暂时 解决 血条错位和 打到新产生的怪问题
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@@ -29,7 +29,7 @@ export class MissionMonCompComp extends CCComp {
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buffData?: any[] // 使用BuffAttr格式的buff数据
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}> = [];
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private isSpawning: boolean = false;// 是否正在生成怪物
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private spawnInterval: number = 2; // 每个怪物生成间隔时间
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private spawnInterval: number = 0.5; // 每个怪物生成间隔时间
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private spawnTimer: number = 0; // 生成计时器
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private is_fight:boolean = false;
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@@ -105,10 +105,9 @@ export class MissionMonCompComp extends CCComp {
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// 为每个怪物组生成指定数量的怪物
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for (let i = 0; i < count; i++) {
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// 随机选择位置 (0-9)
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let x=i%3 //0 1 2
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this.addToSpawnQueueWithAffixes(
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uuid,
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x,
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i,
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isBoss || false,
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monsterLevel,
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affixes,
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@@ -189,10 +188,9 @@ export class MissionMonCompComp extends CCComp {
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lv: number = 1,
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buffData?: any[]
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) {
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let x=RandomManager.instance.getRandomInt(0,2)
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let mon = ecs.getEntity<Monster>(Monster);
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let scale = -1;
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let pos: Vec3 = v3(MonSet[x].pos);
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let pos: Vec3 = v3(MonSet[i].pos);
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// 生成怪物,传递词条buff数据
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mon.load(pos, scale, uuid, is_boss, is_call, lv, buffData);
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