33 Commits

Author SHA1 Message Date
pan
257e0b4870 refactor(map): 重构怪物池配置,改为动态提取
将硬编码的怪物列表改为从HeroInfo动态获取,移除硬编码的怪物UUID配置,同时引入FacSet依赖来区分怪物阵营
2026-07-03 17:13:52 +08:00
pan
6038bb71c7 refactor(monster): 统一怪物类型配置管理
1. 将原RogueConfig.ts中的怪物类型枚举和名称映射迁移至公共配置heroSet.ts
2. 为所有怪物数据添加monType字段关联类型
3. 修正怪物列表中Boss类型的配置错误
2026-07-03 16:34:39 +08:00
pan
8a1175bccb feat: 新增随机旋转动画及相关资源配置
1. 新增rand动画剪辑资源,实现0.8秒内360度循环旋转缩放动画
2. 更新skill4.plist.meta的边框配置,修正图片裁切偏移
3. 优化shadow.prefab节点结构,添加带动画的阴影子节点
4. 更新map_rpg.prefab的精灵图集引用,替换原有精灵资源
2026-07-03 10:59:24 +08:00
pan
ce1eb419f1 feat(skill/atk): 批量新增攻击预制体与调整a1参数
本次提交新增了a2~a5、b1~b2、f1~f4、h1~h5、m1~m4共计20个攻击技能预制体及其元数据文件,同时调整了a1预制体的碰撞尺寸与精灵渲染模式,统一优化了攻击预制体的基础配置结构。
2026-07-03 10:39:39 +08:00
panFD
204f0f5cd9 refactor(skill): 重构技能预制件与动画资源 2026-07-03 09:25:43 +08:00
pan
6c2f1defa9 refactor(monster): 重构波次怪物管理逻辑,优化配置与流程
1.  更新怪物配置注释,修正近战/远程怪物的描述与分类
2.  移除MissionComp中过时的自适应刷怪逻辑
3.  重构MissionMonComp:删除插队刷怪队列、简化波次流程、统一怪物生成逻辑
4.  移除冗余日志与注释,优化代码可读性
5.  调整波次准备阶段的怪物生成时机与数据处理
2026-06-23 17:05:07 +08:00
pan
46fa481607 feat(skill): add movement acceleration support for skills
1. 新增SMoveComp的isAccelerate字段控制加速逻辑
2. 添加技能配置is_accel字段启用加速效果
3. 实现二次方缓入加速曲线,兼顾起步速度与最终加速度
4. 为6001号技能默认开启加速效果并调整其移动类型为直线运动
2026-06-23 11:07:57 +08:00
pan
72cdf32a75 refactor(TalentItemComp): 优化天赋卡牌UI显示逻辑
1.  复用CardConfig中的pool_lv统一卡牌背景色,与技能卡保持一致
2.  新增对驻场天赋卡的图标显示支持,使用FieldSkillSet获取图标
3.  重构图标获取逻辑,与SCardComp保持对齐避免显示异常
4.  移除冗余的wave映射背景色代码
2026-06-22 16:24:23 +08:00
pan
a8642cb788 chore: 批量更新UI预制体资源配置
1.  更新引导文案文本内容
2.  调整卡牌控件的位置、尺寸、字体样式与布局参数
3.  更新轻量卡牌控件的激活状态与精灵帧引用
4.  调整方块控件的尺寸、缩放比例与填充参数
5.  移除废弃的精灵帧元数据配置
2026-06-22 15:08:01 +08:00
panFD
d60b66350a chore(.claude): update claude settings permissions and adjust config order
1. 调整statusLine配置项的位置到文件末尾
2. 新增WebSearch、git add/commit、npm install的权限许可
2026-06-21 17:33:17 +08:00
panFD
bfa434634c fix(config-editor): main entry exports methods object + load/unload (Cocos 3.8)
Root cause of 'Method does not exist / The methods of the module is undefined':
Cocos 3.8 expects handlers inside a 'methods' export (plus load/unload hooks),
not flat on module.exports. Handlers receive args directly (no event); return
value is the request reply. Verified vs official 3.8 first/messages docs.
Also: menu path + panel title switched to literal strings (i18n showed 'undefined').
2026-06-21 16:30:39 +08:00
panFD
fb65fa79c8 test(config-editor): record Plan A verification evidence
Task 13 of plan 2026-06-20-config-editor-foundation. Captures:
- Automated BLOCKING gate: 36/36 unit tests pass
- Automated BLOCKING gate: build produces dist/main.js (9.5mb) + dist/panels/default.js (628kb)
- Necessary esbuild.config.mjs fix documented (node:fs/node:path external for panel)
- ADVISORY in-editor checklist left for human completion
- DoD mapping
2026-06-21 09:57:19 +08:00
panFD
24b5c49891 feat(config-editor): extension entry + minimal Vue panel proving end-to-end IPC
Task 12 of plan 2026-06-20-config-editor-foundation. Adds:
- src/main/index.ts: onLoad + message handlers (return value = request resolve,
  per Cocos 3.x verified IPC mechanism; fallback note left in plan)
- src/panels/default/{index,app}.ts: Editor.Panel.define host + Vue 3 minimal
  app (table switcher, key list, record JSON dump)
- static/template/default/index.html + static/style/default/index.css

Deviation from plan (necessary, flagged): esbuild.config.mjs now marks
node:fs/node:path as external for the panel entry (platform:'browser').
The plan's panel reads static template/style at runtime via Node fs, which
requires these builtins; Cocos panel runs in an Electron renderer that
provides them. Without this, esbuild errors with 'Could not resolve node:fs'.

Build verified: dist/main.js (9.5mb, typescript compiler API bundled) and
dist/panels/default.js (628kb, vue.esm-bundler bundled) both generate.
2026-06-21 09:56:02 +08:00
panFD
e3102c63ff feat(config-editor): main-process store (in-memory truth + message impls + asset-db refresh)
Task 11 of plan 2026-06-20-config-editor-foundation. Holds three TsConfigFile
instances (hero/skill/field), implements query*/validate/saveRecord/revertRecord
message handlers. saveRecord validates before persisting, rolls back on error,
and refreshes asset-db on success. HeroList read via regex.
2026-06-21 09:26:03 +08:00
panFD
6a81630f6f feat(config-editor): port buildSkillDesc to JS for panel preview 2026-06-21 09:17:50 +08:00
panFD
4a5659b7ec feat(config-editor): add validation rules (dup/required/enum/ref/overrides/herolist) with tests 2026-06-21 09:11:47 +08:00
panFD
4df88c1c90 feat(config-editor): TsConfigFile load/read/patch/add/delete/save (entry-level AST patch, .bak + syntax check)
26 IO tests green: serializer, parser (speed/enumRef/raw), TsConfigFile
round-trip (load/patch/add/delete/save preserving symbolic expressions).
2026-06-21 00:13:42 +08:00
panFD
0d28ad7a5e test(config-editor): add hero/skill fixtures mirroring real config shape 2026-06-21 00:07:00 +08:00
panFD
0a960b737c feat(config-editor): add AST parser (speed/enumRef/raw) with tests 2026-06-21 00:06:28 +08:00
panFD
7bb5f8bacc feat(config-editor): add RecordValue serializer with tests 2026-06-21 00:05:53 +08:00
panFD
c0755b3b8d feat(config-editor): add schema types and hero/skill/field table schemas 2026-06-20 23:52:27 +08:00
panFD
88c1a28c80 feat(config-editor): add RecordValue type and enum mirror 2026-06-20 23:46:54 +08:00
panFD
acb038a70a feat(config-editor): scaffold extension manifest, build, i18n 2026-06-20 23:46:15 +08:00
panFD
315a1a6af9 docs(config-editor): add Plan A implementation plan (foundation + IO + tests) 2026-06-20 23:20:59 +08:00
panFD
5170b2d0dc fix(hero config): 调整全英雄基础属性与数值
对所有星级英雄的生命值、攻击力进行了统一平衡性调整,修正部分英雄的面板数值与技能加成匹配度,优化游戏前期和后期的战斗体验平衡。
2026-06-20 23:00:55 +08:00
panFD
d8f02b568b docs(config-editor): add design spec for hero/skill visual config editor extension
Schema-driven Cocos Creator 3.8.6 extension that round-trips the existing
Record<number,X> .ts configs via the TypeScript compiler API (preserves
symbolic AtkSpeedSet expressions and hand-written comments). Non-invasive:
zero changes to game runtime code.
2026-06-20 22:59:20 +08:00
panFD
b7388615ed feat(map): 为英雄信息弹窗和卡牌组件添加点击外部关闭交互
1.  全局添加触摸结束监听,实现点击弹窗/卡牌外区域自动关闭/隐藏控件
2.  通过包围盒检测避免误触内部元素,无需额外遮罩节点
3.  统一管理事件的绑定与解绑,防止内存泄漏
2026-06-20 21:59:29 +08:00
panFD
3056b61ced fix: 修复战斗相关UI显示与技能配置问题
1. 调整RPG地图预制件与UI元素的激活状态,修复战斗面板显示异常
2. 移除技能卡片多余的t_times配置项,简化技能触发逻辑
3. 优化战斗结束后战斗框的显隐控制
2026-06-20 17:53:04 +08:00
panFD
b634cf5383 fix(ui prefab): 调整引导UI位置、文案与样式
1. 修正guide1、guide3、guide4的控件垂直位置
2. 更新guide3的引导提示文案
3. 调整sbox的多处控件颜色为深灰色
4. 移除部分prefab的冗余targetOverrides字段
2026-06-20 17:24:27 +08:00
panFD
57d2805761 fix(map): 调整信息组件等级节点显示逻辑
根据卡片类型区分显示等级节点:技能卡隐藏等级,英雄卡正常显示等级
2026-06-20 16:20:21 +08:00
panFD
62af155ce8 refactor(skill-card): 统一技能卡牌波次配置为单一数据源
1. 新增SKILL_CARD_WAVES常量管理技能卡牌出现波次档位
2. 替换MissionCardComp中硬编码的波次判断逻辑
3. 重构CardSet中的技能卡牌波次映射和配置项,实现自动关联档位
4. 确保所有技能卡牌配置与波次配置严格对齐,避免抽卡池为空的问题
2026-06-20 16:13:13 +08:00
panFD
735bf205fd feat(skillBox): 优化技能框UI表现与图标逻辑
1. 调整ui3.plist.meta的边框内边距为25
2. 新增技能框背景颜色节点,根据等级切换对应配色
3. 增加自定义图标支持,优化多类型技能图标加载逻辑
2026-06-20 16:00:52 +08:00
panFD
4d6403e362 feat(card&ui): add custom card icon support and optimize icon display
1. 新增CardConfig的icon字段用于配置自定义卡牌图标,优先级最高
2. 为HInfoComp新增技能图标节点,区分英雄卡和技能卡的图标展示
3. 重构updateSkillAnimation方法,支持按配置优先级加载图标
4. 优化两种卡牌的图标显示互斥逻辑
2026-06-20 15:11:37 +08:00
135 changed files with 21386 additions and 6967 deletions

View File

@@ -1,9 +1,5 @@
{ {
"$schema": "https://json.schemastore.org/claude-code-settings.json", "$schema": "https://json.schemastore.org/claude-code-settings.json",
"statusLine": {
"type": "command",
"command": "bash .claude/statusline.sh"
},
"permissions": { "permissions": {
"allow": [ "allow": [
"Bash(git status*)", "Bash(git status*)",
@@ -15,7 +11,11 @@
"Bash(dir *)", "Bash(dir *)",
"Bash(python -m json.tool*)", "Bash(python -m json.tool*)",
"Bash(python -m pytest*)", "Bash(python -m pytest*)",
"Bash(py -m pytest*)" "Bash(py -m pytest*)",
"WebSearch",
"Bash(git add *)",
"Bash(git commit *)",
"Bash(npm install *)"
], ],
"deny": [ "deny": [
"Bash(rm -rf *)", "Bash(rm -rf *)",
@@ -155,5 +155,9 @@
] ]
} }
] ]
},
"statusLine": {
"type": "command",
"command": "bash .claude/statusline.sh"
} }
} }

3
.gitignore vendored
View File

@@ -20,7 +20,8 @@ native
# WebStorm # WebStorm
#////////////////////////// #//////////////////////////
.idea/ .idea/
extensions/ extensions/*
!extensions/pixelhero-config-editor/
extensions/oops-plugin-framework extensions/oops-plugin-framework
# === IDE and Editor === # === IDE and Editor ===
.vs/ .vs/

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@@ -17,18 +17,25 @@
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@@ -59,6 +255,121 @@
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"__expectedType__": "cc.AnimationClip"
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@@ -69,12 +380,12 @@
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"_enabled": true, "_enabled": true,
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"_contentSize": { "_contentSize": {
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@@ -95,9 +406,9 @@
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@@ -115,7 +426,7 @@
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View File

@@ -12044,6 +12044,8 @@
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@@ -21745,7 +21747,7 @@
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@@ -21965,7 +21967,10 @@
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@@ -22086,7 +22091,7 @@
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@@ -22358,7 +22369,7 @@
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@@ -22494,7 +22508,7 @@
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@@ -23163,7 +23189,7 @@
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@@ -23299,7 +23328,7 @@
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@@ -23435,7 +23467,7 @@
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@@ -23843,7 +23884,7 @@
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@@ -23979,7 +24023,7 @@
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{ {

View File

@@ -1,17 +1,17 @@
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@@ -69,65 +69,25 @@
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] ]

View File

@@ -7,11 +7,11 @@
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@@ -7,7 +7,7 @@
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File diff suppressed because it is too large Load Diff

