diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index 4d78170e..ae8ad91c 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -1,4 +1,4 @@ -import { v3 } from "cc" +import { v3 } from "cc" import { BoxSet, FacSet, FightSet } from "./GameSet" import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams, BuffTarget } from "./SkillSet" import { BuffList, BuffConfig, ModOp } from "./BuffSet" diff --git a/assets/script/game/hero/BossPhaseSystem.ts b/assets/script/game/hero/BossPhaseSystem.ts index e4eb69a1..53d3dea0 100644 --- a/assets/script/game/hero/BossPhaseSystem.ts +++ b/assets/script/game/hero/BossPhaseSystem.ts @@ -48,6 +48,10 @@ export class BossPhaseSystem extends ecs.ComblockSystem implements ecs.ISystemUp const plan = BossPhaseSet[phase.plan_id]; if (!plan) return; + // 分诊日志:系统接管确认(elapsed===0 表示本组件首个有效帧,只输出一次) + if (phase.elapsed === 0) { + mLogger.log(DEBUG, "BossPhase", `${model.hero_name} 阶段系统已接管(方案 ${phase.plan_id},当前 P${phase.index + 1},hp ${Math.round(model.hp)}/${model.hp_max})`); + } phase.elapsed += this.dt; const def = plan.switches[phase.index]; diff --git a/assets/script/game/hero/BossPhaseSystem.ts.meta b/assets/script/game/hero/BossPhaseSystem.ts.meta new file mode 100644 index 00000000..b3509eac --- /dev/null +++ b/assets/script/game/hero/BossPhaseSystem.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "bde209ff-324b-4f07-a241-fb977cbc6c2f", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/script/game/hero/Mon.ts b/assets/script/game/hero/Mon.ts index c8eefc93..d022196f 100644 --- a/assets/script/game/hero/Mon.ts +++ b/assets/script/game/hero/Mon.ts @@ -279,6 +279,8 @@ export class Monster extends ecs.Entity { const phase = this.add(BossPhaseComp); phase.plan_id = phase_plan_id; phase.index = 0; + // 分诊日志:确认组件挂载成功(区分"未挂载"与"系统未接管"两类故障) + mLogger.log(true, "BossPhase", `${model.hero_name} 挂载阶段方案 ${phase_plan_id}(P1 起点)`); } else { // 配置兜底:引用了不存在的方案,退化为单阶段并告警(不阻断战斗) mLogger.warn(true, "BossPhase", `阶段方案 ${phase_plan_id} 未在 BossPhaseSet 中定义,Boss 按单阶段战斗`); diff --git a/assets/script/game/map/RogueConfig.ts b/assets/script/game/map/RogueConfig.ts index 6de0091c..298e2d6e 100644 --- a/assets/script/game/map/RogueConfig.ts +++ b/assets/script/game/map/RogueConfig.ts @@ -249,12 +249,11 @@ export interface GeneratedMonster { export const TestModeConfig = { enable: false, // 默认关闭测试模式 - baseHp: 150, + baseHp: 5000, baseAp: 12, - monType: MonType.Melee, - monUuid: 6001, + monType: MonType.MeleeBoss, + monUuid: 6101, spawnCount: 1, - skill: undefined as { s_uuid: number; cd?: number; overrides?: SkillOverrides } | undefined, /** 测试模式注入的大招列表(追加,不替换普攻) */ ults: undefined as { s_uuid: number; cd?: number; overrides?: SkillOverrides }[] | undefined, @@ -264,9 +263,9 @@ export const TestModeConfig = { fstart: undefined as TriggerGrouped | undefined, /** 测试模式:Boss 阶段方案 id(0 = 不启用阶段;需配合 isBoss: true 才会挂载组件) */ - phasePlanId: 0 as number, + phasePlanId: 10001, /** 测试模式:是否以 Boss 身份刷出(影响层级/金币/阶段组件挂载) */ - isBoss: false, + isBoss: true, }; // ======================== 8. 生成引擎 ========================