refactor(monster): 重构怪物分层显示与战斗逻辑
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
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@@ -1,4 +1,4 @@
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// ========== 从 HeroAttrs.ts 导入属性相关定义 ==========
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// ========== 从 HeroAttrs.ts 导入属性相关定义 ==========
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import { Attrs } from "./HeroAttrs";
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export enum HSSet {
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@@ -134,7 +134,6 @@ export interface SkillConfig {
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gold?: number, // 获取金币技能的金币值
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hit_count: number, // 可命中次数
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hitcd: number, // 持续伤害的伤害间隔(秒)
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/** @deprecated 已下沉到 SkillView @property(prefab 配置),此处仅作兜底 */
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speed: number, // 移动速度
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with: number, // 宽度(暂时无用)
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ready: number, // 前摇时间
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@@ -143,14 +142,11 @@ export interface SkillConfig {
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EAnm: number, // 结束动画ID
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DAnm: string, // 命中后动画ID
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IType: IType, // 技能类型(近战/远程/辅助)
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/** @deprecated 已下沉到 SkillView @property(prefab 配置),此处仅作兜底 */
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RType: RType, // 技能运行类型(直线/贝塞尔/固定起点/固定终点)
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/** @deprecated 已下沉到 SkillView @property(prefab 配置),此处仅作兜底 */
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EType: EType, // 结束条件(动画结束/时间结束/距离结束/碰撞/次数结束)
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bezier_start_y?: number, // 贝塞尔起始抬升高度
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bezier_mid_y?: number, // 贝塞尔中间高度增量
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bezier_arc?: number, // 贝塞尔弧度系数
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/** @deprecated 已下沉到 SkillView @property(prefab 配置),此处仅作兜底 */
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time?: number, // timeEnd 持续时间(秒)
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kind?: SkillKind, // 主效果类型
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crt?: number, // 额外暴击率
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@@ -222,22 +218,22 @@ export const SkillSet: Record<number, SkillConfig> = {
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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,
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RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
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},
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6002: {
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6002: {
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uuid: 6002, name: "飞刀", sp_name: "a2", icon: "Sword-FA_WP_Main_Sword_009_GraySilver", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
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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,
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RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
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},
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6003: {
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6003: {
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uuid: 6003, name: "匕首", sp_name: "a3", icon: "Sword-FA_WP_Main_Sword_019_WoodSilver", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
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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,
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RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
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},
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6004: {
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6004: {
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uuid: 6004, name: "飞斧", sp_name: "a4", icon: "Axe-FA_WP_Main_Axe_004_WoodGray", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
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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,
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RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
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},
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6005: {
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6005: {
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uuid: 6005, name: "飞枪", sp_name: "a5", icon: "Spear-FA_WP_Main_Spear_010_MetalBlue", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
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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,
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RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
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@@ -245,7 +241,7 @@ export const SkillSet: Record<number, SkillConfig> = {
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6006: {
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uuid: 6006, name: "攻击", sp_name: "atk", icon: "Stat_Attack_01", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
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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,
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RType: RType.fixed, EType: EType.collision, info: "造成攻击力100%的伤害",
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RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害",
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},
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6007: {
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uuid: 6007, name: "飞棒", sp_name: "b1", icon: "Blunt-FA_WP_Main_Blunt_002_Wood", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
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@@ -148,8 +148,9 @@ export class Monster extends ecs.Entity {
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(node as any)._baseScale = node.scale.clone();
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}
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// 统一挂到实体显示层 HERO 节点下
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node.parent = scene.entityLayer!.node!.getChildByName("HERO")!;
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// 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)
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const layerName = is_boss ? "BOSS" : "MON";
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node.parent = scene.entityLayer!.node!.getChildByName(layerName)!;
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var view = node.getComponent(HeroViewComp)!;
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const collider = node.getComponent(BoxCollider2D);
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// 入场期间关闭碰撞,防止下落时提前参与战斗
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@@ -145,7 +145,9 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const enemyX = enemy.node.position.x;
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const dist = Math.abs(selfX - enemyX);
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const attackRange = model.dis;
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const inRange = dist <= attackRange;
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/** 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 */
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const stopRange = model.type === 0 ? 60 : attackRange;
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const inRange = dist <= stopRange;
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if (inRange) {
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/** 进入攻击范围:停止移动,进入攻击状态,由 SCastSystem 负责技能释放 */
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@@ -216,13 +218,19 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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private updateRenderOrder() {
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const scene = smc.map?.MapView?.scene;
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const actorRoot = scene?.entityLayer?.node?.getChildByName("HERO");
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if (!actorRoot) return;
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const layerNode = scene?.entityLayer?.node;