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View File

@@ -1,6 +1,6 @@
import * as exp from "constants" import * as exp from "constants"
import { HeroInfo, HeroList, HType } from "./heroSet" import { HeroInfo, HeroList, HType } from "./heroSet"
import { FightSet } from "./GameSet" import { FightSet, SKILL_CARD_WAVES } from "./GameSet"
import { oops } from "db://oops-framework/core/Oops" import { oops } from "db://oops-framework/core/Oops"
import { SkillOverrides, TGroup } from "./SkillSet" import { SkillOverrides, TGroup } from "./SkillSet"
@@ -86,6 +86,7 @@ export interface CardConfig {
// 技能卡扩展属性 // 技能卡扩展属性
skill?: number // 关联的技能 UUID skill?: number // 关联的技能 UUID
icon?: string // 图标ID可选优先使用未设置时按 trigger_type 从 SkillSet/FieldSkillSet 自动取)
name?: string // 卡牌名称 name?: string // 卡牌名称
info?: string // 卡牌描述信息 info?: string // 卡牌描述信息
is_inst?: boolean // 是否即时起效 is_inst?: boolean // 是否即时起效
@@ -172,83 +173,81 @@ HeroList.forEach(uuid => {
}); });
// 添加非英雄卡牌 (技能、功能卡) // 添加非英雄卡牌 (技能、功能卡)
// 体系wave 1/5/8 三档每档强度递增Field 靠 field uuid 区分数值Interval 靠 overrides 覆写) // 体系wave 由 SKILL_CARD_WAVES 统一配置每档强度递增Field 靠 field uuid 区分数值Interval 靠 overrides 覆写)
const waveToPoolLv: Record<number, number> = { // wave→pool_lv 映射由 SKILL_CARD_WAVES 索引+1 自动生成wave 1→lv1, wave 5→lv2, wave 8→lv3
1: 1, const waveToPoolLv: Record<number, number> = {};
5: 2, SKILL_CARD_WAVES.forEach((w, i) => { waveToPoolLv[w] = i + 1; });
8: 3
};
const SkillCardData: any[] = [ const SkillCardData: any[] = [
// ==================== wave 1 档(基础强度) ==================== // ==================== wave 1 档(基础强度) ====================
// --- 驻场卡Field --- // --- 驻场卡Field ---
{ uuid: 8701, skill: 0, wave: 1, name: "战后恢复", info: "战斗结束生命回复量+10%", is_inst: false, keep_waves: -1, field: [7001], trigger_type: CardTriggerType.Field }, { uuid: 8701, skill: 0, wave: SKILL_CARD_WAVES[0], name: "战后恢复", info: "战斗结束生命回复量+10%", is_inst: false, keep_waves: -1, field: [7001], trigger_type: CardTriggerType.Field },
{ uuid: 8702, skill: 0, wave: 1, name: "攻击加成", info: "英雄攻击力+10%", is_inst: false, keep_waves: -1, field: [7002], trigger_type: CardTriggerType.Field }, { uuid: 8702, skill: 0, wave: SKILL_CARD_WAVES[0], name: "攻击加成", info: "英雄攻击力+10%", is_inst: false, keep_waves: -1, field: [7002], trigger_type: CardTriggerType.Field },
{ uuid: 8703, skill: 0, wave: 1, name: "击晕加成", info: "英雄击晕概率+10%", is_inst: false, keep_waves: -1, field: [7003], trigger_type: CardTriggerType.Field }, { uuid: 8703, skill: 0, wave: SKILL_CARD_WAVES[0], name: "击晕加成", info: "英雄击晕概率+10%", is_inst: false, keep_waves: -1, field: [7003], trigger_type: CardTriggerType.Field },
{ uuid: 8704, skill: 0, wave: 1, name: "暴击加成", info: "英雄暴击率+10%", is_inst: false, keep_waves: -1, field: [7004], trigger_type: CardTriggerType.Field }, { uuid: 8704, skill: 0, wave: SKILL_CARD_WAVES[0], name: "暴击加成", info: "英雄暴击率+10%", is_inst: false, keep_waves: -1, field: [7004], trigger_type: CardTriggerType.Field },
{ uuid: 8705, skill: 0, wave: 1, name: "暴伤加成", info: "英雄暴击伤害+20%", is_inst: false, keep_waves: -1, field: [7005], trigger_type: CardTriggerType.Field }, { uuid: 8705, skill: 0, wave: SKILL_CARD_WAVES[0], name: "暴伤加成", info: "英雄暴击伤害+20%", is_inst: false, keep_waves: -1, field: [7005], trigger_type: CardTriggerType.Field },
{ uuid: 8706, skill: 0, wave: 1, name: "攻速加成", info: "英雄攻击速度+10%", is_inst: false, keep_waves: -1, field: [7006], trigger_type: CardTriggerType.Field }, { uuid: 8706, skill: 0, wave: SKILL_CARD_WAVES[0], name: "攻速加成", info: "英雄攻击速度+10%", is_inst: false, keep_waves: -1, field: [7006], trigger_type: CardTriggerType.Field },
{ uuid: 8707, skill: 0, wave: 1, name: "生命加成", info: "英雄最大生命+10%", is_inst: false, keep_waves: -1, field: [7007], trigger_type: CardTriggerType.Field }, { uuid: 8707, skill: 0, wave: SKILL_CARD_WAVES[0], name: "生命加成", info: "英雄最大生命+10%", is_inst: false, keep_waves: -1, field: [7007], trigger_type: CardTriggerType.Field },
{ uuid: 8708, skill: 0, wave: 1, name: "风怒加成", info: "英雄风怒概率+10%", is_inst: false, keep_waves: -1, field: [7008], trigger_type: CardTriggerType.Field }, { uuid: 8708, skill: 0, wave: SKILL_CARD_WAVES[0], name: "风怒加成", info: "英雄风怒概率+10%", is_inst: false, keep_waves: -1, field: [7008], trigger_type: CardTriggerType.Field },
{ uuid: 8709, skill: 0, wave: 1, name: "穿刺加成", info: "英雄穿刺概率+10%", is_inst: false, keep_waves: -1, field: [7009], trigger_type: CardTriggerType.Field }, { uuid: 8709, skill: 0, wave: SKILL_CARD_WAVES[0], name: "穿刺加成", info: "英雄穿刺概率+10%", is_inst: false, keep_waves: -1, field: [7009], trigger_type: CardTriggerType.Field },
{ uuid: 8710, skill: 0, wave: 1, name: "金币收益", info: "每回合金币收益+1", is_inst: false, keep_waves: -1, field: [7010], trigger_type: CardTriggerType.Field }, { uuid: 8710, skill: 0, wave: SKILL_CARD_WAVES[0], name: "金币收益", info: "每回合金币收益+1", is_inst: false, keep_waves: -1, field: [7010], trigger_type: CardTriggerType.Field },
{ uuid: 8711, skill: 0, wave: 1, name: "出售强化", info: "卖出英雄金币+1", is_inst: false, keep_waves: -1, field: [7011], trigger_type: CardTriggerType.Field }, { uuid: 8711, skill: 0, wave: SKILL_CARD_WAVES[0], name: "出售强化", info: "卖出英雄金币+1", is_inst: false, keep_waves: -1, field: [7011], trigger_type: CardTriggerType.Field },
// ==================== wave 5 档(强度 ×2 ==================== // ==================== wave 5 档(强度 ×2 ====================
// --- 驻场卡field uuid +200对应 FieldSkillSet 72xx 段) --- // --- 驻场卡field uuid +200对应 FieldSkillSet 72xx 段) ---
{ uuid: 8751, skill: 0, wave: 5, name: "战后恢复+", info: "战斗结束生命回复量+20%", is_inst: false, keep_waves: -1, field: [7201], trigger_type: CardTriggerType.Field }, { uuid: 8751, skill: 0, wave: SKILL_CARD_WAVES[1], name: "战后恢复+", info: "战斗结束生命回复量+20%", is_inst: false, keep_waves: -1, field: [7201], trigger_type: CardTriggerType.Field },
{ uuid: 8752, skill: 0, wave: 5, name: "攻击加成+", info: "英雄攻击力+20%", is_inst: false, keep_waves: -1, field: [7202], trigger_type: CardTriggerType.Field }, { uuid: 8752, skill: 0, wave: SKILL_CARD_WAVES[1], name: "攻击加成+", info: "英雄攻击力+20%", is_inst: false, keep_waves: -1, field: [7202], trigger_type: CardTriggerType.Field },
{ uuid: 8753, skill: 0, wave: 5, name: "击晕加成+", info: "英雄击晕概率+20%", is_inst: false, keep_waves: -1, field: [7203], trigger_type: CardTriggerType.Field }, { uuid: 8753, skill: 0, wave: SKILL_CARD_WAVES[1], name: "击晕加成+", info: "英雄击晕概率+20%", is_inst: false, keep_waves: -1, field: [7203], trigger_type: CardTriggerType.Field },
{ uuid: 8754, skill: 0, wave: 5, name: "暴击加成+", info: "英雄暴击率+20%", is_inst: false, keep_waves: -1, field: [7204], trigger_type: CardTriggerType.Field }, { uuid: 8754, skill: 0, wave: SKILL_CARD_WAVES[1], name: "暴击加成+", info: "英雄暴击率+20%", is_inst: false, keep_waves: -1, field: [7204], trigger_type: CardTriggerType.Field },
{ uuid: 8755, skill: 0, wave: 5, name: "暴伤加成+", info: "英雄暴击伤害+40%", is_inst: false, keep_waves: -1, field: [7205], trigger_type: CardTriggerType.Field }, { uuid: 8755, skill: 0, wave: SKILL_CARD_WAVES[1], name: "暴伤加成+", info: "英雄暴击伤害+40%", is_inst: false, keep_waves: -1, field: [7205], trigger_type: CardTriggerType.Field },
{ uuid: 8756, skill: 0, wave: 5, name: "攻速加成+", info: "英雄攻击速度+20%", is_inst: false, keep_waves: -1, field: [7206], trigger_type: CardTriggerType.Field }, { uuid: 8756, skill: 0, wave: SKILL_CARD_WAVES[1], name: "攻速加成+", info: "英雄攻击速度+20%", is_inst: false, keep_waves: -1, field: [7206], trigger_type: CardTriggerType.Field },
{ uuid: 8757, skill: 0, wave: 5, name: "生命加成+", info: "英雄最大生命+20%", is_inst: false, keep_waves: -1, field: [7207], trigger_type: CardTriggerType.Field }, { uuid: 8757, skill: 0, wave: SKILL_CARD_WAVES[1], name: "生命加成+", info: "英雄最大生命+20%", is_inst: false, keep_waves: -1, field: [7207], trigger_type: CardTriggerType.Field },
{ uuid: 8758, skill: 0, wave: 5, name: "风怒加成+", info: "英雄风怒概率+20%", is_inst: false, keep_waves: -1, field: [7208], trigger_type: CardTriggerType.Field }, { uuid: 8758, skill: 0, wave: SKILL_CARD_WAVES[1], name: "风怒加成+", info: "英雄风怒概率+20%", is_inst: false, keep_waves: -1, field: [7208], trigger_type: CardTriggerType.Field },
{ uuid: 8759, skill: 0, wave: 5, name: "穿刺加成+", info: "英雄穿刺概率+20%", is_inst: false, keep_waves: -1, field: [7209], trigger_type: CardTriggerType.Field }, { uuid: 8759, skill: 0, wave: SKILL_CARD_WAVES[1], name: "穿刺加成+", info: "英雄穿刺概率+20%", is_inst: false, keep_waves: -1, field: [7209], trigger_type: CardTriggerType.Field },
// --- 范围攻击卡ap 递增,间隔缩短) --- // --- 范围攻击卡ap 递增,间隔缩短) ---
{ uuid: 8261, skill: 6201, wave: 5, name: "雷墙+", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } }, { uuid: 8261, skill: 6201, wave: SKILL_CARD_WAVES[1], name: "雷墙+", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8262, skill: 6202, wave: 5, name: "火墙+", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } }, { uuid: 8262, skill: 6202, wave: SKILL_CARD_WAVES[1], name: "火墙+", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8263, skill: 6203, wave: 5, name: "飓风+", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } }, { uuid: 8263, skill: 6203, wave: SKILL_CARD_WAVES[1], name: "飓风+", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8264, skill: 6204, wave: 5, name: "水墙+", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } }, { uuid: 8264, skill: 6204, wave: SKILL_CARD_WAVES[1], name: "水墙+", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8265, skill: 6205, wave: 5, name: "风墙+", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } }, { uuid: 8265, skill: 6205, wave: SKILL_CARD_WAVES[1], name: "风墙+", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8266, skill: 6206, wave: 5, name: "陨石术+", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } }, { uuid: 8266, skill: 6206, wave: SKILL_CARD_WAVES[1], name: "陨石术+", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8760, skill: 0, wave: 5, name: "金币收益+", info: "每回合金币收益+2", is_inst: false, keep_waves: -1, field: [7210], trigger_type: CardTriggerType.Field }, { uuid: 8760, skill: 0, wave: SKILL_CARD_WAVES[1], name: "金币收益+", info: "每回合金币收益+2", is_inst: false, keep_waves: -1, field: [7210], trigger_type: CardTriggerType.Field },
{ uuid: 8761, skill: 0, wave: 5, name: "购买优惠+", info: "购买卡牌费用-2金币", is_inst: false, keep_waves: -1, field: [7212], trigger_type: CardTriggerType.Field }, { uuid: 8761, skill: 0, wave: SKILL_CARD_WAVES[1], name: "购买优惠+", info: "购买卡牌费用-2金币", is_inst: false, keep_waves: -1, field: [7212], trigger_type: CardTriggerType.Field },
{ uuid: 8712, skill: 0, wave: 1, name: "刷新优惠", info: "刷新卡牌费用-1金币", is_inst: false, keep_waves: -1, field: [7013], trigger_type: CardTriggerType.Field }, { uuid: 8762, skill: 0, wave: SKILL_CARD_WAVES[1], name: "刷新优惠", info: "刷新卡牌费用-1金币", is_inst: false, keep_waves: -1, field: [7213], trigger_type: CardTriggerType.Field },
// ==================== wave 8 档(强度 ×3 ==================== // ==================== wave 8 档(强度 ×3 ====================
// --- 驻场卡field uuid +400对应 FieldSkillSet 74xx 段) --- // --- 驻场卡field uuid +400对应 FieldSkillSet 74xx 段) ---
{ uuid: 8801, skill: 0, wave: 8, name: "战后恢复++", info: "战斗结束生命回复量+30%", is_inst: false, keep_waves: -1, field: [7401], trigger_type: CardTriggerType.Field }, { uuid: 8801, skill: 0, wave: SKILL_CARD_WAVES[2], name: "战后恢复++", info: "战斗结束生命回复量+30%", is_inst: false, keep_waves: -1, field: [7401], trigger_type: CardTriggerType.Field },
{ uuid: 8802, skill: 0, wave: 8, name: "攻击加成++", info: "英雄攻击力+30%", is_inst: false, keep_waves: -1, field: [7402], trigger_type: CardTriggerType.Field }, { uuid: 8802, skill: 0, wave: SKILL_CARD_WAVES[2], name: "攻击加成++", info: "英雄攻击力+30%", is_inst: false, keep_waves: -1, field: [7402], trigger_type: CardTriggerType.Field },
{ uuid: 8803, skill: 0, wave: 8, name: "击晕加成++", info: "英雄击晕概率+30%", is_inst: false, keep_waves: -1, field: [7403], trigger_type: CardTriggerType.Field }, { uuid: 8803, skill: 0, wave: SKILL_CARD_WAVES[2], name: "击晕加成++", info: "英雄击晕概率+30%", is_inst: false, keep_waves: -1, field: [7403], trigger_type: CardTriggerType.Field },
{ uuid: 8804, skill: 0, wave: 8, name: "暴击加成++", info: "英雄暴击率+30%", is_inst: false, keep_waves: -1, field: [7404], trigger_type: CardTriggerType.Field }, { uuid: 8804, skill: 0, wave: SKILL_CARD_WAVES[2], name: "暴击加成++", info: "英雄暴击率+30%", is_inst: false, keep_waves: -1, field: [7404], trigger_type: CardTriggerType.Field },
{ uuid: 8805, skill: 0, wave: 8, name: "暴伤加成++", info: "英雄暴击伤害+60%", is_inst: false, keep_waves: -1, field: [7405], trigger_type: CardTriggerType.Field }, { uuid: 8805, skill: 0, wave: SKILL_CARD_WAVES[2], name: "暴伤加成++", info: "英雄暴击伤害+60%", is_inst: false, keep_waves: -1, field: [7405], trigger_type: CardTriggerType.Field },
{ uuid: 8806, skill: 0, wave: 8, name: "攻速加成++", info: "英雄攻击速度+30%", is_inst: false, keep_waves: -1, field: [7406], trigger_type: CardTriggerType.Field }, { uuid: 8806, skill: 0, wave: SKILL_CARD_WAVES[2], name: "攻速加成++", info: "英雄攻击速度+30%", is_inst: false, keep_waves: -1, field: [7406], trigger_type: CardTriggerType.Field },
{ uuid: 8807, skill: 0, wave: 8, name: "生命加成++", info: "英雄最大生命+30%", is_inst: false, keep_waves: -1, field: [7407], trigger_type: CardTriggerType.Field }, { uuid: 8807, skill: 0, wave: SKILL_CARD_WAVES[2], name: "生命加成++", info: "英雄最大生命+30%", is_inst: false, keep_waves: -1, field: [7407], trigger_type: CardTriggerType.Field },
{ uuid: 8808, skill: 0, wave: 8, name: "风怒加成++", info: "英雄风怒概率+30%", is_inst: false, keep_waves: -1, field: [7408], trigger_type: CardTriggerType.Field }, { uuid: 8808, skill: 0, wave: SKILL_CARD_WAVES[2], name: "风怒加成++", info: "英雄风怒概率+30%", is_inst: false, keep_waves: -1, field: [7408], trigger_type: CardTriggerType.Field },
{ uuid: 8809, skill: 0, wave: 8, name: "穿刺加成++", info: "英雄穿刺概率+30%", is_inst: false, keep_waves: -1, field: [7409], trigger_type: CardTriggerType.Field }, { uuid: 8809, skill: 0, wave: SKILL_CARD_WAVES[2], name: "穿刺加成++", info: "英雄穿刺概率+30%", is_inst: false, keep_waves: -1, field: [7409], trigger_type: CardTriggerType.Field },
{ uuid: 8361, skill: 6201, wave: 8, name: "雷墙++", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } }, { uuid: 8361, skill: 6201, wave: SKILL_CARD_WAVES[2], name: "雷墙++", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8362, skill: 6202, wave: 8, name: "火墙++", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } }, { uuid: 8362, skill: 6202, wave: SKILL_CARD_WAVES[2], name: "火墙++", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8363, skill: 6203, wave: 8, name: "飓风++", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } }, { uuid: 8363, skill: 6203, wave: SKILL_CARD_WAVES[2], name: "飓风++", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8364, skill: 6204, wave: 8, name: "水墙++", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } }, { uuid: 8364, skill: 6204, wave: SKILL_CARD_WAVES[2], name: "水墙++", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8365, skill: 6205, wave: 8, name: "风墙++", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } }, { uuid: 8365, skill: 6205, wave: SKILL_CARD_WAVES[2], name: "风墙++", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8366, skill: 6206, wave: 8, name: "陨石术++", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } }, { uuid: 8366, skill: 6206, wave: SKILL_CARD_WAVES[2], name: "陨石术++", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8810, skill: 0, wave: 8, name: "金币收益++", info: "每回合金币收益+3", is_inst: false, keep_waves: -1, field: [7410], trigger_type: CardTriggerType.Field }, { uuid: 8810, skill: 0, wave: SKILL_CARD_WAVES[2], name: "金币收益++", info: "每回合金币收益+3", is_inst: false, keep_waves: -1, field: [7410], trigger_type: CardTriggerType.Field },
{ uuid: 8811, skill: 0, wave: 8, name: "召唤强化++", info: "召唤触发技能次数+1", is_inst: false, keep_waves: -1, field: [7014], trigger_type: CardTriggerType.Field }, { uuid: 8811, skill: 0, wave: SKILL_CARD_WAVES[2], name: "召唤强化++", info: "召唤触发技能次数+1", is_inst: false, keep_waves: -1, field: [7014], trigger_type: CardTriggerType.Field },
{ uuid: 8812, skill: 0, wave: 8, name: "死亡强化++", info: "死亡触发技能次数+1", is_inst: false, keep_waves: -1, field: [7015], trigger_type: CardTriggerType.Field }, { uuid: 8812, skill: 0, wave: SKILL_CARD_WAVES[2], name: "死亡强化++", info: "死亡触发技能次数+1", is_inst: false, keep_waves: -1, field: [7015], trigger_type: CardTriggerType.Field },
{ uuid: 8813, skill: 0, wave: 8, name: "开场强化++", info: "战斗开始触发技能次数+1", is_inst: false, keep_waves: -1, field: [7016], trigger_type: CardTriggerType.Field }, { uuid: 8813, skill: 0, wave: SKILL_CARD_WAVES[2], name: "开场强化++", info: "战斗开始触发技能次数+1", is_inst: false, keep_waves: -1, field: [7016], trigger_type: CardTriggerType.Field },
{ uuid: 8814, skill: 0, wave: 8, name: "结束强化++", info: "战斗结束触发技能次数+1", is_inst: false, keep_waves: -1, field: [7017], trigger_type: CardTriggerType.Field }, { uuid: 8814, skill: 0, wave: SKILL_CARD_WAVES[2], name: "结束强化++", info: "战斗结束触发技能次数+1", is_inst: false, keep_waves: -1, field: [7017], trigger_type: CardTriggerType.Field },
{ uuid: 8815, skill: 0, wave: 8, name: "攻击强化++", info: "攻击触发技能次数+1", is_inst: false, keep_waves: -1, field: [7018], trigger_type: CardTriggerType.Field }, { uuid: 8815, skill: 0, wave: SKILL_CARD_WAVES[2], name: "攻击强化++", info: "攻击触发技能次数+1", is_inst: false, keep_waves: -1, field: [7018], trigger_type: CardTriggerType.Field },
{ uuid: 8816, skill: 0, wave: 8, name: "受击强化++", info: "被攻击触发技能次数+1", is_inst: false, keep_waves: -1, field: [7019], trigger_type: CardTriggerType.Field }, { uuid: 8816, skill: 0, wave: SKILL_CARD_WAVES[2], name: "受击强化++", info: "被攻击触发技能次数+1", is_inst: false, keep_waves: -1, field: [7019], trigger_type: CardTriggerType.Field },
// --- 范围攻击卡ap 最高,间隔最短) --- // --- 范围攻击卡ap 最高,间隔最短) ---
]; ];
@@ -262,9 +261,10 @@ SkillCardData.forEach(data => {
pool_lv: waveToPoolLv[data.wave] as CardLV, pool_lv: waveToPoolLv[data.wave] as CardLV,
wave: data.wave, wave: data.wave,
kind: CKind.Skill, kind: CKind.Skill,
card_lv: 1, card_lv: waveToPoolLv[data.wave], // wave 1→1, 5→2, 8→3
name: data.name, name: data.name,
info: data.info, info: data.info,
icon: data.icon, // 【新增】透传自定义图标ID优先级最高
is_inst: data.is_inst, is_inst: data.is_inst,
t_times: data.t_times || (data.is_inst ? 1 : 999), t_times: data.t_times || (data.is_inst ? 1 : 999),
t_inv: data.t_inv || 0, t_inv: data.t_inv || 0,

