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
This commit is contained in:
panFD
2026-08-13 23:05:51 +08:00
parent d54e6ce1d6
commit 9579c4f75e
26 changed files with 2639 additions and 253 deletions

View File

@@ -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