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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@@ -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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