO"); - if (!actorRoot) return; + const layerNode = scene?.entityLayer?.node; + if (!layerNode) return; const now = Date.now() / 1000; if (now - this.lastRenderSortAt < this.renderSortInterval) return; this.lastRenderSortAt = now; + const heroRoot = layerNode.getChildByName("HERO"); + const monRoot = layerNode.getChildByName("MON"); + const bossRoot = layerNode.getChildByName("BOSS"); + + /** 分层重排同层节点:各阵营层内按 Y 轴路次 -> 前后位置 -> 出生序 -> eid 排序 + * (Boss 已有独立 BOSS 层固定在最底,无需 bossPriority 参与排序) */ this.renderEntryCount = 0; ecs.query(this.getHeroViewMatcher()).forEach(e => { const attrs = e.get(HeroAttrsComp); @@ -230,8 +238,16 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate if (!attrs || !actorView?.node || attrs.is_dead) return; if (attrs.fac !== FacSet.HERO && attrs.fac !== FacSet.MON) return; - if (actorView.node.parent !== actorRoot) { - actorView.node.parent = actorRoot; + /** 按阵营/身份归位到对应显示层 */ + let targetRoot: Node | null | undefined; + if (attrs.fac === FacSet.HERO) { + targetRoot = heroRoot; + } else { + targetRoot = attrs.is_boss ? (bossRoot ?? monRoot ?? heroRoot) : (monRoot ?? heroRoot); + } + if (!targetRoot) return; + if (actorView.node.parent !== targetRoot) { + actorView.node.parent = targetRoot; } /** 统一从 MoveComp 获取 spawnOrder */ @@ -250,7 +266,6 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate this.renderEntries.push(entry); } entry.node = actorView.node; - entry.bossPriority = attrs.is_boss ? 1 : 0; entry.laneScore = laneScore; entry.frontScore = frontScore; entry.spawnOrder = spawnOrder; @@ -259,9 +274,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate }); this.renderEntries.length = this.renderEntryCount; - /** 定时重排同层节点:Boss 优先级 -> Y 轴路次 -> 前后位置 -> 出生序 -> eid */ this.renderEntries.sort((a, b) => { - if (a.bossPriority !== b.bossPriority) return a.bossPriority - b.bossPriority; // Y轴靠下的(laneScore 较大)应该在后面,从而渲染在上面 if (Math.abs(a.laneScore - b.laneScore) > 10) return a.laneScore - b.laneScore; if (a.frontScore !== b.frontScore) return a.frontScore - b.frontScore; @@ -269,8 +282,14 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate return a.eid - b.eid; }); - this.renderEntries.forEach((item, index) => { + /** 分层应用 siblingIndex:各层内部从 0 递增 */ + const layerCounters = new Map(); + this.renderEntries.forEach((item) => { + const parent = item.node.parent; + if (!parent) return; + const index = layerCounters.get(parent) ?? 0; item.node.setSiblingIndex(index); + layerCounters.set(parent, index + 1); }); } } diff --git a/assets/script/game/map/MissionComp.ts b/assets/script/game/map/MissionComp.ts index bb8d87d8..ae7edad2 100644 --- a/assets/script/game/map/MissionComp.ts +++ b/assets/script/game/map/MissionComp.ts @@ -1005,21 +1005,17 @@ export class MissionComp extends CCComp { this.clearBattleSceneNodes(); } - /** 清理战斗场景中的 HERO 和 SKILL 根节点下的所有子节点 */ + /** 清理战斗场景中的 HERO/MON/BOSS 和 SKILL 根节点下的所有子节点 */ private clearBattleSceneNodes() { const scene = smc.map?.MapView?.scene; const layer = scene?.entityLayer?.node; if (!layer) return; - const heroRoot = layer.getChildByName("HERO"); - const skillRoot = layer.getChildByName("SKILL"); - if (heroRoot) { - for (let i = heroRoot.children.length - 1; i >= 0; i--) { - heroRoot.children[i].destroy(); - } - } - if (skillRoot) { - for (let i = skillRoot.children.length - 1; i >= 0; i--) { - skillRoot.children[i].destroy(); + for (const name of ["HERO", "MON", "BOSS", "SKILL"]) { + const root = layer.getChildByName(name); + if (root) { + for (let i = root.children.length - 1; i >= 0; i--) { + root.children[i].destroy(); + } } } } diff --git a/assets/script/game/map/MissionMonComp.ts b/assets/script/game/map/MissionMonComp.ts index 22ccd4a1..2ac2271f 100644 --- a/assets/script/game/map/MissionMonComp.ts +++ b/assets/script/game/map/MissionMonComp.ts @@ -142,7 +142,7 @@ export class MissionMonCompComp extends CCComp { const spawnX = MissionMonCompComp.SPAWN_X_MIN + (MissionMonCompComp.SPAWN_X_MAX - MissionMonCompComp.SPAWN_X_MIN) * (posIndex / Math.max(1, BOSS_COUNT + MINION_COUNT - 1)); - const landingY = basePos.y + (monData.isBoss ? 6 : 0); + const landingY = basePos.y; const spawnPos: Vec3 = v3(spawnX, landingY + MissionMonCompComp.MON_DROP_HEIGHT, 0); this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;