View File

@@ -59,6 +59,16 @@ export enum FightSet {
*/ */
export const CARD_POOL_UPGRADE_WAVES: number[] = [4, 7, 10, 13]; export const CARD_POOL_UPGRADE_WAVES: number[] = [4, 7, 10, 13];
/**
* 技能卡牌出现的波次配置(单一数据源)。
* 数组索引 i 对应卡牌档位 card_lv = i + 1
* - 第 1 个波次 → LV1 档(基础强度)
* - 第 2 个波次 → LV2 档(强度 ×2
* - 第 3 个波次 → LV3 档(强度 ×3
* 需与 CardSet.SkillCardData 的 wave 字段严格对齐,否则抽卡时池子为空。
*/
export const SKILL_CARD_WAVES: number[] = [1, 5, 8];
export const laneIdx = { export const laneIdx = {
2: [-180, 90], 2: [-180, 90],
1: [-180, 0], 1: [-180, 0],

View File

@@ -155,6 +155,7 @@ export interface SkillConfig {
bck?: number, // 额外击退概率 bck?: number, // 额外击退概率
buff_type?: Attrs, // Buff 类型 (单一职责) buff_type?: Attrs, // Buff 类型 (单一职责)
call_hero?: number, // 召唤技能召唤英雄id(可选) call_hero?: number, // 召唤技能召唤英雄id(可选)
is_accel?: boolean, // 是否逐渐加速飞行
info: string, // 技能描述 info: string, // 技能描述
} }
@@ -170,6 +171,7 @@ export interface SkillOverrides {
bck?: number; bck?: number;
buff_type?: Attrs; buff_type?: Attrs;
call_hero?: number; call_hero?: number;
is_accel?: boolean;
} }
/** /**
@@ -208,19 +210,19 @@ export const SkillSet: Record<number, SkillConfig> = {
* 6010 箭矢黄 击晕取向 * 6010 箭矢黄 击晕取向
**/ **/
6001: { 6001: {
uuid: 6001, name: "火球", sp_name: "atk_1", icon: "Stat_Attack_01", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", uuid: 6001, name: "火球", sp_name: "a1", icon: "Stat_Attack_01", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee,is_accel:true,
RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害", RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
}, },
6002: { 6002: {
uuid: 6002, name: "紫烟", sp_name: "atk_2", icon: "Stat_Attack_01", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", uuid: 6002, name: "紫烟", sp_name: "atk_2", icon: "Stat_Attack_01", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.bezier, EType: EType.collision, info: "近战普通攻击技能", RType: RType.linear, EType: EType.collision, info: "近战普通攻击技能",
}, },
6003: { 6003: {
uuid: 6003, name: "白球", sp_name: "atk_3", icon: "Stat_Attack_01", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", uuid: 6003, name: "白球", sp_name: "atk_3", icon: "Stat_Attack_01", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.bezier, EType: EType.collision, info: "一定几率暴击", RType: RType.linear, EType: EType.collision, info: "一定几率暴击",
}, },
6008: { 6008: {

