refactor(hero): 统一英雄攻击射程配置并优化射程判断

1.  将MoveSystem和MonMoveSystem中的硬编码射程常量替换为HeroDisVal统一配置
2.  调整近战英雄默认攻击射程为120,修正原硬编码数值不一致问题
3.  优化施法射程计算逻辑,复用HeroDisVal配置
4.  为敌人查找逻辑添加同路优先筛选逻辑
5.  修正部分英雄技能的弹道类型为贝塞尔曲线
6.  移除冗余的射程常量定义,统一配置管理
This commit is contained in:
panw
2026-05-12 16:32:38 +08:00
parent 20e9b1d484
commit 9b35482b3c
5 changed files with 53 additions and 28 deletions

View File

@@ -30,10 +30,6 @@ export class MonMoveComp extends ecs.Comp {
@ecs.register('MonMoveSystem')
export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
/** 近战判定射程 */
private readonly meleeAttackRange = 250;
/** 远程判定射程 */
private readonly longAttackRange = 600;
/** 渲染层级重排节流,避免每帧排序 */
private readonly renderSortInterval = 0.05;
private lastRenderSortAt = 0;
@@ -128,8 +124,8 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
private isEnemyInAttackRange(model: HeroAttrsComp, selfX: number, enemyX: number): boolean {
const dist = Math.abs(selfX - enemyX);
const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
if (rangeType === HType.Melee) return dist <= this.meleeAttackRange;
return dist <= this.longAttackRange;
const attackRange = HeroDisVal[rangeType];
return dist <= attackRange;
}
private processCombatLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {