feat: 添加 Boss 阶段系统及测试配置
新增 BossPhaseSystem 脚本及元文件,添加阶段挂载与接管的日志记录 修改测试模式配置,调整 Boss 相关属性以适配阶段系统
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@@ -48,6 +48,10 @@ export class BossPhaseSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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const plan = BossPhaseSet[phase.plan_id];
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if (!plan) return;
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// 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)
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if (phase.elapsed === 0) {
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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})`);
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}
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phase.elapsed += this.dt;
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const def = plan.switches[phase.index];
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9
assets/script/game/hero/BossPhaseSystem.ts.meta
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9
assets/script/game/hero/BossPhaseSystem.ts.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "bde209ff-324b-4f07-a241-fb977cbc6c2f",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -279,6 +279,8 @@ export class Monster extends ecs.Entity {
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const phase = this.add(BossPhaseComp);
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phase.plan_id = phase_plan_id;
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phase.index = 0;
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// 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)
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mLogger.log(true, "BossPhase", `${model.hero_name} 挂载阶段方案 ${phase_plan_id}(P1 起点)`);
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} else {
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// 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)
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mLogger.warn(true, "BossPhase", `阶段方案 ${phase_plan_id} 未在 BossPhaseSet 中定义,Boss 按单阶段战斗`);
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