View File

@@ -14,6 +14,28 @@ export const HTypeName ={
2:"远程", 2:"远程",
} }
export enum MonType {
Melee = 0,
Heavy = 1,
Long = 2,
Support = 3,
Summoner = 5,
Assassin = 6,
MeleeBoss = 8,
LongBoss = 9,
}
export const MonTypeName: Record<number, string> = {
[MonType.Melee]: "近战",
[MonType.Heavy]: "重型",
[MonType.Long]: "远程",
[MonType.Support]: "辅助",
[MonType.Summoner]: "召唤师",
[MonType.Assassin]: "刺客",
[MonType.MeleeBoss]: "近战Boss",
[MonType.LongBoss]: "远程Boss",
}
/** /**
* 英雄攻击速度分级配置 (数值为攻击间隔cd越小越快) * 英雄攻击速度分级配置 (数值为攻击间隔cd越小越快)
* 每档3个速度级别Lv1(最快) → Lv2(中间) → Lv3(最慢) * 每档3个速度级别Lv1(最快) → Lv2(中间) → Lv3(最慢)
@@ -134,6 +156,7 @@ export interface heroInfo {
lv: number; // 英雄等级 lv: number; // 英雄等级
pool_lv?: number; // 卡片等级 pool_lv?: number; // 卡片等级
type: HType; // 攻击定位(近战/中程/远程) type: HType; // 攻击定位(近战/中程/远程)
monType?: MonType; // 怪物专属类型
hp: number; // 生命值上限 hp: number; // 生命值上限
ap: number; // 攻击力 ap: number; // 攻击力
[SkillTriggerType.Call]?:{s_uuid:number, t_num:number, overrides?: SkillOverrides}[]; // 召唤后触发的技能配置 [SkillTriggerType.Call]?:{s_uuid:number, t_num:number, overrides?: SkillOverrides}[]; // 召唤后触发的技能配置
@@ -198,30 +221,30 @@ export interface HeroEvolve {
export const HeroInfo: Record<number, heroInfo> = { export const HeroInfo: Record<number, heroInfo> = {
// ========== atked 类(战士 · 自身强化) ========== // ========== atked 类(战士 · 自身强化) ==========
5011:{uuid:5011,name:"小铁卫",path:"hk1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Melee,hp:400,ap:20, 5011:{uuid:5011,name:"小铁卫",path:"hk1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Melee,hp:300,ap:28,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
atked:[{s_uuid:6301,t_num:3,overrides:{TGroup:TGroup.Self,ap:4}}], atked:[{s_uuid:6301,t_num:3,overrides:{TGroup:TGroup.Self,ap:4}}],
info:"每受击3次为自身添加4层护盾"}, info:"每受击3次为自身添加4层护盾"},
5012:{uuid:5012,name:"不死小强",path:"hk2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Melee,hp:350,ap:25, 5012:{uuid:5012,name:"不死小强",path:"hk2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Melee,hp:600,ap:57,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
atked:[{s_uuid:6302,t_num:3,overrides:{TGroup:TGroup.Self,ap:250}}], atked:[{s_uuid:6302,t_num:3,overrides:{TGroup:TGroup.Self,ap:250}}],
info:"每受击3次为自身回复攻击力250%的生命值"}, info:"每受击3次为自身回复攻击力250%的生命值"},
5013:{uuid:5013,name:"铁骨头",path:"hk3", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Melee,hp:300,ap:20, 5013:{uuid:5013,name:"铁骨头",path:"hk3", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Melee,hp:600,ap:57,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
atked:[{s_uuid:6402,t_num:5,overrides:{TGroup:TGroup.Self,ap:100}}], atked:[{s_uuid:6402,t_num:5,overrides:{TGroup:TGroup.Self,ap:100}}],
info:"每受击5次永久提升自身最大生命值100点"}, info:"每受击5次永久提升自身最大生命值100点"},
5014:{uuid:5014,name:"怒火武者",path:"hk4", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Melee,hp:320,ap:30, 5014:{uuid:5014,name:"怒火武者",path:"hk4", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Melee,hp:900,ap:85,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow1].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow1].cd,ccd:0}},
atked:[{s_uuid:6401,t_num:3,overrides:{TGroup:TGroup.Self,ap:12}}], atked:[{s_uuid:6401,t_num:3,overrides:{TGroup:TGroup.Self,ap:12}}],
info:"每受击3次永久提升自身攻击力12点"}, info:"每受击3次永久提升自身攻击力12点"},
5015:{uuid:5015,name:"血刃武者",path:"hk5", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Melee,hp:450,ap:35, 5015:{uuid:5015,name:"血刃武者",path:"hk5", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Melee,hp:1200,ap:113,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
atked:[ atked:[
{s_uuid:6301,t_num:3,overrides:{TGroup:TGroup.Self,ap:3}}, {s_uuid:6301,t_num:3,overrides:{TGroup:TGroup.Self,ap:3}},
{s_uuid:6401,t_num:5,overrides:{TGroup:TGroup.Self,ap:15}} {s_uuid:6401,t_num:5,overrides:{TGroup:TGroup.Self,ap:15}}
], ],
info:"每受击3次加3层护盾每受击5次永久+15攻击力"}, info:"每受击3次加3层护盾每受击5次永久+15攻击力"},
5016:{uuid:5016,name:"狂血战士",path:"hc1", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Melee,hp:380,ap:45, 5016:{uuid:5016,name:"狂血战士",path:"hc1", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Melee,hp:1500,ap:142,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
atked:[ atked:[
{s_uuid:6401,t_num:3,overrides:{TGroup:TGroup.Self,ap:10}}, {s_uuid:6401,t_num:3,overrides:{TGroup:TGroup.Self,ap:10}},
@@ -230,18 +253,18 @@ export const HeroInfo: Record<number, heroInfo> = {
info:"每受击3次永久+10攻击力每受击5次永久+15%暴击率"}, info:"每受击3次永久+10攻击力每受击5次永久+15%暴击率"},
// ========== atking 类 — 刺客(自身强化) ========== // ========== atking 类 — 刺客(自身强化) ==========
5021:{uuid:5021,name:"小刺客",path:"hc1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Melee,hp:200,ap:40, 5021:{uuid:5021,name:"小刺客",path:"hc1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Melee,hp:300,ap:28,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Fast2].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Fast2].cd,ccd:0}},
atking:[{s_uuid:6401,t_num:5,overrides:{TGroup:TGroup.Self,ap:8}}], atking:[{s_uuid:6401,t_num:5,overrides:{TGroup:TGroup.Self,ap:8}}],
info:"每攻击5次永久提升自身攻击力8点"}, info:"每攻击5次永久提升自身攻击力8点"},
5022:{uuid:5022,name:"嗜血剑客",path:"hc2", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Melee,hp:240,ap:60, 5022:{uuid:5022,name:"嗜血剑客",path:"hc2", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Melee,hp:900,ap:85,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Fast2].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Fast2].cd,ccd:0}},
atking:[ atking:[
{s_uuid:6403,t_num:5,overrides:{TGroup:TGroup.Self,ap:10}}, {s_uuid:6403,t_num:5,overrides:{TGroup:TGroup.Self,ap:10}},
{s_uuid:6401,t_num:7,overrides:{TGroup:TGroup.Self,ap:12}} {s_uuid:6401,t_num:7,overrides:{TGroup:TGroup.Self,ap:12}}
], ],
info:"每攻击5次永久+10%暴击率每攻击7次永久+12攻击力"}, info:"每攻击5次永久+10%暴击率每攻击7次永久+12攻击力"},
5023:{uuid:5023,name:"暗影杀手",path:"hc3", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Melee,hp:280,ap:85, 5023:{uuid:5023,name:"暗影杀手",path:"hc3", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Melee,hp:1500,ap:142,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Fast1].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Fast1].cd,ccd:0}},
atking:[ atking:[
{s_uuid:6403,t_num:5,overrides:{TGroup:TGroup.Self,ap:10}}, {s_uuid:6403,t_num:5,overrides:{TGroup:TGroup.Self,ap:10}},
@@ -250,15 +273,15 @@ export const HeroInfo: Record<number, heroInfo> = {
info:"每攻击5次永久+10%暴击率每攻击7次永久+15%暴伤"}, info:"每攻击5次永久+10%暴击率每攻击7次永久+15%暴伤"},
// ========== atking 类 — 射手队友强化hit_count 控制目标数) ========== // ========== atking 类 — 射手队友强化hit_count 控制目标数) ==========
5031:{uuid:5031,name:"援护弓手",path:"ha1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Long,hp:160,ap:45, 5031:{uuid:5031,name:"援护弓手",path:"ha1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Long,hp:143,ap:40,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal2].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal2].cd,ccd:0}},
atking:[{s_uuid:6401,t_num:5,overrides:{TGroup:TGroup.Team,hit_count:1,ap:8}}], atking:[{s_uuid:6401,t_num:5,overrides:{TGroup:TGroup.Team,hit_count:1,ap:8}}],
info:"每攻击5次为随机1名队友永久提升攻击力8点"}, info:"每攻击5次为随机1名队友永久提升攻击力8点"},
5032:{uuid:5032,name:"战术弓手",path:"ha2", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:190,ap:60, 5032:{uuid:5032,name:"战术弓手",path:"ha2", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:430,ap:120,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal1].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal1].cd,ccd:0}},
atking:[{s_uuid:6403,t_num:5,overrides:{TGroup:TGroup.Team,hit_count:3,ap:10}}], atking:[{s_uuid:6403,t_num:5,overrides:{TGroup:TGroup.Team,hit_count:3,ap:10}}],
info:"每攻击5次为随机3名队友永久提升暴击率10%"}, info:"每攻击5次为随机3名队友永久提升暴击率10%"},
5033:{uuid:5033,name:"鹰眼弓将",path:"ha3", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Long,hp:220,ap:75, 5033:{uuid:5033,name:"鹰眼弓将",path:"ha3", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Long,hp:717,ap:200,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Fast3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Fast3].cd,ccd:0}},
atking:[ atking:[
{s_uuid:6401,t_num:5,overrides:{TGroup:TGroup.Team,hit_count:6,ap:8}}, {s_uuid:6401,t_num:5,overrides:{TGroup:TGroup.Team,hit_count:6,ap:8}},
@@ -267,11 +290,11 @@ export const HeroInfo: Record<number, heroInfo> = {
info:"每攻击5次为随机6名队友永久+8攻击力每攻击7次永久+12%暴伤"}, info:"每攻击5次为随机6名队友永久+8攻击力每攻击7次永久+12%暴伤"},
// ========== dead 类(战士+刺客 · 死亡遗产) ========== // ========== dead 类(战士+刺客 · 死亡遗产) ==========
5041:{uuid:5041,name:"殉道卫士",path:"hk1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Melee,hp:300,ap:25, 5041:{uuid:5041,name:"殉道卫士",path:"hk1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Melee,hp:300,ap:28,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
dead:[{s_uuid:6301,t_num:1,overrides:{TGroup:TGroup.Team,ap:3}}], dead:[{s_uuid:6301,t_num:1,overrides:{TGroup:TGroup.Team,ap:3}}],
info:"死亡时为全队添加3层护盾"}, info:"死亡时为全队添加3层护盾"},
5042:{uuid:5042,name:"遗志将军",path:"hk2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Melee,hp:350,ap:30, 5042:{uuid:5042,name:"遗志将军",path:"hk2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Melee,hp:600,ap:57,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
dead:[ dead:[
{s_uuid:6401,t_num:1,overrides:{TGroup:TGroup.Team,ap:20}}, {s_uuid:6401,t_num:1,overrides:{TGroup:TGroup.Team,ap:20}},
@@ -279,18 +302,18 @@ export const HeroInfo: Record<number, heroInfo> = {
], ],
revive:{s_uuid:6501,r_num:1,upr:0.3}, revive:{s_uuid:6501,r_num:1,upr:0.3},
info:"死亡时全队永久+20攻击力、+80最大生命值死后复活一次"}, info:"死亡时全队永久+20攻击力、+80最大生命值死后复活一次"},
5043:{uuid:5043,name:"亡魂刺客",path:"hc1", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Melee,hp:220,ap:50, 5043:{uuid:5043,name:"亡魂刺客",path:"hc1", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Melee,hp:900,ap:85,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal1].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal1].cd,ccd:0}},
dead:[{s_uuid:6405,t_num:1,overrides:{TGroup:TGroup.Team,ap:15}}], dead:[{s_uuid:6405,t_num:1,overrides:{TGroup:TGroup.Team,ap:15}}],
info:"死亡时全队永久提升击晕概率15%"}, info:"死亡时全队永久提升击晕概率15%"},
5044:{uuid:5044,name:"血誓剑客",path:"hc2", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Melee,hp:250,ap:65, 5044:{uuid:5044,name:"血誓剑客",path:"hc2", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Melee,hp:1200,ap:113,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Fast3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Fast3].cd,ccd:0}},
dead:[ dead:[
{s_uuid:6403,t_num:1,overrides:{TGroup:TGroup.Team,ap:15}}, {s_uuid:6403,t_num:1,overrides:{TGroup:TGroup.Team,ap:15}},
{s_uuid:6404,t_num:1,overrides:{TGroup:TGroup.Team,ap:20}} {s_uuid:6404,t_num:1,overrides:{TGroup:TGroup.Team,ap:20}}
], ],
info:"死亡时全队永久+15%暴击率、+20%暴伤"}, info:"死亡时全队永久+15%暴击率、+20%暴伤"},
5045:{uuid:5045,name:"不灭战魂",path:"hk3", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Melee,hp:420,ap:40, 5045:{uuid:5045,name:"不灭战魂",path:"hk3", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Melee,hp:1500,ap:142,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}},
dead:[ dead:[
{s_uuid:6301,t_num:1,overrides:{TGroup:TGroup.Team,ap:5}}, {s_uuid:6301,t_num:1,overrides:{TGroup:TGroup.Team,ap:5}},
@@ -301,30 +324,30 @@ export const HeroInfo: Record<number, heroInfo> = {
info:"死亡时全队获得5层护盾、永久+30攻击力、永久+120最大生命值死后复活一次"}, info:"死亡时全队获得5层护盾、永久+30攻击力、永久+120最大生命值死后复活一次"},
// ========== fstart 类(法师 · 战前增益) ========== // ========== fstart 类(法师 · 战前增益) ==========
5051:{uuid:5051,name:"占卜师",path:"hm1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Long,hp:140,ap:35, 5051:{uuid:5051,name:"占卜师",path:"hm1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Long,hp:143,ap:40,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid3].cd,ccd:0}},
fstart:[{s_uuid:6401,t_num:1,overrides:{TGroup:TGroup.Team,ap:15}}], fstart:[{s_uuid:6401,t_num:1,overrides:{TGroup:TGroup.Team,ap:15}}],
info:"战斗开始时为全队永久提升攻击力15点"}, info:"战斗开始时为全队永久提升攻击力15点"},
5052:{uuid:5052,name:"护盾牧师",path:"hm2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Long,hp:150,ap:40, 5052:{uuid:5052,name:"护盾牧师",path:"hm2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Long,hp:287,ap:80,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow1].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow1].cd,ccd:0}},
fstart:[{s_uuid:6301,t_num:1,overrides:{TGroup:TGroup.Team,ap:2}}], fstart:[{s_uuid:6301,t_num:1,overrides:{TGroup:TGroup.Team,ap:2}}],
info:"战斗开始时为全队添加2层护盾"}, info:"战斗开始时为全队添加2层护盾"},
5053:{uuid:5053,name:"血盟法师",path:"hm3", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Long,hp:160,ap:45, 5053:{uuid:5053,name:"血盟法师",path:"hm3", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Long,hp:287,ap:80,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid2].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid2].cd,ccd:0}},
fstart:[{s_uuid:6402,t_num:1,overrides:{TGroup:TGroup.Team,ap:100}}], fstart:[{s_uuid:6402,t_num:1,overrides:{TGroup:TGroup.Team,ap:100}}],
info:"战斗开始时为全队永久提升最大生命值100点"}, info:"战斗开始时为全队永久提升最大生命值100点"},
5054:{uuid:5054,name:"暴击法师",path:"hm4", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:170,ap:55, 5054:{uuid:5054,name:"暴击法师",path:"hm4", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:430,ap:120,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid3].cd,ccd:0}},
fstart:[{s_uuid:6403,t_num:1,overrides:{TGroup:TGroup.Team,ap:20}}], fstart:[{s_uuid:6403,t_num:1,overrides:{TGroup:TGroup.Team,ap:20}}],
info:"战斗开始时为全队永久提升暴击率20%"}, info:"战斗开始时为全队永久提升暴击率20%"},
5055:{uuid:5055,name:"毁灭法师",path:"hm5", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Long,hp:185,ap:65, 5055:{uuid:5055,name:"毁灭法师",path:"hm5", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Long,hp:573,ap:160,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid1].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid1].cd,ccd:0}},
fstart:[ fstart:[
{s_uuid:6404,t_num:1,overrides:{TGroup:TGroup.Team,ap:25}}, {s_uuid:6404,t_num:1,overrides:{TGroup:TGroup.Team,ap:25}},
{s_uuid:6401,t_num:1,overrides:{TGroup:TGroup.Team,ap:20}} {s_uuid:6401,t_num:1,overrides:{TGroup:TGroup.Team,ap:20}}
], ],
info:"战斗开始时为全队永久+25%暴伤、+20攻击力"}, info:"战斗开始时为全队永久+25%暴伤、+20攻击力"},
5056:{uuid:5056,name:"预言法师",path:"hm6", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Long,hp:200,ap:70, 5056:{uuid:5056,name:"预言法师",path:"hm6", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Long,hp:717,ap:200,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal3].cd,ccd:0}},
fstart:[ fstart:[
{s_uuid:6405,t_num:1,overrides:{TGroup:TGroup.Team,ap:20}}, {s_uuid:6405,t_num:1,overrides:{TGroup:TGroup.Team,ap:20}},
@@ -334,32 +357,32 @@ export const HeroInfo: Record<number, heroInfo> = {
info:"战斗开始时为全队永久+20%击晕概率、+15%暴击率、+20%暴伤"}, info:"战斗开始时为全队永久+20%击晕概率、+15%暴击率、+20%暴伤"},
// ========== field 类(法师 · 驻场光环) ========== // ========== field 类(法师 · 驻场光环) ==========
5061:{uuid:5061,name:"亡语法师",path:"hm1", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:160,ap:50, 5061:{uuid:5061,name:"亡语法师",path:"hm1", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:430,ap:120,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid2].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid2].cd,ccd:0}},
field:[7015], field:[7015],
info:"驻场期间全队死亡触发技能次数+1死亡后光环消失"}, info:"驻场期间全队死亡触发技能次数+1死亡后光环消失"},
// ========== fend + atking 类(辅助 · 治疗续航 + 波次增益) ========== // ========== fend + atking 类(辅助 · 治疗续航 + 波次增益) ==========
5071:{uuid:5071,name:"治愈牧师",path:"hh1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Long,hp:130,ap:40, 5071:{uuid:5071,name:"治愈牧师",path:"hh1", fac:FacSet.HERO,pool_lv:1,lv:1,type:HType.Long,hp:143,ap:40,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal3].cd,ccd:0}},
atking:[{s_uuid:6302,t_num:5,overrides:{TGroup:TGroup.Team,ap:200}}], atking:[{s_uuid:6302,t_num:5,overrides:{TGroup:TGroup.Team,ap:200}}],
info:"每攻击5次治疗全队200%AP"}, info:"每攻击5次治疗全队200%AP"},
5072:{uuid:5072,name:"小金库",path:"hh2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Long,hp:140,ap:35, 5072:{uuid:5072,name:"小金库",path:"hh2", fac:FacSet.HERO,pool_lv:2,lv:1,type:HType.Long,hp:287,ap:80,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid1].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Mid1].cd,ccd:0}},
atking:[{s_uuid:6302,t_num:5,overrides:{TGroup:TGroup.Team,ap:200}}], atking:[{s_uuid:6302,t_num:5,overrides:{TGroup:TGroup.Team,ap:200}}],
fend:[{s_uuid:6303,t_num:1,overrides:{gold:1}}], fend:[{s_uuid:6303,t_num:1,overrides:{gold:1}}],
info:"每攻击5次治疗全队每波结束获得1金币"}, info:"每攻击5次治疗全队每波结束获得1金币"},
5073:{uuid:5073,name:"强化牧师",path:"hh3", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:150,ap:45, 5073:{uuid:5073,name:"强化牧师",path:"hh3", fac:FacSet.HERO,pool_lv:3,lv:1,type:HType.Long,hp:430,ap:120,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal3].cd,ccd:0}},
atking:[{s_uuid:6302,t_num:5,overrides:{TGroup:TGroup.Team,ap:250}}], atking:[{s_uuid:6302,t_num:5,overrides:{TGroup:TGroup.Team,ap:250}}],
fend:[{s_uuid:6401,t_num:1,overrides:{TGroup:TGroup.Team,ap:10}}], fend:[{s_uuid:6401,t_num:1,overrides:{TGroup:TGroup.Team,ap:10}}],
info:"每攻击5次治疗全队每波结束全队永久+10攻击力"}, info:"每攻击5次治疗全队每波结束全队永久+10攻击力"},
5074:{uuid:5074,name:"生命牧师",path:"hh4", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Long,hp:160,ap:50, 5074:{uuid:5074,name:"生命牧师",path:"hh4", fac:FacSet.HERO,pool_lv:4,lv:1,type:HType.Long,hp:573,ap:160,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal3].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal3].cd,ccd:0}},
atking:[{s_uuid:6302,t_num:5,overrides:{TGroup:TGroup.Team,ap:250}}], atking:[{s_uuid:6302,t_num:5,overrides:{TGroup:TGroup.Team,ap:250}}],
fend:[{s_uuid:6402,t_num:1,overrides:{TGroup:TGroup.Team,ap:80}}], fend:[{s_uuid:6402,t_num:1,overrides:{TGroup:TGroup.Team,ap:80}}],
info:"每攻击5次治疗全队每波结束全队永久+80最大生命值"}, info:"每攻击5次治疗全队每波结束全队永久+80最大生命值"},
5075:{uuid:5075,name:"全能牧师",path:"hh5", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Long,hp:180,ap:55, 5075:{uuid:5075,name:"全能牧师",path:"hh5", fac:FacSet.HERO,pool_lv:5,lv:1,type:HType.Long,hp:717,ap:200,
skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal2].cd,ccd:0}}, skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Normal2].cd,ccd:0}},
atking:[{s_uuid:6302,t_num:5,overrides:{TGroup:TGroup.Team,ap:300}}], atking:[{s_uuid:6302,t_num:5,overrides:{TGroup:TGroup.Team,ap:300}}],
fend:[ fend:[
@@ -381,40 +404,40 @@ export const HeroInfo: Record<number, heroInfo> = {
*/ */
// 基础怪物 (全部远程攻击HType仅决定站位) // 基础怪物 (全部固定点位站桩攻击HType仅决定是前排还是后排)
// 近战位怪物 (站在前排,承受更多伤害) — v5: TD节奏CD多而弱爽感设计 // 前排怪物 (站在前排,承受更多伤害) — v5: TD节奏CD多而弱爽感设计
6001:{uuid:6001,name:"兽人战士",path:"m1", fac:FacSet.MON,lv:1,type:HType.Melee,hp:220,ap:10,speed:70, 6001:{uuid:6001,name:"兽人战士",path:"m1", fac:FacSet.MON,lv:1,type:HType.Melee,monType:MonType.Melee,hp:220,ap:10,speed:70,
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"基础近战位怪"}, skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"基础前排怪"},
6002:{uuid:6002,name:"兽人精锐战士",path:"m2", fac:FacSet.MON,lv:1,type:HType.Melee,hp:300,ap:14,speed:110, 6002:{uuid:6002,name:"兽人精锐战士",path:"m2", fac:FacSet.MON,lv:1,type:HType.Melee,monType:MonType.Melee,hp:300,ap:14,speed:110,
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"进阶近战位怪,更快更痛"}, skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"进阶前排怪,更快更痛"},
6003:{uuid:6003,name:"兽人重装兵",path:"m3", fac:FacSet.MON,lv:1,type:HType.Melee,hp:850,ap:20,speed:50, 6003:{uuid:6003,name:"兽人重装兵",path:"m3", fac:FacSet.MON,lv:1,type:HType.Melee,monType:MonType.Heavy,hp:850,ap:20,speed:50,
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"重型坦克怪高HP慢攻"}, skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"重型坦克怪高HP慢攻"},
// 远程位怪物 (站在后排,输出更高) // 后排怪物 (站在后排,输出更高)
6004:{uuid:6004,name:"兽人射手",path:"m4", fac:FacSet.MON,lv:1,type:HType.Long,hp:190,ap:35,speed:70, 6004:{uuid:6004,name:"兽人射手",path:"m4", fac:FacSet.MON,lv:1,type:HType.Long,monType:MonType.Long,hp:190,ap:35,speed:70,
skills:{6008:{uuid:6008,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"远程高DPS怪"}, skills:{6008:{uuid:6008,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"后排高DPS怪"},
6005:{uuid:6005,name:"兽人刺客",path:"m5", fac:FacSet.MON,lv:1,type:HType.Long,hp:210,ap:38,speed:130, 6005:{uuid:6005,name:"兽人刺客",path:"m5", fac:FacSet.MON,lv:1,type:HType.Long,monType:MonType.Assassin,hp:210,ap:38,speed:130,
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"高AP快速攻击刺客"}, skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"高AP快速攻击刺客"},
// 特殊位怪物 // 特殊位怪物
6006:{uuid:6006,name:"骷髅领主",path:"m6", fac:FacSet.MON,lv:1,type:HType.Melee,hp:5000,ap:20,speed:60, 6006:{uuid:6006,name:"骷髅领主",path:"m6", fac:FacSet.MON,lv:1,type:HType.Melee,monType:MonType.MeleeBoss,hp:5000,ap:20,speed:60,
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"MiniBoss级坦克"}, skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"前排MiniBoss级坦克"},
6007:{uuid:6007,name:"兽人术士",path:"m7", fac:FacSet.MON,lv:1,type:HType.Melee,hp:300,ap:24,speed:70, 6007:{uuid:6007,name:"兽人术士",path:"m7", fac:FacSet.MON,lv:1,type:HType.Long,monType:MonType.Support,hp:300,ap:24,speed:70,
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"法师怪,远程魔法攻击"}, skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"后排法师怪,魔法攻击"},
6008:{uuid:6008,name:"兽人火法",path:"m8", fac:FacSet.MON,lv:1,type:HType.Melee,hp:270,ap:32,speed:70, 6008:{uuid:6008,name:"兽人火法",path:"m8", fac:FacSet.MON,lv:1,type:HType.Long,monType:MonType.Summoner,hp:270,ap:32,speed:70,
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"高输出法师怪"}, skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"后排高输出法师怪"},
// BOSS怪物 — Boss节奏1.2-1.5s删除不存在的6206技能 // BOSS怪物 — Boss节奏1.2-1.5s删除不存在的6206技能
6101:{uuid:6101,name:"兽人首领-双刀战士",path:"mb1", fac:FacSet.MON,lv:6,type:HType.Long,hp:1900,ap:30,speed:120, 6101:{uuid:6101,name:"兽人首领-双刀战士",path:"mb1", fac:FacSet.MON,lv:6,type:HType.Melee,monType:MonType.MeleeBoss,hp:1900,ap:30,speed:120,
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"远程Boss高攻速"}, skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"前排Boss高攻速"},
6102:{uuid:6102,name:"兽人首领-斧头战士",path:"mb2", fac:FacSet.MON,lv:6,type:HType.Melee,hp:7500,ap:26,speed:60, 6102:{uuid:6102,name:"兽人首领-斧头战士",path:"mb2", fac:FacSet.MON,lv:6,type:HType.Melee,monType:MonType.MeleeBoss,hp:7500,ap:26,speed:60,
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"近战Boss超高HP"}, skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"前排Boss超高HP"},
6103:{uuid:6103,name:"兽人首领-魔法师",path:"mb3", fac:FacSet.MON,lv:6,type:HType.Long,hp:2250,ap:38,speed:110, 6103:{uuid:6103,name:"兽人首领-魔法师",path:"mb3", fac:FacSet.MON,lv:6,type:HType.Long,monType:MonType.LongBoss,hp:2250,ap:38,speed:110,
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"远程法系Boss高AP"}, skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"后排法系Boss高AP"},
6104:{uuid:6104,name:"兽人首领-射手",path:"mb4", fac:FacSet.MON,lv:6,type:HType.Melee,hp:6800,ap:30,speed:70, 6104:{uuid:6104,name:"兽人首领-射手",path:"mb4", fac:FacSet.MON,lv:6,type:HType.Long,monType:MonType.LongBoss,hp:6800,ap:30,speed:70,
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"近战位Boss均衡型"}, skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"后排位Boss均衡型"},
6105:{uuid:6105,name:"亡灵首领-法师",path:"mb5", fac:FacSet.MON,lv:6,type:HType.Long,hp:2600,ap:42,speed:110, 6105:{uuid:6105,name:"亡灵首领-法师",path:"mb5", fac:FacSet.MON,lv:6,type:HType.Long,monType:MonType.LongBoss,hp:2600,ap:42,speed:110,
skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"远程高AP Boss"}, skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"后排高AP Boss"},
6106:{uuid:6106,name:"亡灵首领-骑马战士",path:"mb6", fac:FacSet.MON,lv:6,type:HType.Melee,hp:9000,ap:26,speed:130, 6106:{uuid:6106,name:"亡灵首领-骑马战士",path:"mb6", fac:FacSet.MON,lv:6,type:HType.Melee,monType:MonType.MeleeBoss,hp:9000,ap:26,speed:130,
skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"终极Boss最高HP+高速"}, skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"前排终极Boss最高HP+高速"},
}; };

