+肉鸽模式,接下来做boss 动画
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@@ -9,6 +9,8 @@ import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { smc } from "../common/SingletonModuleComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { oops } from "db://oops-framework/core/Oops";
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// 导入肉鸽配置
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import { getRogueWaveConfig, RogueConfig, RogueWaveType, AffixCountConfig, MonsterAffixConfig } from "./RogueConfig";
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const { ccclass, property } = _decorator;
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@@ -17,12 +19,23 @@ const { ccclass, property } = _decorator;
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@ecs.register('MissionMonComp', false)
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export class MissionMonCompComp extends CCComp {
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timer:Timer=new Timer(1)
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// 添加刷怪队列 - 增加level字段
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private monsterQueue: Array<{uuid: number, position: number, isBoss: boolean, level: number}> = [];
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// 添加刷怪队列 - 扩展支持词条
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private monsterQueue: Array<{
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uuid: number,
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position: number,
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isBoss: boolean,
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level: number,
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affixes?: any[],
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buffData?: any[] // 使用BuffAttr格式的buff数据
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}> = [];
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private isSpawning: boolean = false;// 是否正在生成怪物
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private spawnInterval: number = 0.5; // 每个怪物生成间隔时间
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private spawnTimer: number = 0; // 生成计时器
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private is_fight:boolean = false;
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// 肉鸽模式开关
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@property
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useRogueMode: boolean = true;
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onLoad(){
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this.on(GameEvent.FightStart,this.to_fight,this)
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}
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@@ -63,15 +76,20 @@ export class MissionMonCompComp extends CCComp {
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oops.message.dispatchEvent(GameEvent.WaveUpdate)
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console.log("[MissionMonComp]:怪物登场,当前波次 :",smc.vmdata.mission_data.current_wave)
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// 使用新的波次配置系统
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const currentWave = smc.vmdata.mission_data.current_wave;
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const waveConfig = this.getWaveConfig(currentWave);
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console.log(`[MissionMonComp]:第${currentWave}波配置:`, waveConfig.description);
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console.log(`[MissionMonComp]:总HP: ${waveConfig.totalHp}, 总AP: ${waveConfig.totalAp}`);
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// 根据波次配置生成怪物
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this.generateMonstersFromConfig(waveConfig);
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if (this.useRogueMode) {
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// 使用肉鸽模式配置
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const rogueWaveConfig = getRogueWaveConfig(currentWave);
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console.log(`[MissionMonComp]:肉鸽模式第${currentWave}波配置:`, rogueWaveConfig.description);
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this.generateRogueMonstersFromConfig(rogueWaveConfig);
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} else {
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// 使用原有的波次配置系统
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const waveConfig = this.getWaveConfig(currentWave);
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console.log(`[MissionMonComp]:普通模式第${currentWave}波配置:`, waveConfig.description);
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console.log(`[MissionMonComp]:总HP: ${waveConfig.totalHp}, 总AP: ${waveConfig.totalAp}`);
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this.generateMonstersFromConfig(waveConfig);
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}
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}
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// 获取波次配置
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@@ -83,7 +101,7 @@ export class MissionMonCompComp extends CCComp {
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}
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}
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// 根据配置生成怪物
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// 根据配置生成怪物(普通模式)
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private generateMonstersFromConfig(waveConfig: any) {
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const { monsters } = waveConfig;
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const currentWave = smc.vmdata.mission_data.current_wave;
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@@ -101,8 +119,61 @@ export class MissionMonCompComp extends CCComp {
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console.log(`[MissionMonComp]:本波次将生成 ${monsters.reduce((total: number, group: any) => total + group.count, 0)} 只怪物,等级: ${monsterLevel}`);
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}
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// 根据肉鸽配置生成怪物(肉鸽模式)
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private generateRogueMonstersFromConfig(rogueWaveConfig: any) {
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const { monsters, waveType } = rogueWaveConfig;
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const currentWave = smc.vmdata.mission_data.current_wave;
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const monsterLevel = RogueConfig.getMonsterLevel(currentWave);
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// 处理非战斗波次
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if (waveType === RogueWaveType.SHOP || waveType === RogueWaveType.REST) {
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console.log(`[MissionMonComp]:${waveType}波次,无需生成怪物`);
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// 可以在这里触发商店或休息事件
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return;
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}
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if (!monsters || monsters.length === 0) {
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console.warn(`[MissionMonComp]:肉鸽波次配置中没有怪物信息`);
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return;
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}
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monsters.forEach((monsterGroup: any) => {
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const { uuid, count, affixes, enhancedStats, buffData, isBoss } = monsterGroup;
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// 为每个怪物组生成指定数量的怪物
