fix: 修复怪物技能、朝向和飘字显示问题

1. 修正技能节点缩放逻辑,确保镜像显示正确
2. 修复怪物反向移动时的朝向错误
3. 调整伤害飘字的Y轴偏移,优化显示位置
4. 更新怪物配置的技能ID,修正技能绑定错误
This commit is contained in:
walkpan
2026-05-21 20:13:28 +08:00
parent 7c54f58be1
commit f7db4da113
4 changed files with 28 additions and 19 deletions

View File

@@ -193,35 +193,35 @@ export const HeroInfo: Record<number, heroInfo> = {
// 基础怪物
6001:{uuid:6001,name:"兽人初阶战士",path:"m1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,dis:360,hp:360,ap:12,speed:100,
skills:{6001:{uuid:6001,lv:1,cd:0.65,ccd:0}},info:""},
skills:{6005:{uuid:6005,lv:1,cd:0.65,ccd:0}},info:""},
6002:{uuid:6002,name:"兽人高阶战士",path:"m2", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,dis:360,hp:360,ap:12,speed:100,
skills:{6001:{uuid:6001,lv:1,cd:0.65,ccd:0}},info:""},
skills:{6005:{uuid:6005,lv:1,cd:0.65,ccd:0}},info:""},
6003:{uuid:6003,name:"兽人初阶射手",path:"m3", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,dis:360,hp:1050,ap:30,speed:100,
skills:{6001:{uuid:6001,lv:1,cd:2,ccd:0}},info:""},
skills:{6008:{uuid:6008,lv:1,cd:2,ccd:0}},info:""},
6004:{uuid:6004,name:"兽人高阶射手",path:"m4", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Long,hp:720,ap:45,speed:100,
skills:{6010:{uuid:6010,lv:1,cd:1.5,ccd:0}},info:""},
skills:{6008:{uuid:6008,lv:1,cd:1.5,ccd:0}},info:""},
6005:{uuid:6005,name:"兽人刺客",path:"m5", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Long,hp:720,ap:20,speed:100,
skills:{6103:{uuid:6103,lv:1,cd:1.5,ccd:0}},info:""},
6006:{uuid:6006,name:"骷髅高阶战士",path:"m6", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,dis:360,hp:4500,ap:20,speed:100,
skills:{6002:{uuid:6001,lv:1,cd:2,ccd:0}},info:""},
skills:{6005:{uuid:6005,lv:1,cd:2,ccd:0}},info:""},
6007:{uuid:6007,name:"兽人蓝色法师",path:"m7", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,dis:360,hp:4500,ap:20,speed:100,
skills:{6002:{uuid:6001,lv:1,cd:2,ccd:0}},info:""},
skills:{6103:{uuid:6103,lv:1,cd:2,ccd:0}},info:""},
6008:{uuid:6008,name:"兽人红色法师",path:"m8", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,dis:360,hp:4500,ap:20,speed:100,
skills:{6002:{uuid:6001,lv:1,cd:2,ccd:0}},info:""},
skills:{6103:{uuid:6103,lv:1,cd:2,ccd:0}},info:""},
// BOSS怪物
6101:{uuid:6101,name:"兽人首领-双刀战士-蓝边",path:"mb1", fac:FacSet.MON,cards_lv:1,lv:6,type:HType.Long,hp:720,ap:30,speed:100,
skills:{6103:{uuid:6103,lv:1,cd:2,ccd:0},6206:{uuid:6206,lv:1,cd:10,ccd:0}},info:""},
6102:{uuid:6102,name:"兽人首领-斧头战士-绿边",path:"mb2", fac:FacSet.MON,cards_lv:1,lv:6,type:HType.Melee,dis:360,hp:4500,ap:20,speed:100,
skills:{6001:{uuid:6001,lv:1,cd:2,ccd:0},6005:{uuid:6005,lv:1,cd:10,ccd:0}},info:""},
skills:{6005:{uuid:6005,lv:1,cd:2,ccd:0},},info:""},
6103:{uuid:6103,name:"兽人首领-魔法师-紫边",path:"mb3", fac:FacSet.MON,cards_lv:1,lv:6,type:HType.Long,hp:720,ap:30,speed:100,
skills:{6103:{uuid:6103,lv:1,cd:2,ccd:0},6206:{uuid:6206,lv:1,cd:10,ccd:0}},info:""},
6104:{uuid:6104,name:"兽人首领-射手-黄边",path:"mb4", fac:FacSet.MON,cards_lv:1,lv:6,type:HType.Melee,dis:360,hp:4500,ap:20,speed:100,
skills:{6001:{uuid:6001,lv:1,cd:2,ccd:0},6005:{uuid:6005,lv:1,cd:10,ccd:0}},info:""},
skills:{6005:{uuid:6005,lv:1,cd:2,ccd:0},},info:""},
6105:{uuid:6105,name:"亡灵首领-法师-红边",path:"mb5", fac:FacSet.MON,cards_lv:1,lv:6,type:HType.Long,hp:720,ap:30,speed:100,
skills:{6103:{uuid:6103,lv:1,cd:2,ccd:0},6206:{uuid:6206,lv:1,cd:10,ccd:0}},info:""},
6106:{uuid:6106,name:"亡灵首领-骑马战士-红边",path:"mb6", fac:FacSet.MON,cards_lv:1,lv:6,type:HType.Melee,dis:360,hp:4500,ap:20,speed:100,
skills:{6001:{uuid:6001,lv:1,cd:2,ccd:0},6005:{uuid:6005,lv:1,cd:10,ccd:0}},info:""},
skills:{6005:{uuid:6005,lv:1,cd:2,ccd:0},},info:""},
};