View File

@@ -20,7 +20,7 @@
* - smc.vmdata.mission_data —— 读写局内金币 * - smc.vmdata.mission_data —— 读写局内金币
*/ */
import { mLogger } from "../common/Logger"; import { mLogger } from "../common/Logger";
import { _decorator, Animation, AnimationClip, EventTouch, Label, Node, NodeEventType, Sprite, SpriteAtlas, Tween, tween, UIOpacity, Vec3, resources, Light, UITransform, Widget } from "cc"; import { _decorator, Animation, AnimationClip, EventTouch, Input, Label, Node, NodeEventType, Sprite, SpriteAtlas, Tween, tween, UIOpacity, Vec3, input, resources, Light, UITransform, Widget } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { CardConfig, CardType, SpecialRefreshCardList, SpecialUpgradeCardList, CKind, CardPoolList } from "../common/config/CardSet"; import { CardConfig, CardType, SpecialRefreshCardList, SpecialUpgradeCardList, CKind, CardPoolList } from "../common/config/CardSet";
@@ -485,6 +485,8 @@ export class CardComp extends CCComp {
this.call_btn.off(NodeEventType.TOUCH_END, this.onCallBtnClick, this); this.call_btn.off(NodeEventType.TOUCH_END, this.onCallBtnClick, this);
} }
oops.message.off(GameEvent.CardSelected, this.onOtherCardSelected, this); oops.message.off(GameEvent.CardSelected, this.onOtherCardSelected, this);
// 兜底注销全局触摸监听showCallBtn 后组件销毁的场景)
input.off(Input.EventType.TOUCH_END, this.onGlobalTouchEnd, this);
} }
// ======================== 触摸交互 ======================== // ======================== 触摸交互 ========================
@@ -579,6 +581,8 @@ export class CardComp extends CCComp {
private showCallBtn() { private showCallBtn() {
if (this.call_btn && this.call_btn.isValid) { if (this.call_btn && this.call_btn.isValid) {
this.call_btn.active = true; this.call_btn.active = true;
// 按需监听全局触摸:点击本体以外区域时隐藏召唤按钮
input.on(Input.EventType.TOUCH_END, this.onGlobalTouchEnd, this);
} }
} }
@@ -587,6 +591,27 @@ export class CardComp extends CCComp {
if (this.call_btn && this.call_btn.isValid) { if (this.call_btn && this.call_btn.isValid) {
this.call_btn.active = false; this.call_btn.active = false;
} }
// 注销全局监听无论是否曾注册off 均安全)
input.off(Input.EventType.TOUCH_END, this.onGlobalTouchEnd, this);
}
/**
* 全局触摸结束:点击落点不在召唤按钮 / 卡牌本体包围盒内时隐藏召唤按钮。
* Why: 复用 HInfoComp 的"点击外部关闭"交互模式,避免 call_btn 长期滞留。
* 排除卡牌本体是防止与 onCardTap 的"点击卡牌显示 call_btn"交互相互冲突。
* @param event 全局触摸事件
*/
private onGlobalTouchEnd(event: EventTouch) {
if (!this.call_btn || !this.call_btn.active) return;
const uiPos = event.getUILocation();
// 命中召唤按钮本体 → 保留
const btnTrans = this.call_btn.getComponent(UITransform);
if (btnTrans && btnTrans.getBoundingBoxToWorld().contains(uiPos)) return;
// 命中卡牌本体 → 保留(由 onCardTap 自行管理显隐)
const cardTrans = this.node.getComponent(UITransform);
if (cardTrans && cardTrans.getBoundingBoxToWorld().contains(uiPos)) return;
// 其余区域 → 隐藏
this.hideCallBtn();
} }
/** 召唤按钮点击回调:阻止冒泡后触发使用卡牌 */ /** 召唤按钮点击回调:阻止冒泡后触发使用卡牌 */

