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963c89a976
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803e273187 |
@@ -451,11 +451,11 @@ export const HeroInfo: Record<number, heroInfo> = {
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// 基础怪物 (全部远程攻击,HType仅决定站位)
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// 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
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6001:{uuid:6001,name:"兽人战士",path:"m1", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:220,ap:10,speed:70,
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6001:{uuid:6001,name:"兽人战士",path:"m1", fac:FacSet.MON,lv:1,type:HType.Melee,hp:220,ap:10,speed:70,
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skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"基础近战位怪"},
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6002:{uuid:6002,name:"兽人精锐战士",path:"m2", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:300,ap:14,speed:110,
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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,
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skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"进阶近战位怪,更快更痛"},
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6003:{uuid:6003,name:"兽人重装兵",path:"m3", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:850,ap:20,speed:50,
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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,
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skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"重型坦克怪,高HP慢攻"},
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// 远程位怪物 (站在后排,输出更高)
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6004:{uuid:6004,name:"兽人射手",path:"m4", fac:FacSet.MON,lv:1,type:HType.Long,hp:190,ap:35,speed:70,
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@@ -463,25 +463,25 @@ export const HeroInfo: Record<number, heroInfo> = {
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6005:{uuid:6005,name:"兽人刺客",path:"m5", fac:FacSet.MON,lv:1,type:HType.Long,hp:210,ap:38,speed:130,
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skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"高AP快速攻击刺客"},
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// 特殊位怪物
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6006:{uuid:6006,name:"骷髅领主",path:"m6", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:5000,ap:20,speed:60,
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6006:{uuid:6006,name:"骷髅领主",path:"m6", fac:FacSet.MON,lv:1,type:HType.Melee,hp:5000,ap:20,speed:60,
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skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"MiniBoss级坦克"},
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6007:{uuid:6007,name:"兽人术士",path:"m7", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:300,ap:24,speed:70,
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6007:{uuid:6007,name:"兽人术士",path:"m7", fac:FacSet.MON,lv:1,type:HType.Melee,hp:300,ap:24,speed:70,
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skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"法师怪,远程魔法攻击"},
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6008:{uuid:6008,name:"兽人火法",path:"m8", fac:FacSet.MON,lv:1,type:HType.Melee,dis:360,hp:270,ap:32,speed:70,
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6008:{uuid:6008,name:"兽人火法",path:"m8", fac:FacSet.MON,lv:1,type:HType.Melee,hp:270,ap:32,speed:70,
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skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"高输出法师怪"},
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// BOSS怪物 — Boss节奏1.2-1.5s,删除不存在的6206技能
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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,
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skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"远程Boss,高攻速"},
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6102:{uuid:6102,name:"兽人首领-斧头战士",path:"mb2", fac:FacSet.MON,lv:6,type:HType.Melee,dis:360,hp:7500,ap:26,speed:60,
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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,
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skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"近战Boss,超高HP"},
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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,
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skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow2].cd,ccd:0}},info:"远程法系Boss,高AP"},
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6104:{uuid:6104,name:"兽人首领-射手",path:"mb4", fac:FacSet.MON,lv:6,type:HType.Melee,dis:360,hp:6800,ap:30,speed:70,
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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,
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skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"近战位Boss,均衡型"},
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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,
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skills:{6103:{uuid:6103,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow1].cd,ccd:0}},info:"远程高AP Boss"},
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6106:{uuid:6106,name:"亡灵首领-骑马战士",path:"mb6", fac:FacSet.MON,lv:6,type:HType.Melee,dis:360,hp:9000,ap:26,speed:130,
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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,
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skills:{6005:{uuid:6005,lv:1,cd:AtkSpeedSet[AtkSpeedLv.VerySlow3].cd,ccd:0}},info:"终极Boss,最高HP+高速"},
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@@ -125,17 +125,22 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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move.baseY = slot.targetY;
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move.targetX = slot.targetX;
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// 战斗阶段不移动
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const canMove = !smc.mission.in_fight;
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// 2. 平滑 Y 轴换路
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let isChangingLane = false;
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if (Math.abs(view.node.position.y - move.baseY) > 2) {
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const currentY = view.node.position.y;
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const deltaY = move.baseY - currentY;
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const step = 400 * this.dt; // 换路速度
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const newY = currentY + Math.sign(deltaY) * Math.min(Math.abs(deltaY), step);
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view.node.setPosition(view.node.position.x, newY, 0);
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isChangingLane = true;
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} else {
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view.node.setPosition(view.node.position.x, move.baseY, 0);
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if (canMove) {
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if (Math.abs(view.node.position.y - move.baseY) > 2) {
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const currentY = view.node.position.y;
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const deltaY = move.baseY - currentY;
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const step = 400 * this.dt; // 换路速度
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const newY = currentY + Math.sign(deltaY) * Math.min(Math.abs(deltaY), step);
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view.node.setPosition(view.node.position.x, newY, 0);
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isChangingLane = true;
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} else {
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view.node.setPosition(view.node.position.x, move.baseY, 0);
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}
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}
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// 渲染层级重排
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@@ -144,18 +149,31 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const nearestEnemy = this.findNearestEnemy(e);
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if (nearestEnemy) {
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/** 有敌人:进入战斗位移逻辑 */
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this.processCombatLogic(e, move, view, model, nearestEnemy);
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if (canMove) {
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this.processCombatLogic(e, move, view, model, nearestEnemy);
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} else {
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model.is_atking = true; // 战斗中不移动,但保持攻击状态
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}
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this.syncCombatTarget(model, view, nearestEnemy);
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} else {
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/** 无敌人:清目标并回归编队站位 */
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this.clearCombatTarget(model);
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this.moveToSlot(view, move, model, move.targetX);
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if (canMove) {
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this.moveToSlot(view, move, model, move.targetX);
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}
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model.is_atking = false;
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}
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// 如果只在 Y 轴移动,也要播放 move 动画
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if (isChangingLane && view.status !== "move" && view.status !== "atk") {
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view.status_change("move");
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if (canMove) {
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// 如果只在 Y 轴移动,也要播放 move 动画
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if (isChangingLane && view.status !== "move" && view.status !== "atk") {
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view.status_change("move");
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}
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} else {
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// 战斗阶段如果不移动,确保不在攻击时恢复 idle 状态
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if (!model.is_atking && view.status === "move") {
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view.status_change("idle");
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}
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}
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}
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