feat: 大幅优化战斗体验与编队系统
1. 扩展英雄/怪物网格站位到10个槽位 2. 重构默认攻击距离计算逻辑,按职业动态适配 3. 重做英雄站位与移动系统,新增同阵营间距约束 4. 调整rogue模式怪物数量与强度配置,提升战斗爽感 5. 重构刷怪逻辑为匀速曲线+欠账补刷,优化刷怪节奏
This commit is contained in:
@@ -9,7 +9,7 @@ import { HeroViewComp } from "./HeroViewComp";
|
||||
import { MoveComp } from "./MoveComp";
|
||||
import { MonMoveComp } from "./MonMoveComp";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { SkillTriggerType } from "../common/config/heroSet";
|
||||
import { SkillTriggerType, HType } from "../common/config/heroSet";
|
||||
import { SkillTriggerHelper } from "./SkillTriggerHelper";
|
||||
/** 怪物实体:负责怪物对象池复用、属性初始化、入场动画与回收 */
|
||||
@ecs.register(`Monster`)
|
||||
@@ -175,7 +175,8 @@ export class Monster extends ecs.Entity {
|
||||
model.speed = hero.speed ?? 800;
|
||||
model.type = hero.type;
|
||||
model.fac = FacSet.MON;
|
||||
model.dis = hero.dis ?? 720;
|
||||
// 攻击距离:配置优先;未配置按攻击定位给默认值(近战180 / 远程600)
|
||||
model.dis = hero.dis ?? (hero.type === HType.Melee ? 180 : 600);
|
||||
model.posIndex = laneIndex;
|
||||
if (laneIndex >= 0) {
|
||||
smc.mission.monGrid[laneIndex] = this.eid;
|
||||
|
||||
Reference in New Issue
Block a user