View File

@@ -19,7 +19,7 @@
* - Hero —— 英雄 ECS 实体类(用于出售删除) * - Hero —— 英雄 ECS 实体类(用于出售删除)
* - UIID.IBox —— 英雄详情弹窗 ID * - UIID.IBox —— 英雄详情弹窗 ID
*/ */
import { _decorator, Animation, AnimationClip, Button, Event, Label, Node, NodeEventType, Sprite, resources, CCInteger, SpriteFrame } from "cc"; import { _decorator, Animation, AnimationClip, Button, Event, EventTouch, Input, Label, Node, NodeEventType, Sprite, UITransform, input, resources, CCInteger, SpriteFrame } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { HeroInfo } from "../common/config/heroSet"; import { HeroInfo } from "../common/config/heroSet";
@@ -35,7 +35,7 @@ import { mLogger } from "../common/Logger";
import { MissionHeroComp } from "./MissionHeroComp"; import { MissionHeroComp } from "./MissionHeroComp";
import { MoveComp } from "../hero/MoveComp"; import { MoveComp } from "../hero/MoveComp";
import { FacSet, getLvColor } from "../common/config/GameSet"; import { FacSet, getLvColor } from "../common/config/GameSet";
import { CKind, CardPoolList } from "../common/config/CardSet"; import { CKind, CardPoolList, CardConfig, CardTriggerType } from "../common/config/CardSet";
import { SkillSet } from "../common/config/SkillSet"; import { SkillSet } from "../common/config/SkillSet";
import { CardBgComp } from "./CardBgComp"; import { CardBgComp } from "./CardBgComp";
import { MissionEconomy } from "./MissionEconomy"; import { MissionEconomy } from "./MissionEconomy";
@@ -54,6 +54,9 @@ export class HInfoComp extends CCComp {
/** 英雄 idle 动画图标节点 */ /** 英雄 idle 动画图标节点 */
@property(Node) @property(Node)
icon_node=null! icon_node=null!
/** 技能图标节点 */
@property(Node)
skill_icon_node=null!
/** 出售按钮节点 */ /** 出售按钮节点 */
@property(Node) @property(Node)
sell_node=null! sell_node=null!
@@ -153,10 +156,16 @@ export class HInfoComp extends CCComp {
const heroUuid = this.previewUuid; const heroUuid = this.previewUuid;
const heroLv = Math.max(1, this.previewLv); const heroLv = Math.max(1, this.previewLv);
// 技能卡无等级概念,隐藏等级节点;英雄卡显示等级
if (this.lv_node) { if (this.lv_node) {
if (this.isSkillCard) {
this.lv_node.node.active = false;
} else {
this.lv_node.node.active = true;
this.lv_node.string = `Lv.${heroLv}`; this.lv_node.string = `Lv.${heroLv}`;
this.lv_node.color = getLvColor(heroLv); this.lv_node.color = getLvColor(heroLv);
} }
}
const kindName = this.isSkillCard ? CKind[CKind.Skill] : CKind[CKind.Hero]; const kindName = this.isSkillCard ? CKind[CKind.Skill] : CKind[CKind.Hero];
if (this.BG_node) { if (this.BG_node) {
@@ -169,6 +178,10 @@ export class HInfoComp extends CCComp {
if (this.isSkillCard) { if (this.isSkillCard) {
// ================= 技能卡预览 ================= // ================= 技能卡预览 =================
// 互斥:技能卡只显示技能图标,隐藏英雄图标
if (this.icon_node) this.icon_node.active = false;
if (this.skill_icon_node) this.skill_icon_node.active = true;
const config = CardPoolList.find(c => c.uuid === heroUuid); const config = CardPoolList.find(c => c.uuid === heroUuid);
if (!config) return; if (!config) return;
@@ -192,10 +205,14 @@ export class HInfoComp extends CCComp {
if (heroUuid !== this.iconHeroUuid) { if (heroUuid !== this.iconHeroUuid) {
this.iconHeroUuid = heroUuid; this.iconHeroUuid = heroUuid;
this.iconVisualToken += 1; this.iconVisualToken += 1;
this.updateSkillAnimation(this.icon_node, config.skill ?? heroUuid, this.iconVisualToken); this.updateSkillAnimation(this.skill_icon_node, config, this.iconVisualToken);
} }
} else { } else {
// ================= 英雄卡预览 ================= // ================= 英雄卡预览 =================
// 互斥:英雄卡只显示英雄图标,隐藏技能图标
if (this.icon_node) this.icon_node.active = true;
if (this.skill_icon_node) this.skill_icon_node.active = false;
const hero = HeroInfo[heroUuid]; const hero = HeroInfo[heroUuid];
if (!hero) return; if (!hero) return;
@@ -461,31 +478,35 @@ export class HInfoComp extends CCComp {
/** /**
* 为技能图标加载静态图片。 * 为技能图标加载静态图片。
* 图标来源优先级config.icon > 按 trigger_type 自动取Interval→SkillSetField→FieldSkillSet
* @param node 图标节点 * @param node 图标节点
* @param skillUuid 技能 UUID * @param config 卡牌配置
* @param token 视觉令牌 * @param token 视觉令牌
*/ */
private updateSkillAnimation(node: Node, skillUuid: number, token: number) { private updateSkillAnimation(node: Node, config: CardConfig, token: number) {
if (!node) return; if (!node) return;
this.clearIconAnimation(node); // 停止之前的动画 this.clearIconAnimation(node);
const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite); const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
if (!sprite) return; if (!sprite) return;
const skillData = SkillSet[skillUuid];
if (!skillData || !skillData.icon) {
sprite.spriteFrame = null; sprite.spriteFrame = null;
return;
}
if (smc.uiconsAtlas) { // 优先使用卡牌自定义 icon未定义则按 trigger_type 自动取
const frame = smc.uiconsAtlas.getSpriteFrame(skillData.icon); let iconId: string | undefined = config.icon;
if (frame && token === this.iconVisualToken) { if (!iconId) {
sprite.spriteFrame = frame; if (config.trigger_type === CardTriggerType.Interval) {
iconId = config.skill ? SkillSet[config.skill]?.icon : undefined;
} else if (config.trigger_type === CardTriggerType.Field) {
const fieldUuid = config.field?.[0];
iconId = fieldUuid ? FieldSkillSet[fieldUuid]?.icon : undefined;
} }
} else { }
const sf = oops.res.get("game/heros/cards/" + skillData.icon, SpriteFrame) as SpriteFrame; if (!iconId) return;
if (sf && token === this.iconVisualToken) {
sprite.spriteFrame = sf; // 与 CardComp / SCardComp 一致:仅信任全局缓存的 uiconsAtlas
if (smc.uiconsAtlas) {
const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
if (token === this.iconVisualToken) {
sprite.spriteFrame = frame || null;
} }
} }
} }
@@ -511,6 +532,8 @@ export class HInfoComp extends CCComp {
this.sell_node?.on(Button.EventType.CLICK, this.onSellHero, this); this.sell_node?.on(Button.EventType.CLICK, this.onSellHero, this);
this.close_node?.on(Button.EventType.CLICK, this.onClosePanel, this); this.close_node?.on(Button.EventType.CLICK, this.onClosePanel, this);
// this.node.on(NodeEventType.TOUCH_END, this.onOpenIBox, this); // this.node.on(NodeEventType.TOUCH_END, this.onOpenIBox, this);
// 监听全局触摸结束:点击本体节点以外区域时关闭面板
input.on(Input.EventType.TOUCH_END, this.onGlobalTouchEnd, this);
} }
private unbindEvents() { private unbindEvents() {
@@ -523,6 +546,28 @@ export class HInfoComp extends CCComp {
// if (this.node && this.node.isValid) { // if (this.node && this.node.isValid) {
// this.node.off(NodeEventType.TOUCH_END, this.onOpenIBox, this); // this.node.off(NodeEventType.TOUCH_END, this.onOpenIBox, this);
// } // }
input.off(Input.EventType.TOUCH_END, this.onGlobalTouchEnd, this);
}
/**
* 全局触摸结束处理:点击落点不在本体节点包围盒内时关闭面板。
* Why: 弹窗常见的"点击空白处关闭"交互,用全局 input + 包围盒命中检测实现,
* 无需额外遮罩节点,也不会误关面板内部(含子按钮)的点击。
* @param event 全局触摸事件
*/
private onGlobalTouchEnd(event: EventTouch) {
if (this.isClosing) return;
const transform = this.node.getComponent(UITransform);
if (!transform) {
// 缺少 UITransform 时保守处理为关闭
this.onClosePanel();
return;
}
const worldRect = transform.getBoundingBoxToWorld();
const uiPos = event.getUILocation();
if (!worldRect.contains(uiPos)) {
this.onClosePanel();
}
} }
/** /**

View File

@@ -45,7 +45,7 @@ import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { smc } from "../common/SingletonModuleComp"; import { smc } from "../common/SingletonModuleComp";
import { HeroInfo, HType } from "../common/config/heroSet"; import { HeroInfo, HType } from "../common/config/heroSet";
import { HeroViewComp } from "../hero/HeroViewComp"; import { HeroViewComp } from "../hero/HeroViewComp";
import { FacSet, FightSet, CARD_POOL_UPGRADE_WAVES } from "../common/config/GameSet"; import { FacSet, FightSet, CARD_POOL_UPGRADE_WAVES, SKILL_CARD_WAVES } from "../common/config/GameSet";
import { MoveComp } from "../hero/MoveComp"; import { MoveComp } from "../hero/MoveComp";
import { MissionHeroComp } from "./MissionHeroComp"; import { MissionHeroComp } from "./MissionHeroComp";
import { MissionEconomy } from "./MissionEconomy"; import { MissionEconomy } from "./MissionEconomy";
@@ -235,7 +235,7 @@ export class MissionCardComp extends CCComp {
this.dispatchCardsToSlots(cards); this.dispatchCardsToSlots(cards);
const wave = this.getCurrentWave(); const wave = this.getCurrentWave();
if ([1, 5, 10, 15, 20].includes(wave)) { if (SKILL_CARD_WAVES.includes(wave)) {
this.showSkillCardPopup(); this.showSkillCardPopup();
} }
@@ -426,7 +426,7 @@ export class MissionCardComp extends CCComp {
this.dispatchCardsToSlots(cards); this.dispatchCardsToSlots(cards);
const wave = this.getCurrentWave(); const wave = this.getCurrentWave();
if ([1, 5, 10, 15, 20].includes(wave)) { if (SKILL_CARD_WAVES.includes(wave)) {
this.showSkillCardPopup(); this.showSkillCardPopup();
} }
} }

View File

@@ -196,10 +196,12 @@ export class MissionComp extends CCComp {
this.mission_start(); this.mission_start();
}, 0); }, 0);
smc.map.MapView.scene.mapLayer.stopAnimations(); smc.map.MapView.scene.mapLayer.stopAnimations();
smc.map.MapView.scene.mapLayer.node.getChildByName("fight").getChildByName("fbox").active = true;
} }
onDestroy() { onDestroy() {
smc.map.MapView.scene.mapLayer.playAnimations() smc.map.MapView.scene.mapLayer.playAnimations()
smc.map.MapView.scene.mapLayer.node.getChildByName("fight").getChildByName("fbox").active = false;
super.onDestroy(); super.onDestroy();
if (this.start_btn && this.start_btn.isValid) { if (this.start_btn && this.start_btn.isValid) {
this.start_btn.off(NodeEventType.TOUCH_END, this.onStartFightBtnClick, this); this.start_btn.off(NodeEventType.TOUCH_END, this.onStartFightBtnClick, this);
@@ -854,11 +856,6 @@ export class MissionComp extends CCComp {
// 怪物全灭检测:如果战斗阶段场上没有任何活着的怪物,且待刷新的怪物队列也为空,直接结束战斗进入下一波的准备阶段 // 怪物全灭检测:如果战斗阶段场上没有任何活着的怪物,且待刷新的怪物队列也为空,直接结束战斗进入下一波的准备阶段
const pendingCount = smc.vmdata.mission_data.pending_mon_num || 0; const pendingCount = smc.vmdata.mission_data.pending_mon_num || 0;
if (monsterCount === 0 && pendingCount === 0 && smc.mission.play && !smc.mission.pause && this.currentPhase === MissionPhase.Battle) { if (monsterCount === 0 && pendingCount === 0 && smc.mission.play && !smc.mission.pause && this.currentPhase === MissionPhase.Battle) {
let heroesAliveRatio = heroCount / 6.0; // 假设最大 6 个站位,或者直接基于存活数算比例
// 如果能获取当前已部署英雄数最好,这里简化处理,大于 4 个就算高存活
heroesAliveRatio = Math.min(1.0, heroCount / 4.0);
spawningEngine.updateAdaptive(heroesAliveRatio, this.clearTime);
if (this.currentWave >= 15) { if (this.currentWave >= 15) {
// 15 波通关 // 15 波通关
this.open_Victory(null, false); this.open_Victory(null, false);

