feat: 新增英雄合并配置并优化出生时物理组件禁用逻辑
- 在 MissionHeroComp 中添加 merge_need_count 和 merge_max_lv 配置项,用于控制英雄合并所需数量和最大等级 - 修改英雄合并逻辑,根据配置动态判断合并条件和所需数量 - 优化 Hero 实体出生时的组件禁用逻辑,增加对 RigidBody2D 组件的禁用
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@@ -21,6 +21,8 @@ export class MissionHeroCompComp extends CCComp {
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Friend_is_dead:boolean=false
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current_hero_uuid:number=0
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current_hero_num:number=-1
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merge_need_count:number=3
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merge_max_lv:number=3
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is_merging:boolean=false
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heros:any=[]
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onLoad(){
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@@ -62,9 +64,11 @@ export class MissionHeroCompComp extends CCComp {
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const uuid = Number(args?.uuid ?? 1001);
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const hero_lv = Math.max(1, Number(args?.hero_lv ?? 1));
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this.addHero(uuid, hero_lv);
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if (!this.canMergeLevel(hero_lv)) return;
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const needCount = this.getMergeNeedCount();
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const aliveHeroes = this.getAliveHeroes();
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const mergeHeroes = this.pickMergeHeroes(aliveHeroes, uuid, hero_lv, 3);
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if (mergeHeroes.length === 3) {
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const mergeHeroes = this.pickMergeHeroes(aliveHeroes, uuid, hero_lv, needCount);
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if (mergeHeroes.length === needCount) {
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this.is_merging = true;
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try {
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const mergedLv = await this.mergeGroupHeroes(mergeHeroes, uuid, hero_lv);
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@@ -135,6 +139,14 @@ export class MissionHeroCompComp extends CCComp {
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return count;
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}
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private getMergeNeedCount(): number {
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return this.merge_need_count === 2 ? 2 : 3;
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}
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private canMergeLevel(hero_lv: number): boolean {
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return hero_lv < Math.max(1, this.merge_max_lv);
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}
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private mergeDestroyAtBirth(mergeHeroes: Hero[], spawnPos: Vec3): Promise<void> {
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return new Promise((resolve) => {
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let doneCount = 0;
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@@ -194,21 +206,25 @@ export class MissionHeroCompComp extends CCComp {
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const spawnPos:Vec3 = v3(landingPos.x, landingPos.y + MissionHeroCompComp.HERO_DROP_HEIGHT, 0);
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await this.mergeDestroyAtBirth(mergeHeroes, spawnPos);
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await this.playMergeBoomFx(spawnPos);
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return this.addMergedHero(uuid, hero_lv + 1, sumAp, sumHpMax);
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return this.addMergedHero(uuid, Math.min(this.merge_max_lv, hero_lv + 1), sumAp, sumHpMax);
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}
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private async tryChainMerge(uuid: number, startLv: number) {
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let checkLv = Math.max(1, startLv);
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const needCount = this.getMergeNeedCount();
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let guard = 0;
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while (guard < 20) {
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guard += 1;
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const aliveHeroes = this.getAliveHeroes();
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const sameCount = this.countMergeHeroes(aliveHeroes, uuid, checkLv);
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if (sameCount < 3) {
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if (!this.canMergeLevel(checkLv)) {
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break;
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}
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const mergeHeroes = this.pickMergeHeroes(aliveHeroes, uuid, checkLv, 3);
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if (mergeHeroes.length < 3) {
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const aliveHeroes = this.getAliveHeroes();
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const sameCount = this.countMergeHeroes(aliveHeroes, uuid, checkLv);
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if (sameCount < needCount) {
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break;
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}
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const mergeHeroes = this.pickMergeHeroes(aliveHeroes, uuid, checkLv, needCount);
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if (mergeHeroes.length < needCount) {
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break;
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}
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checkLv = await this.mergeGroupHeroes(mergeHeroes, uuid, checkLv);
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