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if (!layerNode) return;
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const now = Date.now() / 1000;
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if (now - this.lastRenderSortAt < this.renderSortInterval) return;
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this.lastRenderSortAt = now;
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const heroRoot = layerNode.getChildByName("HERO");
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const monRoot = layerNode.getChildByName("MON");
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const bossRoot = layerNode.getChildByName("BOSS");
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/** 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
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* (Boss 已有独立 BOSS 层固定在最底,无需 bossPriority 参与排序) */
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this.renderEntryCount = 0;
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ecs.query(this.getHeroViewMatcher()).forEach(e => {
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const attrs = e.get(HeroAttrsComp);
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@@ -230,8 +238,16 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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if (!attrs || !actorView?.node || attrs.is_dead) return;
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if (attrs.fac !== FacSet.HERO && attrs.fac !== FacSet.MON) return;
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if (actorView.node.parent !== actorRoot) {
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actorView.node.parent = actorRoot;
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/** 按阵营/身份归位到对应显示层 */
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let targetRoot: Node | null | undefined;
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if (attrs.fac === FacSet.HERO) {
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targetRoot = heroRoot;
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} else {
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targetRoot = attrs.is_boss ? (bossRoot ?? monRoot ?? heroRoot) : (monRoot ?? heroRoot);
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}
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if (!targetRoot) return;
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if (actorView.node.parent !== targetRoot) {
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actorView.node.parent = targetRoot;
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}
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/** 统一从 MoveComp 获取 spawnOrder */
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@@ -250,7 +266,6 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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this.renderEntries.push(entry);
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}
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entry.node = actorView.node;
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entry.bossPriority = attrs.is_boss ? 1 : 0;
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entry.laneScore = laneScore;
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entry.frontScore = frontScore;
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entry.spawnOrder = spawnOrder;
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@@ -259,9 +274,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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});
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this.renderEntries.length = this.renderEntryCount;
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/** 定时重排同层节点:Boss 优先级 -> Y 轴路次 -> 前后位置 -> 出生序 -> eid */
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this.renderEntries.sort((a, b) => {
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if (a.bossPriority !== b.bossPriority) return a.bossPriority - b.bossPriority;
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// Y轴靠下的(laneScore 较大)应该在后面,从而渲染在上面
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if (Math.abs(a.laneScore - b.laneScore) > 10) return a.laneScore - b.laneScore;
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if (a.frontScore !== b.frontScore) return a.frontScore - b.frontScore;
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@@ -269,8 +282,14 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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return a.eid - b.eid;
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});
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this.renderEntries.forEach((item, index) => {
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/** 分层应用 siblingIndex:各层内部从 0 递增 */
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const layerCounters = new Map<Node, number>();
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this.renderEntries.forEach((item) => {
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const parent = item.node.parent;
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if (!parent) return;
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const index = layerCounters.get(parent) ?? 0;
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item.node.setSiblingIndex(index);
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layerCounters.set(parent, index + 1);
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});
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}
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}
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@@ -1005,21 +1005,17 @@ export class MissionComp extends CCComp {
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this.clearBattleSceneNodes();
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}
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/** 清理战斗场景中的 HERO 和 SKILL 根节点下的所有子节点 */
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/** 清理战斗场景中的 HERO/MON/BOSS 和 SKILL 根节点下的所有子节点 */
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private clearBattleSceneNodes() {
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const scene = smc.map?.MapView?.scene;
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const layer = scene?.entityLayer?.node;
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if (!layer) return;
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const heroRoot = layer.getChildByName("HERO");
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const skillRoot = layer.getChildByName("SKILL");
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if (heroRoot) {
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for (let i = heroRoot.children.length - 1; i >= 0; i--) {
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heroRoot.children[i].destroy();
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}
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}
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if (skillRoot) {
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for (let i = skillRoot.children.length - 1; i >= 0; i--) {
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skillRoot.children[i].destroy();
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for (const name of ["HERO", "MON", "BOSS", "SKILL"]) {
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const root = layer.getChildByName(name);
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if (root) {
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for (let i = root.children.length - 1; i >= 0; i--) {
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root.children[i].destroy();
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}
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}
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}
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}
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@@ -142,7 +142,7 @@ export class MissionMonCompComp extends CCComp {
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const spawnX = MissionMonCompComp.SPAWN_X_MIN
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+ (MissionMonCompComp.SPAWN_X_MAX - MissionMonCompComp.SPAWN_X_MIN)
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* (posIndex / Math.max(1, BOSS_COUNT + MINION_COUNT - 1));
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const landingY = basePos.y + (monData.isBoss ? 6 : 0);
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const landingY = basePos.y;
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const spawnPos: Vec3 = v3(spawnX, landingY + MissionMonCompComp.MON_DROP_HEIGHT, 0);
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this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;
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