View File

@@ -3,27 +3,13 @@
* @description 怪物Monster波次刷新管理组件逻辑层 * @description 怪物Monster波次刷新管理组件逻辑层
* *
* 职责: * 职责:
* 1. 管理每一波怪物的 **生成计划**:根据 WaveSlotConfig 生成怪物。 * 1. 管理每一波怪物的生成计划:根据 RogueConfig 生成怪物。
* 2. 处理特殊插队刷怪请求MonQueue优先于常规刷新 * 2. 自动推进波次在准备阶段结束时PhasePrepareEnd统一刷出怪物
* 3. 自动推进波次:当前波所有怪物被清除后自动进入下一波。
* *
* 关键设计: * 关键设计:
* - 突破 5 槽限制,怪物按刷怪顺序依次从 X=280 开始向右(每隔 50排布。 * - 采用 12 个硬编码的网格位置点 (MON_POSITIONS3行x4列)
* - 6 条刷怪线:在三路 Y 轴范围内随机偏移,实现 6 路进军 * - 每次生成最多 12 个怪物,固定在位置点
* - resetSlotSpawnData(wave) 在每波开始时读取配置,分配并立即生成所有怪物 * - 上一波残留怪在波次结束/开始时统一清理
* - 去除跨波 HP 继承,上一波残留怪在波次结束/开始时销毁。
*
* 怪物属性计算公式:
* ap = floor((base_ap + stage × grow_ap) × SpawnPowerBias)
* hp = floor((base_hp + stage × grow_hp) × SpawnPowerBias)
* 其中 stage = currentWave - 1
*
* 依赖:
* - RogueConfig —— 怪物类型、成长值、波次配置
* - Monsterhero/Mon.ts—— 怪物 ECS 实体类
* - HeroInfoheroSet—— 怪物基础属性配置(与英雄共用配置)
* - HeroAttrsComp / MonMoveComp —— 怪物属性和移动组件
* - BoxSet.GAME_LINE —— 地面基准 Y 坐标
*/ */
import { _decorator, v3, Vec3 } from "cc"; import { _decorator, v3, Vec3 } from "cc";
import { mLogger } from "../common/Logger"; import { mLogger } from "../common/Logger";
@@ -31,21 +17,15 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { Monster } from "../hero/Mon"; import { Monster } from "../hero/Mon";
import { HeroInfo, HType } from "../common/config/heroSet";
import { smc } from "../common/SingletonModuleComp"; import { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent"; import { GameEvent } from "../common/config/GameEvent";
import {BoxSet, FacSet } from "../common/config/GameSet"; import { BoxSet, FacSet } from "../common/config/GameSet";
import { spawningEngine, GeneratedMonster, AffixType, MonType, MonList, TestModeConfig } from "./RogueConfig"; import { spawningEngine, GeneratedMonster, TestModeConfig } from "./RogueConfig";
import { HeroAttrsComp } from "../hero/HeroAttrsComp"; import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { MonMoveComp } from "../hero/MonMoveComp"; import { MonMoveComp } from "../hero/MonMoveComp";
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
/**
* MissionMonCompComp —— 怪物波次刷新管理器
*
* 每波开始时根据 WaveSlotConfig 配置生成怪物,
* 战斗中监控数量,所有怪物消灭后自动推进到下一波。
*/
@ccclass('MissionMonCompComp') @ccclass('MissionMonCompComp')
@ecs.register('MissionMonComp', false) @ecs.register('MissionMonComp', false)
export class MissionMonCompComp extends CCComp { export class MissionMonCompComp extends CCComp {
@@ -81,83 +61,32 @@ export class MissionMonCompComp extends CCComp {
@property({ tooltip: "是否启用调试日志" }) @property({ tooltip: "是否启用调试日志" })
private debugMode: boolean = false; private debugMode: boolean = false;
// ======================== 插队刷怪队列 ========================
/**
* 刷怪队列(优先于常规配置处理):
* 用于插队生成(如运营活动怪、技能召唤怪、剧情强制怪)。
*/
private MonQueue: Array<{
/** 怪物 UUID */
uuid: number,
/** 怪物等级 */
level: number,
/** 飞行层 */
flyLane: number,
}> = [];
// ======================== 运行时状态 ======================== // ======================== 运行时状态 ========================
/** 全局生成顺序计数器(用于渲染层级排序) */ /** 全局生成顺序计数器(用于渲染层级排序) */
private globalSpawnOrder: number = 0; private globalSpawnOrder: number = 0;
/** 插队刷怪处理计时器 */
private queueTimer: number = 0;
/** 当前波数 */ /** 当前波数 */
private currentWave: number = 0; private currentWave: number = 0;
/** 当前波的目标怪物总数 */ /** 当前波的目标怪物总数 */
private waveTargetCount: number = 0; private waveTargetCount: number = 0;
/** 当前波已生成的怪物数量 */ /** 当前波已生成的怪物数量 */
private waveSpawnedCount: number = 0; private waveSpawnedCount: number = 0;
/** 等待生成的怪物队列(由新肉鸽引擎提供) */ /** 等待生成的怪物队列 */
private pendingMonsters: GeneratedMonster[] = []; private pendingMonsters: GeneratedMonster[] = [];
// ======================== 生命周期 ======================== // ======================== 生命周期 ========================
onLoad(){ onLoad() {
this.on(GameEvent.FightReady,this.fight_ready,this) this.on(GameEvent.FightReady, this.fight_ready, this);
this.on("SpawnSpecialMonster", this.onSpawnSpecialMonster, this);
this.on("PhasePrepareEnd", this.onPhasePrepareEnd, this); this.on("PhasePrepareEnd", this.onPhasePrepareEnd, this);
this.on("TimeUpAdvanceWave", this.onTimeUpAdvanceWave, this); this.on("TimeUpAdvanceWave", this.onTimeUpAdvanceWave, this);
} }
/**
* 帧更新:
* 1. 检查游戏是否运行中。
* 2. 处理插队刷怪队列。
* 3. 逐步从 pendingMonsters 队列中生成怪物(受 stop_spawn_mon 限制)。
*/
protected update(dt: number): void { protected update(dt: number): void {
smc.vmdata.mission_data.pending_mon_num = this.pendingMonsters.length; smc.vmdata.mission_data.pending_mon_num = this.pendingMonsters.length;
if(!smc.mission.play) return
if(smc.mission.pause) return
if(smc.mission.stop_mon_action) return;
if(!smc.mission.in_fight) return;
this.updateSpecialQueue(dt);
} }
// ======================== 事件处理 ======================== start() {}
/**
* 接收特殊刷怪事件并入队。
* @param event 事件名
* @param args { uuid: number, level: number, flyLane?: number }
*/
private onSpawnSpecialMonster(event: string, args: any) {
if (!args) return;
mLogger.log(this.debugMode, 'MissionMonComp', `[MissionMonComp] 收到特殊刷怪指令:`, args);
this.MonQueue.push({
uuid: args.uuid,
level: args.level,
flyLane: args.flyLane || 0
});
// 加速队列消费
this.queueTimer = 1.0;
}
start() {
}
private setupWaveData(monsters: GeneratedMonster[]) { private setupWaveData(monsters: GeneratedMonster[]) {
this.pendingMonsters = monsters.slice(0, MissionMonCompComp.MAX_MONSTERS); this.pendingMonsters = monsters.slice(0, MissionMonCompComp.MAX_MONSTERS);
@@ -166,9 +95,7 @@ export class MissionMonCompComp extends CCComp {
let hasBoss = monsters.some(m => m.isBoss); let hasBoss = monsters.some(m => m.isBoss);
console.log(`[MissionMonComp] 波次 ${this.currentWave} 生成怪物总数: ${this.waveTargetCount}`); mLogger.log(this.debugMode, 'MissionMonComp', `[MissionMonComp] 波次 ${this.currentWave} 生成怪物总数: ${this.waveTargetCount}`);
const uuids = monsters.map(m => m.uuid);
console.log(`[MissionMonComp] 波次 ${this.currentWave} 怪物 UUID 列表:`, uuids);
oops.message.dispatchEvent(GameEvent.NewWave, { oops.message.dispatchEvent(GameEvent.NewWave, {
wave: this.currentWave, wave: this.currentWave,
@@ -180,81 +107,41 @@ export class MissionMonCompComp extends CCComp {
/** /**
* 战斗准备:重置所有运行时状态并开始第一波。 * 战斗准备:重置所有运行时状态并开始第一波。
*/ */
fight_ready(){ fight_ready() {
smc.vmdata.mission_data.mon_num=0 smc.vmdata.mission_data.mon_num = 0;
smc.mission.stop_spawn_mon = false smc.mission.stop_spawn_mon = false;
this.globalSpawnOrder = 0 this.globalSpawnOrder = 0;
this.queueTimer = 0 this.currentWave = 1;
this.currentWave = 1 this.waveTargetCount = 0;
this.waveTargetCount = 0 this.waveSpawnedCount = 0;
this.waveSpawnedCount = 0 this.pendingMonsters = [];
this.MonQueue = []
this.pendingMonsters = []
// 预生成第一波数据以获取数量和 Boss 信息 // 预生成第一波数据以获取数量和 Boss 信息
const monsters = spawningEngine.generateWave(this.currentWave); const monsters = spawningEngine.generateWave(this.currentWave);
this.setupWaveData(monsters); this.setupWaveData(monsters);
// 如果处于测试模式,英雄也需要限制为只产出一个,这部分通知可以配合使用
if (TestModeConfig.enable) { if (TestModeConfig.enable) {
mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] 测试模式已开启每波仅生成1只基准怪物"); mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] 测试模式已开启");
} }
mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] Starting Wave System"); mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] Starting Wave System");
} }
// ======================== 插队刷怪 ========================
/**
* 处理插队刷怪队列(每 0.15 秒尝试消费一个):
* 1. 找到后从队列中移除并生成怪物。
*/
private updateSpecialQueue(dt: number) {
if (this.MonQueue.length <= 0) return;
this.queueTimer += dt;
if (this.queueTimer < 0.15) return;
const item = this.MonQueue.shift()!;
this.queueTimer = 0;
const isBoss = MonList[MonType.MeleeBoss].includes(item.uuid) ||
MonList[MonType.LongBoss].includes(item.uuid);
const spawnIndex = this.waveSpawnedCount++;
const targetPosIndex = spawnIndex % MissionMonCompComp.MAX_MONSTERS;
// 构造一个模拟的 GeneratedMonster 数据传递给 addMonsterAtGrid
const base = HeroInfo[item.uuid];
const monData: GeneratedMonster = {
uuid: item.uuid,
type: MonType.Melee, // 简化的兜底,真实逻辑依赖 heroSet 配置
hp: base ? base.hp : 100,
ap: base ? base.ap : 10,
affixes: [],
isBoss: isBoss,
spawnIndex: 0
};
this.addMonsterAtGrid(targetPosIndex, monData, item.level);
}
// ======================== 波次管理 ======================== // ======================== 波次管理 ========================
/** /**
* 开始下一波: * 开始下一波:波数 +1 并预生成数据
* 1. 波数 +1 并更新全局数据。
* 2. 分发 NewWave 事件(实际的生成在 resetSlotSpawnData 中触发)。
*/ */
private onTimeUpAdvanceWave() { private onTimeUpAdvanceWave() {
this.currentWave += 1; this.currentWave += 1;
smc.vmdata.mission_data.level = this.currentWave; smc.vmdata.mission_data.level = this.currentWave;
// 预生成新一波数据以获取数量和 Boss 信息
const monsters = spawningEngine.generateWave(this.currentWave); const monsters = spawningEngine.generateWave(this.currentWave);
this.setupWaveData(monsters); this.setupWaveData(monsters);
} }
private onPhasePrepareEnd() { private onPhasePrepareEnd() {
this.resetSlotSpawnData(this.currentWave); this.resetSlotSpawnData();
// 准备结束阶段,立即刷出本波所有怪物 // 准备结束阶段,立即刷出本波所有怪物
if (this.pendingMonsters.length > 0) { if (this.pendingMonsters.length > 0) {
@@ -262,11 +149,9 @@ export class MissionMonCompComp extends CCComp {
for (let i = 0; i < count; i++) { for (let i = 0; i < count; i++) {
const monData = this.pendingMonsters.shift()!; const monData = this.pendingMonsters.shift()!;
const targetPosIndex = this.waveSpawnedCount % MissionMonCompComp.MAX_MONSTERS; const targetPosIndex = this.waveSpawnedCount % MissionMonCompComp.MAX_MONSTERS;
console.log(`[MissionMonComp] [PhasePrepareEnd] 准备生成怪物 UUID=${monData.uuid}, 当前已生成数量=${this.waveSpawnedCount}`); this.addMonsterAtGrid(targetPosIndex, monData, this.currentWave);
this.addMonsterAtGrid(targetPosIndex, monData);
this.waveSpawnedCount++; this.waveSpawnedCount++;
} }
// 生成完毕后清空 pendingMonsters
this.pendingMonsters = []; this.pendingMonsters = [];
} }
} }
@@ -274,14 +159,9 @@ export class MissionMonCompComp extends CCComp {
// ======================== 槽位管理 ======================== // ======================== 槽位管理 ========================
/** /**
* 重新分配本波所有怪物状态: * 清理上一波残留怪物,并重置生成计数
* 1. 清理上一波残留怪物。
* 2. pendingMonsters 已在 onTimeUpAdvanceWave / fight_ready 中准备好。
*
* @param wave 当前波数
*/ */
private resetSlotSpawnData(wave: number = 1) { private resetSlotSpawnData() {
// 1. 清理上一波残留怪物
ecs.query(ecs.allOf(HeroAttrsComp)).forEach(e => { ecs.query(ecs.allOf(HeroAttrsComp)).forEach(e => {
const attrs = e.get(HeroAttrsComp); const attrs = e.get(HeroAttrsComp);
if (attrs && attrs.fac === FacSet.MON && !attrs.is_dead) { if (attrs && attrs.fac === FacSet.MON && !attrs.is_dead) {
@@ -289,18 +169,13 @@ export class MissionMonCompComp extends CCComp {
} }
}); });
// 2. 重置排号索引
this.waveSpawnedCount = 0; this.waveSpawnedCount = 0;
} }
// ======================== 怪物生成 ======================== // ======================== 怪物生成 ========================
/** /**
* 在指定位置索引处生成一个怪物 * 在指定位置索引处生成一个怪物
*
* @param posIndex 位置索引 (0-11)
* @param monData 新引擎生成的怪物数据 (含 uuid, hp, ap, affixes 等)
* @param monLv 怪物等级 (仅对旧有的 level 参数做兼容,实际属性由 monData 决定)
*/ */
private addMonsterAtGrid( private addMonsterAtGrid(
posIndex: number, posIndex: number,
@@ -310,51 +185,32 @@ export class MissionMonCompComp extends CCComp {
let mon = ecs.getEntity<Monster>(Monster); let mon = ecs.getEntity<Monster>(Monster);
let scale = -1; let scale = -1;
// 获取硬编码的占位点坐标,不再使用随机偏移
const basePos = MissionMonCompComp.MON_POSITIONS[posIndex % MissionMonCompComp.MON_POSITIONS.length]; const basePos = MissionMonCompComp.MON_POSITIONS[posIndex % MissionMonCompComp.MON_POSITIONS.length];
const spawnX = basePos.x; const spawnX = basePos.x;
const landingY = basePos.y + (monData.isBoss ? 6 : 0); const landingY = basePos.y + (monData.isBoss ? 6 : 0);
const spawnPos: Vec3 = v3(spawnX, landingY + MissionMonCompComp.MON_DROP_HEIGHT, 0); const spawnPos: Vec3 = v3(spawnX, landingY + MissionMonCompComp.MON_DROP_HEIGHT, 0);
this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999; this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;
// 如果存在测试技能覆盖,则传递下去(修改 mon.load 逻辑或者通过预存) if (monData.testSkills) {
// 为了避免侵入 Mon.ts 的原有逻辑,我们先预存
(mon as any)._testSkills = monData.testSkills; (mon as any)._testSkills = monData.testSkills;
}
mon.load(spawnPos, scale, monData.uuid, monData.isBoss, landingY, monLv, posIndex); mon.load(spawnPos, scale, monData.uuid, monData.isBoss, landingY, monLv, posIndex);
// 设置渲染排序
const move = mon.get(MonMoveComp); const move = mon.get(MonMoveComp);
if (move) { if (move) {
move.spawnOrder = this.globalSpawnOrder; move.spawnOrder = this.globalSpawnOrder;
} }
// 应用新引擎计算好的最终属性和词缀 // 应用新引擎计算好的最终属性
const model = mon.get(HeroAttrsComp); const model = mon.get(HeroAttrsComp);
if (!model) return; if (model) {
model.ap = monData.ap; model.ap = monData.ap;
model.hp_max = monData.hp; model.hp_max = monData.hp;
model.hp = model.hp_max; model.hp = model.hp_max;
// 将词缀记录到属性组件上,供战斗层使用
(model as any).affixes = monData.affixes || [];
// 解析特定的抗性词缀
if (monData.affixes) {
if (monData.affixes.includes(AffixType.CritRes)) {
model.critical_res = 50;
}
if (monData.affixes.includes(AffixType.FreezeRes)) {
model.freeze_res = 50;
}
if (monData.affixes.includes(AffixType.KnockbackRes)) {
model.knockback_res = 50;
}
} }
} }
/** ECS 组件移除时触发(当前不销毁节点) */ /** ECS 组件移除时触发 */
reset() { reset() {}
// this.node.destroy();
}
} }