View File

@@ -103,7 +103,10 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
const dirForAngle = new Vec3();
Vec3.subtract(dirForAngle, adjustedTargetPos, adjustedStartPos);
if (dirForAngle.length() > 0.01) {
const angle = Math.atan2(dirForAngle.y, dirForAngle.x) * (180 / Math.PI);
let angle = Math.atan2(dirForAngle.y, dirForAngle.x) * (180 / Math.PI);
if (moveComp.scale < 0) {
angle += 180;
}
node.angle = angle;
}
break;
@@ -209,7 +212,10 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
Vec3.subtract(direction, nextPos, moveComp.currentPos);
if (direction.length() > 0.01) {
const angle = Math.atan2(direction.y, direction.x) * (180 / Math.PI);
let angle = Math.atan2(direction.y, direction.x) * (180 / Math.PI);
if (moveComp.scale < 0) {
angle += 180;
}
node.angle = angle;
}
}

View File

@@ -142,7 +142,7 @@ export class Skill extends ecs.Entity {
node.active = true;
// 设置节点属性
let face=caster.node.scale.x < 0 ? -1 : 1
node.setScale(v3(node.scale.x*face,node.scale.y,1))
node.setScale(v3(Math.abs(node.scale.x)*face,node.scale.y,1))
// 初始视图
const SView = node.getComponent(SkillView);
if (!SView) {

View File

@@ -71,8 +71,8 @@ export class TooltipCom extends CCComp {
// 设置极高的渲染层级,防止被怪物遮挡
const topSiblingIndex = 9999;
// 临时变量存储当前Y坐标方便统一处理
let currentY = this.node.position.y;
// 临时变量存储当前Y坐标方便统一处理。增加60的Y轴基础偏移防止伤害飘字等遮挡血条
let currentY = this.node.position.y + 30;
switch (this.stype) {
case TooltipTypes.life: // 普通伤害
@@ -82,11 +82,13 @@ export class TooltipCom extends CCComp {
scaleMax = 1.5;
break;
case TooltipTypes.health: // 治疗
this.node.setPosition(v3(this.node.position.x + offsetX, currentY));
this.node.setSiblingIndex(topSiblingIndex);
this.setupLabel("add_life", "hp", this.value);
isHeal = true;
break;
case TooltipTypes.addmp: // 回蓝
this.node.setPosition(v3(this.node.position.x + offsetX, currentY));
this.node.setSiblingIndex(topSiblingIndex);
this.setupLabel("add_mp", "mp", this.value);
isHeal = true;
@@ -107,25 +109,26 @@ export class TooltipCom extends CCComp {
break;
case TooltipTypes.uskill:
this.setupLabel("uskill", "name", this.value);
this.node.setPosition(v3(this.node.position.x, this.node.position.y + 30));
this.node.setPosition(v3(this.node.position.x, currentY + 30));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.lvup:
this.node.getChildByName("lvup").active = true;
this.node.setPosition(v3(this.node.position.x, this.node.position.y - 30));
this.node.setPosition(v3(this.node.position.x, currentY - 30));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.apup:
this.setupLabel("apup", "num", "+" + this.value);
this.node.setPosition(v3(this.node.position.x, this.node.position.y - 60));
this.node.setPosition(v3(this.node.position.x, currentY - 60));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.hpup:
this.setupLabel("hpup", "num", "+" + this.value);
this.node.setPosition(v3(this.node.position.x, this.node.position.y - 60));
this.node.setPosition(v3(this.node.position.x, currentY - 60));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.shield:
this.node.setPosition(v3(this.node.position.x + offsetX, currentY));
this.node.setSiblingIndex(topSiblingIndex);
this.setupLabel("add_life", "hp", this.value);
break;