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

@@ -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();
}
}
}
}

View File

@@ -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;