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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@@ -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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