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@@ -34,7 +34,7 @@ import { _decorator, Node, Prefab, Sprite, Label, Vec3, resources, SpriteAtlas,
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { CardPoolList, CardTriggerType } from "../common/config/CardSet"; import { CardPoolList, CardTriggerType } from "../common/config/CardSet";
import { SkillSet, SkillOverrides } from "../common/config/SkillSet"; import { SkillSet, SkillOverrides, FieldSkillSet } from "../common/config/SkillSet";
import { oops } from "db://oops-framework/core/Oops"; import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent"; import { GameEvent } from "../common/config/GameEvent";
import { smc } from "../common/SingletonModuleComp"; import { smc } from "../common/SingletonModuleComp";
@@ -57,6 +57,10 @@ export class SkillBoxComp extends CCComp {
@property({ type: Node }) @property({ type: Node })
private icon_node: Node = null; private icon_node: Node = null;
/** 技能图标节点:下面有 green blue purple red yellow 5个不同颜色节点*/
@property({ type: Node })
private bg_node: Node = null;
/** 剩余次数标签 */ /** 剩余次数标签 */
@property(Label) @property(Label)
private info_label: Label = null; private info_label: Label = null;
@@ -82,6 +86,8 @@ export class SkillBoxComp extends CCComp {
private overrides?: SkillOverrides; private overrides?: SkillOverrides;
/** 驻场技能 UUID 列表 */ /** 驻场技能 UUID 列表 */
public field: number[] = []; public field: number[] = [];
/** 卡牌自定义图标ID优先级最高未定义则按 trigger_type 自动取) */
private card_icon?: string;
// ======================== 触发类型化扩展 ======================== // ======================== 触发类型化扩展 ========================
@@ -172,6 +178,7 @@ export class SkillBoxComp extends CCComp {
this.keep_waves = config.keep_waves ?? 0; this.keep_waves = config.keep_waves ?? 0;
this.overrides = config.overrides; this.overrides = config.overrides;
this.field = config.field || []; this.field = config.field || [];
this.card_icon = config.icon; // 保存卡牌自定义图标(优先级最高)
// 读取触发类型与上限(兜底默认值,避免 undefined // 读取触发类型与上限(兜底默认值,避免 undefined
this.trigger_type = config.trigger_type ?? CardTriggerType.Instant; this.trigger_type = config.trigger_type ?? CardTriggerType.Instant;
this.trigger_limit = config.trigger_limit ?? Infinity; this.trigger_limit = config.trigger_limit ?? Infinity;
@@ -294,8 +301,29 @@ export class SkillBoxComp extends CCComp {
} }
} }
/**
* 根据技能等级切换 bg_node 下的颜色子节点显示。
* 等级与颜色对应关系(技能卡 wave 档位):
* card_lv 1 (wave 1) → green
* card_lv 2 (wave 5) → blue
* card_lv 3 (wave 8) → purple
*/
private updateBgNode() {
if (!this.bg_node) return;
const lvToColor: Record<number, string> = {
1: "green",
2: "blue",
3: "purple",
};
const targetColor = lvToColor[this.card_lv];
this.bg_node.children.forEach(child => {
child.active = (child.name === targetColor);
});
}
/** /**
* 更新 UI * 更新 UI
* - 背景:根据技能等级切换对应颜色子节点显示
* - 图标:从 uicons 图集获取 * - 图标:从 uicons 图集获取
* - 剩余次数标签: * - 剩余次数标签:
* * Interval / 事件型:显示剩余次数(按各自上限计算) * * Interval / 事件型:显示剩余次数(按各自上限计算)
@@ -303,14 +331,28 @@ export class SkillBoxComp extends CCComp {
* - CD 遮罩:仅 Interval 类型展示冷却进度 * - CD 遮罩:仅 Interval 类型展示冷却进度
*/ */
updateUI() { updateUI() {
// 按技能等级切换背景颜色节点(与 getLvColor 等级配色一致)
this.updateBgNode();
// 加载技能图标 // 加载技能图标
if (this.icon_node) { if (this.icon_node) {
const iconId = SkillSet[this.s_uuid]?.icon || `${this.s_uuid}`; // 优先使用卡牌自定义 icon未定义则按 trigger_type 自动取
if (smc.uiconsAtlas) { let iconId: string | undefined = this.card_icon;
const frame = smc.uiconsAtlas.getSpriteFrame(iconId); if (!iconId) {
if (frame && this.icon_node && this.icon_node.isValid) { if (this.trigger_type === CardTriggerType.Interval) {
iconId = this.s_uuid ? SkillSet[this.s_uuid]?.icon : undefined;
} else if (this.trigger_type === CardTriggerType.Field) {
const fieldUuid = this.field?.[0];
iconId = fieldUuid ? FieldSkillSet[fieldUuid]?.icon : undefined;
}
}
if (this.icon_node && this.icon_node.isValid) {
let sprite = this.icon_node.getComponent(Sprite) || this.icon_node.addComponent(Sprite); let sprite = this.icon_node.getComponent(Sprite) || this.icon_node.addComponent(Sprite);
sprite.spriteFrame = frame; if (smc.uiconsAtlas && iconId) {
const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
sprite.spriteFrame = frame || null; // 取不到时清空,避免残留
} else {
sprite.spriteFrame = null;
} }
} }
} }

View File

@@ -15,7 +15,7 @@ import { _decorator, Label, Sprite, SpriteFrame } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { CardConfig } from "../common/config/CardSet"; import { CardConfig } from "../common/config/CardSet";
import { SkillSet } from "../common/config/SkillSet"; import { FieldSkillSet, SkillSet } from "../common/config/SkillSet";
import { CardBgComp } from "./CardBgComp"; import { CardBgComp } from "./CardBgComp";
import { smc } from "../common/SingletonModuleComp"; import { smc } from "../common/SingletonModuleComp";
import { oops } from "db://oops-framework/core/Oops"; import { oops } from "db://oops-framework/core/Oops";
@@ -49,34 +49,31 @@ export class TalentItemComp extends CCComp {
if (this.lbl_name) this.lbl_name.string = config.name ?? ""; if (this.lbl_name) this.lbl_name.string = config.name ?? "";
if (this.lbl_info) this.lbl_info.string = config.info ?? ""; if (this.lbl_info) this.lbl_info.string = config.info ?? "";
// 根据 wave 映射背景颜色 // 直接复用 CardSet 中已映射好的 pool_lv保证与技能卡牌背景一致
// 1=绿色(poolLv=1) 5=蓝色(poolLv=2) 10=紫色(poolLv=3) 15=黄色(poolLv=4) 20=红色(poolLv=5) // CardSet 通过 waveToPoolLv[wave] 由 SKILL_CARD_WAVES 索引推导wave 1→1, 5→2, 8→3
if (this.bg) { if (this.bg) {
let poolLv = 1; this.bg.apply(config.pool_lv || 1);
const wave = config.wave || 1;
if (wave >= 20) poolLv = 5;
else if (wave >= 15) poolLv = 4;
else if (wave >= 10) poolLv = 3;
else if (wave >= 5) poolLv = 2;
else poolLv = 1;
this.bg.apply(poolLv);
} }
// 设置图标 // 设置图标:驻场卡(skill=undefined 但有 field)走 FieldSkillSet否则走 SkillSet
if (this.icon && config.skill) { // 与 SCardComp 保持一致,避免驻场卡无 icon 显示
const skillData = SkillSet[config.skill]; if (this.icon) {
if (skillData && skillData.icon) { let iconId: string | undefined;
if (!config.skill && config.field && config.field.length > 0) {
// 驻场卡:用 FieldSkillSet[field[0]].icon
const fieldUuid = config.field[0];
iconId = FieldSkillSet[fieldUuid]?.icon || `${fieldUuid}`;
} else if (config.skill) {
// 技能卡:用 SkillSet[skill].icon
iconId = SkillSet[config.skill]?.icon;
}
if (iconId) {
if (smc.uiconsAtlas) { if (smc.uiconsAtlas) {
const frame = smc.uiconsAtlas.getSpriteFrame(skillData.icon); const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
if (frame) { if (frame) this.icon.spriteFrame = frame;
this.icon.spriteFrame = frame;
}
} else { } else {
const sf = oops.res.get("game/heros/cards/" + skillData.icon, SpriteFrame) as SpriteFrame; const sf = oops.res.get("game/heros/cards/" + iconId, SpriteFrame) as SpriteFrame;
if (sf) { if (sf) this.icon.spriteFrame = sf;
this.icon.spriteFrame = sf;
}
} }
} }
} }

View File

@@ -69,6 +69,9 @@ export class SMoveDataComp extends ecs.Comp {
bezierMidHeight: number = 200; bezierMidHeight: number = 200;
bezierArc: number = 1; bezierArc: number = 1;
/** 是否逐渐加速 (ease-in) */
isAccelerate: boolean = false;
/** 是否自动销毁(到达目标后) */ /** 是否自动销毁(到达目标后) */
autoDestroy: boolean = true; autoDestroy: boolean = true;
@@ -80,6 +83,7 @@ export class SMoveDataComp extends ecs.Comp {
this.bezierStartHeight = 30; this.bezierStartHeight = 30;
this.bezierMidHeight = 200; this.bezierMidHeight = 200;
this.bezierArc = 1; this.bezierArc = 1;
this.isAccelerate = false;
this.speed = 500; this.speed = 500;
this.progress = 0; this.progress = 0;
this.scale = 1; this.scale = 1;
@@ -181,14 +185,20 @@ export class SMoveDataComp extends ecs.Comp {
* 根据移动类型计算当前位置 * 根据移动类型计算当前位置
*/ */
private calculateCurrentPosition() { private calculateCurrentPosition() {
// 如果开启了逐渐加速,混合线性与二次方曲线 (如 0.7 * t^2 + 0.3 * t)
// 这样起步拥有 30% 的基础速度,不会显得完全静止,随后逐渐加速
const t = this.isAccelerate ?
(this.progress * this.progress * 0.7 + this.progress * 0.3) :
this.progress;
switch (this.runType) { switch (this.runType) {
case RType.linear: case RType.linear:
// 直线运动 // 直线运动
Vec3.lerp(this.currentPos, this.startPos, this.targetPos, this.progress); Vec3.lerp(this.currentPos, this.startPos, this.targetPos, t);
break; break;
case RType.bezier: case RType.bezier:
this.calculateBezierPosition(this.progress); this.calculateBezierPosition(t);
break; break;
case RType.fixed: case RType.fixed:
@@ -198,7 +208,7 @@ export class SMoveDataComp extends ecs.Comp {
break; break;
default: default:
Vec3.lerp(this.currentPos, this.startPos, this.targetPos, this.progress); Vec3.lerp(this.currentPos, this.startPos, this.targetPos, t);
break; break;
} }
} }

View File

@@ -40,10 +40,13 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
return; return;
} }
// 根据配置设置移动速度 // 根据配置设置移动速度与加速度
if (skillConfig.speed > 0) { if (skillConfig.speed > 0) {
moveComp.speed = skillConfig.speed; moveComp.speed = skillConfig.speed;
} }
if (skillConfig.is_accel) {
moveComp.isAccelerate = true;
}
// 根据runType设置初始位置 // 根据runType设置初始位置
this.initializePosition(moveComp, skillView); this.initializePosition(moveComp, skillView);
@@ -190,10 +193,12 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
if (moveComp.progress < 1) { if (moveComp.progress < 1) {
// 计算下一帧的位置来确定方向 // 计算下一帧的位置来确定方向
const nextProgress = Math.min(moveComp.progress + 0.01, 1); const nextProgress = Math.min(moveComp.progress + 0.01, 1);
const t = moveComp.isAccelerate ?
(nextProgress * nextProgress * 0.7 + nextProgress * 0.3) :
nextProgress;
const nextPos = v3(0, 0, 0); const nextPos = v3(0, 0, 0);
// 计算下一个位置 // 计算下一个位置
const t = nextProgress;
const oneMinusT = 1 - t; const oneMinusT = 1 - t;
const oneMinusTSquared = oneMinusT * oneMinusT; const oneMinusTSquared = oneMinusT * oneMinusT;
const tSquared = t * t; const tSquared = t * t;
@@ -245,6 +250,7 @@ export class SMoveHelper {
if (skillConfig) { if (skillConfig) {
moveComp.runType = skillConfig.RType || RType.linear; moveComp.runType = skillConfig.RType || RType.linear;
moveComp.speed = skillConfig.speed || 500; moveComp.speed = skillConfig.speed || 500;
if (skillConfig.is_accel) moveComp.isAccelerate = true;
} }
} }

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