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for (let i = 0; i < count; i++) {
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// 随机选择位置 (0-9)
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this.addToSpawnQueueWithAffixes(
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uuid,
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i,
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isBoss || false,
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monsterLevel,
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affixes,
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buffData // 现在传递buffData而不是enhancedStats和specialEffects
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);
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}
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});
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const totalMonsters = monsters.reduce((total: number, group: any) => total + group.count, 0);
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console.log(`[MissionMonComp]:肉鸽模式本波次将生成 ${totalMonsters} 只怪物,等级: ${monsterLevel}`);
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// 输出词条信息
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monsters.forEach((monsterGroup: any) => {
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if (monsterGroup.buffData && monsterGroup.buffData.length > 0) {
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console.log(`[MissionMonComp]:怪物 ${monsterGroup.uuid} 拥有词条:`, monsterGroup.buffData);
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// 输出词条名称
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monsterGroup.buffData.forEach((buff: any) => {
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const config = MonsterAffixConfig[buff.buff_type];
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if (config) {
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console.log(`[MissionMonComp]: - ${config.name}: ${config.description}`);
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}
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});
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}
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});
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}
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// 新增:添加到刷怪队列 - 增加level参数
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// 新增:添加到刷怪队列 - 增加level参数(普通模式)
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private addToSpawnQueue(uuid: number, position: number, isBoss: boolean = false, level: number = 1) {
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this.monsterQueue.push({
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uuid: uuid,
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@@ -111,22 +182,62 @@ export class MissionMonCompComp extends CCComp {
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level: level
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});
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}
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// 新增:添加到刷怪队列 - 支持词条(肉鸽模式)
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private addToSpawnQueueWithAffixes(
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uuid: number,
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position: number,
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isBoss: boolean = false,
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level: number = 1,
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affixes?: any[],
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buffData?: any[]
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) {
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this.monsterQueue.push({
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uuid: uuid,
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position: position,
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isBoss: isBoss,
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level: level,
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affixes: affixes,
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buffData: buffData
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});
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}
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// 新增:从队列中生成下一个怪物 - 传递level参数
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// 新增:从队列中生成下一个怪物 - 传递词条参数
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private spawnNextMonster() {
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if (this.monsterQueue.length === 0) return;
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const monsterData = this.monsterQueue.shift();
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if (monsterData) {
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this.addMonster(monsterData.uuid, monsterData.position, monsterData.isBoss, false, monsterData.level);
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this.addMonster(
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monsterData.uuid,
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monsterData.position,
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monsterData.isBoss,
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false,
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monsterData.level,
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monsterData.buffData
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);
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}
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}
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private addMonster(uuid:number=1001,i:number=0,is_boss:boolean=false,is_call:boolean=false,lv:number=1) {
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let mon = ecs.getEntity<Monster>(Monster);
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let scale = -1
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let pos:Vec3 = v3(MonSet[i].pos);
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mon.load(pos,scale,uuid,is_boss,is_call,lv);
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private addMonster(
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uuid: number = 1001,
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i: number = 0,
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is_boss: boolean = false,
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is_call: boolean = false,
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lv: number = 1,
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buffData?: any[]
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) {
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let mon = ecs.getEntity<Monster>(Monster);
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let scale = -1;
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let pos: Vec3 = v3(MonSet[i].pos);
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// 生成怪物,传递词条buff数据
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mon.load(pos, scale, uuid, is_boss, is_call, lv, buffData);
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// 如果有词条buff数据,记录到控制台
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if (buffData && buffData.length > 0) {
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console.log(`[MissionMonComp]: 怪物 ${uuid} 获得肉鸽词条Buff:`, buffData);
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}
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}
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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reset() {
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